D&D General 6E But A + Thread

No, if you want to have "set piece encounter*" you would be expected to use the whole day's worth of XP. It is right there in the DMG:

" If it has more deadly encounters, they can handle fewer."

and

"Add together the values of all party members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest."

*I assume "set piece" means one big encounter for the day.
Why should it mean only one big encounter for the day? "Set piece" simply means that it's a big spectacle. It could be the last encounter of several, the first encounter of several, or anything in between. I find this assumption extremely confusing.
 

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These are Google mail links. I cannot view them as I do not have access to your Gmail account. I assume you meant to link something else?
My apologies! They are from is Patreon (which is free) and they get emailed to me. Here is the text:

Here's the broom of flying from the SRD:

Broom of Flying

Wondrous Item, Uncommon (Requires Attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
It works, but its description reads more like the tech specs for a magic broom than a magical broom that lets you fly. Here's a pass at designing it for Odyssey:

Hag's Broom

Tier 2 Magic Item

Hags plot and scheme against each other for control of the lingering remains of lost Arcadia. When a hag defeats a rival, she ritually transforms her foe into the least dignified servant imaginable: an animated broom doomed to clean her lair and serve as her steed.

As an action, you can grasp a hag's broom and command it to clean the area in a 30-foot radius around you. As it cleans, the broom bumps into others, sweeps dust on to their shoes, and otherwise behaves in a truculent, sulky manner.

You can also use the broom to fly. A single Medium creature can mount the broom to gain a fly speed. However, you must succeed in a DC 15 Charisma (Intimidation) check to compel the broom to carry you. If you fail, you cannot mount it this round.

Each broom has a specific phobia related to the method in which it was defeated and turned into a broom. The broom makes no effort to share this information. The broom refuses to move within 30 feet of an object of its phobia, and if somehow ends up within that distance flies away from it at the first opportunity. Roll for the phobia below or invent one.

Roll 1d6:

  1. Fire. The hag was defeated with flames.
  2. Cats. The hag was ambushed by her rival while in cat form.
  3. Water. The hag drowned.
  4. Sunlight. The hag was slain by radiant light. It refuses to enter areas lit by the sun.
  5. Blades. The hag was stabbed to death and refuses to draw close to a drawn, edged weapon.
  6. Heights. The hag was dropped from a great height and is afraid of any spot more than 30 feet above the ground.
If the hag who created the broom is slain and her blood soaked into the broom's thistles, the broom turns back into the hag it once was. Tales vary on whether the freed hag owes her rescuer a favor.

Hags and their agents covet these objects. Among their kind, status is derived in part by the number of hag's brooms they command.
Design Commentary

I want something like the broom of flying to feel more fantastical and mythic than the equivalent of a fantasy flying skateboard. My rule of thumb for fantastical designs is this - would anyone design technology to work this way? I want items to have quirks and flavor that reflect that they come from a fantasy world. They aren't tools developed to solve problems, but the expressions of a mythic world where story and meaning take precedence over physics and utility.

The drawback is a good example of this. I want anyone using the broom to remember that it was once a hag, and this hag died horribly. This item is a flexible, free power upgrade, so I like the idea of giving it a weird quirk that players have to work around.

Per my earlier article, this one is classified as a gizmo. You might use it to fly around, but its phobia and sinister nature might throw some curveballs into your life.

I'm also going to let you in on a secret: Part of designing Odyssey is, for me, creating a system that is fun to design for. I'd rather write magic items that look like this than grind out narrow, flavorless power upgrades.

I think AD&D 2nd edition was the last version of D&D to make magic items interesting. I used to love accumulating a janky pile of random tools and figuring out a way to make them work. Later editions turned magic items into a resource for making characters more powerful with augmented AC, attack bonuses, and damage.

That shift also came with a significant growth in character class features. In AD&D, characters relied on magic items to provide virtual class features. Most classes offered a few benefits at low levels, with a few outliers (druid, monk) consistently providing new features. In AD&D, your magic items created an extra level of tricks you could pull outside of your class’s core features.

I really like that feel and want to replicate it in Odyssey. I also think it makes sense that you can find better weapons and armor. After all, a cool sword or mighty staff is a logical magical item to find in a fantasy world. The trick comes down to finding a way to categorize items and make sure that it’s easy for DMs to hand them out without breaking the game or making magic items feel like upgrades you ordered from Amazon.

Organized by Tier​

To start with, I want to make life easy for the DM. Magic items are organized by tier. Within its tier, an item is an appropriate reward for the party. This approach makes sure that you don’t accidentally hand out an effect that breaks the game. With spells and other class features organized by tier, it’s easy to compare magic items to what characters can do and rate them appropriately.

Organized by Power​

Within a tier, there are three categories of items. I am also going to talk about a fourth category of items that you won’t see in the game.

Upgrades: Upgrade items are superior versions of items that the characters can purchase, such as weapons, armor, and arcane implements. Unless an upgrade item is powerful enough to qualify as an artifact, you can also use gold to purchase these items.

These items are not necessarily magical. They can include weapons and armor made from rare materials, an implement that grants a benefit when you cast a spell, and so on. However, in terms of game design they follow this rule: upgrades are as complex as mundane gear. They give you bigger numbers than mundane stuff, but they don’t add complexity.

Potions and similar one-use items fall into this category. However, I’m toying with implementing a one-minute delay between drinking a potion and gaining its effects so that they aren’t options in combat. I still need to think about that.

Curios: These items are all weird objects that do unique things. They expand your options rather than improve on things you can already do. Curios might let you paint a functioning door on a wall, walk on water, speak the forgotten language of the sea, or turn into a butterfly. In play, they can be powerful if you think of clever ways to use them.

An adventurer might have a few curios stashed in their backpack. If the right situation arises, they can prove quite valuable.

Artifacts: Artifacts are the mightiest items you can find. They are also the only items that require attunement. An artifact gives, but it also takes. When you attune to an artifact, it draws power from you just as you draw power from it. It might compel you to take certain actions or prohibit you from acting in a certain way.

Artifacts grant you expanded abilities, new ways to spend resolve, and upgrades to things you already do. The Sword of Volcanic Genesis might be a two-handed sword that does 4d6 damage on a hit and allow you to spend resolve to cast fireball and burning hands. You can plunge it into the ground to open a volcanic vent. You are compelled to offer sacrifices to the volcanic heart of the world, and when you die wielding the sword you burst into flame as Surtur calls you and the sword to his court to serve at his side.

Artifacts are powerful, but they are puzzles. Their power comes at a cost. Abuse them, and you may find yourself rolling a new character.

Artifacts unlock powers as you level up. An apprentice tier character, who offers less power, gains a shadow of what a tier four character gains from them. Remember, above all else artifacts use you as much as you use them.

Since artifacts want you to find them, they show up more often on the treasure tables than you might expect. Since they also turn their users into puppets, you can count on each artifact including a monster stat block for the NPC wielding it and rules for adding it to an existing monster.

Modern Conveniences: This category of items won’t appear in the game. Bags of holding, everburning torches, and decanters of endless water remove the danger and tension from the game in my experience. They are modern conveniences, handy short cuts to take the sting out of adventuring. I’m not crazy about that. I think they make running high level adventurers more difficult, as the players carefully eliminate hardships from their lives.

When these items do show up, they will come with risks or drawbacks. The torch of the unconquered sun might never burnout and remains lit even underwater, but each time you activate it you risk summoning the solar who wants to reclaim it for her deity.

Rate of Acquisition​

These numbers might change, but I expect that across tiers one to four each character gains:

  • One upgrade per level, typically purchased with gold rather than found
  • One curio per tier
  • One artifact gained across tier three and four, though the DM can make an exception since artifacts can support lower tiers of play
A 10th level character has therefore churned through 9 upgrades, and probably has held on to three of them, carries four curios, and has one artifact.

Apprentice tier is an exception, since your upgrades there put you in line with a 1st-level character. You’ll get better weapons, armor, and implements, along with a few potions in that tier.
 

Why should it mean only one big encounter for the day? "Set piece" simply means that it's a big spectacle. It could be the last encounter of several, the first encounter of several, or anything in between. I find this assumption extremely confusing.
I was taking the definition from the context of the post I quoted. I could be wrong. I generally ascribe to your definition, but that is not how I understood it was being used in the comment I quoted.
 

No, if you want to have "set piece encounter*" you would be expected to use the whole day's worth of XP. It is right there in the DMG:

" If it has more deadly encounters, they can handle fewer."

It means a story driven encounter, which can be a whole days XP.

The point though is if even it is one super-deadly encounter then you have some classes going Nova in that one encounter and other classes not getting their short rest recharge or not getting their built-in at will advantages ..... which is supposedly the whole reason we need to stick to a minimum number of encounters - to ensure attrition of Long Rest recharge resources.
 
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Goodness, a level 20 character probably should be overshooting 6-8 with all they have at their disposal. Again, if you want less encounters you have to ratchet up the challenge. If the adventure writer set it up where its 20 encounters a day, id say thats not great adventure writing. Though, I dont know the adventure or the GM style and execution so cant say anything for certain.

He did not set it up that way. It was designed to be done in two (or more) days. The adventure was designed for us to go into Lolth's domain fully rested and there were a series of portals to other worlds right before it where we could have done that. We even had an NPC who we freed invite us to his castle on one of the worlds. In the end we chose not to go into those and skipped the long rest. We later tried to hide and rest on Lolth's ship, inside the heart of the Abyss, and couldn't.

This is part of my point, there is player agency here. We did not take a rest when the campaign was designed to let us and as a result had a fairly tough time at the end of the game (we had a ton of magic items that helped mitigate this though). It could just as easily go the other way - Mike is out of spell slots so lets put up a Lemunds Hut and get a full 8 hours ..... or let's head to the tavern to sleep instead of tackling the smuggler's hideout tonight. Unless you throw up barriers to prevent this it is going to happen, and if you do throw barriers there is a strong argument that those barriers take player agency unless they are tightly coupled to the story (why can't we rest tonight and go to the hideout tomorrow). If you do tightly couple them to the story, you risk "railroading" the PCs.
 
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My apologies! They are from is Patreon (which is free) and they get emailed to me. Here is the text:

Here's the broom of flying from the SRD:


It works, but its description reads more like the tech specs for a magic broom than a magical broom that lets you fly. Here's a pass at designing it for Odyssey:


Design Commentary

I want something like the broom of flying to feel more fantastical and mythic than the equivalent of a fantasy flying skateboard. My rule of thumb for fantastical designs is this - would anyone design technology to work this way? I want items to have quirks and flavor that reflect that they come from a fantasy world. They aren't tools developed to solve problems, but the expressions of a mythic world where story and meaning take precedence over physics and utility.

The drawback is a good example of this. I want anyone using the broom to remember that it was once a hag, and this hag died horribly. This item is a flexible, free power upgrade, so I like the idea of giving it a weird quirk that players have to work around.

Per my earlier article, this one is classified as a gizmo. You might use it to fly around, but its phobia and sinister nature might throw some curveballs into your life.

I'm also going to let you in on a secret: Part of designing Odyssey is, for me, creating a system that is fun to design for. I'd rather write magic items that look like this than grind out narrow, flavorless power upgrades.
Okay. Second part is...massive...so it's getting a separate post.

My first thought: This is way the hell longer than the original. That leads to various issues. In brief:

  • If every item is meant to look like this, items will take up massive page-space, making them unwieldy in production terms.
  • Summarizing this on a character sheet would be a nightmare. Will initial fans like this effect, long-term?
  • It's going to be hard to make this fit well with a "simple" system of any kind. Every item makes the system more complex.
  • This implies every item always comes with serious drawbacks. This may drive people away from items altogether if so.
  • While this item may be fun to design, it hugely increases the workload for all future item design. Is that desirable?
  • The antipathy for "tools made to solve problems" is concerning. Civilizations should develop some such tools!

I'll respond to the other part later, it's going to require quite a bit more digestion.
 

Then we cannot actually design a game that won't create massive perverse incentives, which in turn will distort the story we tell about those things.

Perverse incentives discourage people from playing archetypes they actually enjoy, and instead encourage them to play archetypes that give them power--or, more accurately, survival and success.

Some people, not all people. I was a huge fan of the 2014 5E Monk and enjoyed playing them, using the 2024 rules I have played more Rangers and Rogues than anything else (counting the total number of levels per class) and they are widely regarded as the two weakest classes. I would say most of the people I play with fall into this category.

That is not to say I don't optimize, I heavily optimize in some of my games, but I optimize around what I want to play, I don't just pick what is optimal and play that. I decide on an idea for a character first and then I figure out what mechanics I can put together to make that character idea work well. For example I am playing a Pyromaniac Tiefling right now. That is the fiction in a nutshell, that is what I wanted to build. She is currently level 4 (F1/Warlock3). Her progression will go like this - 1 level of Fighter, 4 levels of Warlock (Pact of Blade, Pact of Tome, Agonizing Green Flame Blade, Flames of Phelethegos), 10 more levels of fighter (Eldritch Knight, Warcaster, Shadow Touched), 4 levels of Paladin, and taking her last level as Fighter 12 for 2 epic boons. She is a primary melee character with Agonizing Green Flame Blade, Flames of Phelethegos and Cleave and is going to be just fine every level despite not getting extra attack until level 9 (and not primarily using it until level 11). She also has lots of other "fire" stuff - Chromatic Orb, Warlock subclass spells, Hellish Rebuke and firebolt from Tiefling, Produce Flame and Create Bonfire from POT....

The Dragonborn "Ranger" I mentioned earlier (R13/B5/M1/D1) was a character designed to blow the doors off any other "face" build and grow into heavily using charms and fear and she did both in spades (until she ran out of spells and dragonfear). The Monk level gave her a damage boost to stay competitive at low level and the Druid level gave her the boost to do ok, not great, melee damage when she needed to melee at high level (which she ended up needing to do far more often than planned). I think this is my favorite character I have played to level 20, and I have played many.

If the Realms subclasses are released unchanged I am going to play a half-orc (using Orc species) Bladesinger/Dead 3 Rogue (W8/R12 at games end). Her story is "not safe for work", but suffice it to say there is a reason and story.

There are certainly more powerful builds than any of these characters, but these characters will be/were good enough at all levels and spectacular at some things and some levels.

You discourage optimization, and thereby encourage creativity, by making it so that there are genuinely distinct paths (no uniformity, truly different options), but each option is so close to equivalent mathematical performance that calculation fails to meaningfully distinguish them.

I would disagree with this. Balance really kills the story IME. I know it works for some people, but not the games I play in. The mathematical equivalence is extremely difficult to achieve and when achieved it makes choices seem trivial.


Story and mechanics need to be conversant with one another.

That is why I am so against the set number of encounters. That is a mechanic without a story hook.
 
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Why should it mean only one big encounter for the day? "Set piece" simply means that it's a big spectacle. It could be the last encounter of several, the first encounter of several, or anything in between. I find this assumption extremely confusing.

I think the point is it is a story-driven encounter that occurs. In the example I gave (caravan guards) maybe it is the bandit attack you knew was coming. Maybe it is finding out which of the caravan merchants is secretly a devil and confronting him. The point is surrounding it with meaningless encounters on that day to get your quota is kind of lame, especially if PC actions are what drives when it happens ...... ok your investigation determined the tea merchant is the Devil, now let me throw a bunch of other meaningless encounters at you before you go confront him.
 

Some people, not all people. I was a huge fan of the 2014 5E Monk and enjoyed playing them, using the 2024 rules I have played more Rangers and Rogues than anything else (counting the total number of levels per class) and they are widely regarded as the two weakest classes. I would say most of the people I play with fall into this category.
Most people.

Because people understand that, when you incentivize something, that thing is now inherently more valuable. That's...what an incentive is.

That is not to say I don't optimize, I heavily optimize in some of my games, but I optimize around what I want to play, I don't just pick what is optimal and play that.
Then you need to understand that that is not what most people will do with a game.

"Players will optimize the fun out of your game" is an extremely serious game design problem.

I decide on an idea for a character first and then I figure out what mechanics I can put together to make that character idea work. For example I am playing a Pyromaniac Tiefling right now. That is the fiction (in a nutshell), that is what I wanted to build. She is currently level 3 (F1/Warlock3). Her progression will go like this - 1 level of Fighter, 4 levels of Warlock (Pact of Blade, Pact of Tome, Agonizing Green Flame Blade, Flames of Phelethegos), 10 more levels of fighter (Eldritch Knight, Warcaster, Shadow Touched), 4 levels of Paladin, taking her last level at Fighter 12 for 2 epic boons. She is a hard melee character who with Agonizing Green Flame Blade, Flames of Phelethegos and Cleave is going to be just fine despite not getting extra attack until level 9 (and not primarily using it until level 11).
This is very neat, and I'm glad you enjoy this. But most people will not approach it this way. Most people will feel punished for failing to choose the obviously overall-optimal choices.

I would disagree with this. Balance really kills the story IME. I know it works for some people, but not the games I play in. The mathematical equivalence is extremely difficult to achieve and the desire to achieve it makes choices seem trivial.
It isn't at all difficult to achieve--you just have to work for it. It requires statistical testing, something a lot of designers are simply unwilling to do. But then again, using surveys correctly also requires statistical testing, so....they're already embarked on needing statistics in order to design the game anyway. Might as well use them wherever they're useful, rather than treating them like a horrible nasty thing to be avoided.

You say that "Balance really kills the story". How? Like...genuinely what does that even mean? It sounds to me like what you're saying is uniformity kills the story. And if that were what "balance" meant, I would 100% agree with you. Making it so every choice is meaningless because the choices are "A, but blue; A, but red; or A, but green" is not a choice, it is the illusion of choice. Or, if you prefer...
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But now imagine your choice is "I want to go to Chicago." By definition, all choices will have the same endpoint, but that doesn't actually mean that the choices are identical. You could fly there, which would be quick, but expensive. You could drive there, which would be slow, but could save you a lot of money. You could take a train, which is kind of in the middle, depending on when you need to travel, but limited and not the most comfortable unless you spend extra. You could take Greyhound. Etc.

These things are in fact actual choices, because they are qualitatively different, not quantitatively different. They all achieve the same quantitative end: your location becomes Chicago, IL. But different qualities matter. Perhaps time is no object, but money is--you're taking a long vacation and you've never actually done a road trip before, so taking 3-4 days to cross the Rockies is a perk, not a penalty. Perhaps you have a relative who is sick, possibly dying--then the fastest method is the only choice, damn the expense. Perhaps you are preparing to go there for school, so you're weighing your options--train might let you carry more goods, but it's uncomfortable unless you spend at least as much as if you'd flown, and shipping isn't that expensive.

Applying this same concept to TTRPG design is what balance is: every route gets you to more or less (within a statistical comfort zone) the same outcome, such as "about the same amount of damage" or "about the same survivability" etc. But the qualitative differences now become paramount, and local, context-specific perks or penalties become relevant. E.g., a character with high AC but only average health (say, a Fighter who invests in offensive stats) can't take many hits, but doesn't get hit very much. A character with ablative-THP but weak AC (say, a Barbarian who doesn't invest in Dex) can take hits, but also will take hits. The two achieve the same result, but are better suited for different tasks: the high-AC character is better dealing with hordes of weak enemies that can't easily hit their target, while the ablative-THP character is better against more sustained damage from a small number of enemies, because their THP functionally negates most of the damage they'd take.

I don't see how this, in any way, is the death of story. If anything, it is supporting story, by actually making it so that different methods, different approaches, are equally valid answers, rather than privileging one or two answers above all others.

That is why I am so against the set number of encounters. That is a mechanic without a story hook.
Sure. Like I said, I believed that doing that was genuinely never going to happen. Thus, if a fixed number of encounters isn't possible, and taking away control of the rate of resting isn't possible, the only remaining option if we must preserve the D&D-like gameplay experience is to take away the design (or the power, which is functionally doing the same thing) of Vancian spellcasting-

Because otherwise, the correct build choice every time is to be some kind of spellcaster yourself, and the correct build choice at the group level is to have as many spell slots as the group can realistically achieve while still being sufficiently defensible to survive the early levels. If you're skipping the early levels, every character should always be either a full spellcaster, a full spellcaster with a 1-level Fighter dip, or a Paladin, unless the player is electing to intentionally play a weaker character in order to have more fun. Choosing to play anything else is intentionally choosing self-detrimental choices in order to have more fun--and few people willingly choose self-detriment, even if they legitimately actually know that doing so would bring them more entertainment value.

Because that, that thing right there, is what imbalance forces people to choose between. "Do you what to succeed more? Or do you want to have more fun?" Or, if you prefer, "Which would you rather accept: failing more but having more fun, or succeeding more and being bored more often?"

Achieving real balance--meaning, asymmetrical balance with genuinely distinct paths--makes it so those two questions cease to be distinct. Doing stuff that succeeds more is the most fun thing you can do. That's...kind of what game design is all about, making it so that the enjoyable thing to do is to actually play the game, rather than playing your self-imposed challenge mode.
 

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