Tag Archives: D&D

Curse of the Crimson Throne Finale

Crown of Fangs Part III is the campaign finale for the Curse of the Crimson Throne.  Annata, Malcolm, Thorndyke, and Cayen have to depose the evil queen and then stop her weird blood ritual from killing everyone in Korvosa.

For nine months (realtime and, approximately, game time) we’ve been working towards this moment.  Over many battles we’ve learned our own powers and how to work together as a team in perfect concert.  And it all pays off.  We storm Castle Korvosa and liberate it, only to discover the real Queen has already left for an ancient Thassilonian site for her blood ritual.  But the hounds of war have been loosed and distance and sorcery do not deter us from the pursuit of justice.

When everything has settled, we get the rarest of rare things – a real storybook ending.  You’ll have to read the full session summary for the details!

I personally enjoyed this campaign the most of all the ones you see here, and I think the other guys feel the same way.   Using the Pathfinder beta rules, we didn’t have much in the way of rule frustration that mars some of our other games, and the mix of solid roleplaying along with interesting NPCs, sweet locations, and demented foes came out as a totally solid mix.

I hope you’ve enjoyed our tale of the Curse of the Crimson Throne.  Check out our continuing adventures for more fun!

Second Curse of the Crimson Throne “Crown of Fangs” Session Summary Posted

In Crown of Fangs, Part II, it gets interesting.  We go back to assault the castle again.  And we get to use a deck of many things!  Old school indeed.  And we mostly survive!  Thorndyke gets to kill a horned devil not once but twice with the magic sword Serith-Tial.  And Malcolm gets a keep and lands; his long held goal of becoming Doctor Doom is near at hand.

Annata has a bit of a bad day – she gets tentacle-raped to death by a worm devil.  Her deck of many things draw is the only thing that saves her!  And she goes from orphan to noble in the bargain.

And our new bard Cayen has a complicated love life.  First, his brother shows up to play his barbarian girlfriend, which is weird out of the gate.  Then, he gets his alignment changed by the deck to Lawful.  And finally, the Red Mantis leader falls in love with him (again, the deck at work).  Hell hath no fury like a high level barbarian woman scorned!

Next session will be the campaign finale.    Will we defeat the Queen?  Will Snu-Snu cleave Cayden in half?  Will Vencarlo finally romance Annata?  Will Thorndyke do justice to the legend of Blackjack?  Will Annata become the next Queen?  What will Malcolm choose to defile with his bodily excretions now?  And will Korvosa finally be free?  So many questions – but nothing might and magic can’t answer!

Mock the Monsters!

I saw that Cracked has a new article up entitled “15 Retarded Dungeons & Dragons Monsters“.  It’s OK, but really a lot of these monsters are just kinda stupid, not really humor-article-worthy stupid.  (Insert 4e rust monster joke here.)

For those left wanting more (or better), there are some older articles along the same lines.

Head Injury Theater’s “Dungeons & Dragons: Celebrating 30 Years Of Very Stupid Monsters” and “Dungeons & Dragons: Celebrating 30 Years Of Very Stupid Monsters – Part 2” are the best IMO.

Then, Something Awful has “WTF, D&D: 1st Edition Monster Manual, Part 1“and subsequent mockings…

Enjoy!

Why Complain About 4e? Stop the Edition Wars!

As one of those who is known to still vent the occasional rant at 4e, let me chime in to explain why it’s not just pure wickedness and hate behind why I and others who find fault with 4e don’t just “shut up and go away.”

This entry started as a response to a good post by Zachary the First in response to a Newbie DM article.  It got long and I thought I’d post it here in expanded form.

I think what happened in the 3.5e->4e transition is clear to everyone who has analyzed the edition change to any degree. In short, a significant number of 3e and other legacy D&D players who enjoy simulationist play feel mostly left out in 4e as the rules changed to not support that playstyle well.  The point of this post isn’t to debate this truth (go here for that); I think at this point it’s pretty much accepted among both 4e fans and detractors.

Which is fair enough. D&D play styles have been diverse over time; certain editions have supported different styles better, there are other games out there, etc.  No playstyle is the “one true way,” it’s all personal preference.

However, besides the nostalgic cachet to the D&D trademark, there’s no denying that WotC is the 900 pound gorilla in the RPG market and D&D is the most played game. More support material is published for D&D than anything else.   This means that the change in playstyle support has other secondary effects felt outside the printed pages of the PHB.

Some people – experienced gamers with a knowledge of the larger RPG landscape –  pick the game system they rationally prefer. Many, many others are led into a default play style by the game they pick up first, the game that is on every bookstore shelf and the majority of people play – in this case, the majority of gamers are led to 4e by virtue of its market dominance and then get “molded” into the 4e style by playing it.

I think it’s clear that not all that market share is a clear case of “people have specifically chosen gamist tactical combat as their preferred mode of gaming;” with any new edition most sales are driven by “this is the new version of that popular thing.”  But players begin, consciously and unconsciously, adhering to its default metaphor.

As we all know, gaming is a social hobby, and it can be hard to find gaming groups and, on the publishing side, get sufficient critical mass to get “fringe” products produced.

As a result, there is significant incentive for me and others who prefer a different type of gaming to continue to advocate for D&D to (re-)adopt our mindset (in 5e, if nothing else). Because when your style of gaming is marginalized outside D&D, then your ability to find like minded gamers and get products that suit your needs is severely degraded. Thus, even if I don’t play 4e, it affects me negatively by affecting the larger gaming ecosystem. (Note that me house-ruling to accomplish simulation in 4e doesn’t reduce any of these secondary effects, and is therefore not a useful solution).

This ecosystem effect is obvious.  It’s why Microsoft pushes Windows – it’s not just for the dollars from Windows sales but from the effect on the resulting computing ecosystem that works against Mac, Linux, etc. on multiple levels.  It’s just an effect, only good or bad from the point of view of which side of the ecosystem you play in.

It’s traditional that the majority doesn’t understand the concern of the marginalized – why be angry?  Go with the flow!  Nobody’s telling you what to do!  But in the end, it’s not that simple (ask any minority group).  It’s not anyone’s intent to marginalize simulation gamers, but intent has nothing to do with the actual results.

And that’s why I personally plan to continue to agitate for changes to D&D to reintegrate the simulationist banner within the game. Doing so produces:

  • the ability for me to play the best-supported and most-played RPG
  • the network effect of producing other games and gamers who are fluent in simulation play

Make sense?  It’s not about an “edition war.”  No one’s giving out a medal for “objectively best version of D&D.”   It’s about “we want this kind of gameplay actively included in the world’s most popular role-playing game ™”.  The discussion isn’t “over” because the latest version doesn’t support it; there will always be another version.  In fact, it seems somewhat offensive and self-serving to tell people who don’t like 4e to “just go away, then” – our input into the development of D&D is just as valid as we’re still potential new customers.

I don’t begrudge anyone enjoying 4e or not liking simulation play.  These effects are not any of your “fault.”  However, in aggregate, the effect that D&D 4e has of supporting and predominating products, gamers, and gaming groups that are simulation unfriendly results in marginalization and therefore measurable harm to my enjoyment of the hobby.

And I don’t think that continuing to advocate for this is totally in vain, either.  Wizards certainly changed their tune some on the whole GSL/OGL thing, and I like to believe that change was facilitated by the press and critique that people, including myself, brought to bear.

Given all this, I hope the intelligent readers out there in the community will realize that this is the core problem that all the common retorts to criticism of 4e totally miss – “Well don’t play it then,” “House rule it!,” “People just fear change,” “4e’s out, it’s over, give up,” “Why don’t you complain about other games,” “I like 4e better because…”  All valid thoughts, none of which come logically to bear on this problem.  There are other RPGs I “don’t like,” that aren’t open, that only cater to one play style or another.  But this is the one that pushes the entire industry in its direction, so both as a habitual D&D player but also as a RPG gamer in general, I have a vested interest in its course and desire input into it.

First Curse of the Crimson Throne “Crown of Fangs” Session Summary Posted

The last chapter of Curse of the Crimson Throne starts out with a bang in Crown of Fangs, Part I.  In Kaer Maga we meet a bard and his Shoanti barbarian girlfriend/henchman who also wants to see the Queen fall in Korvosa.  We sign them up!

Behind the scenes, Patrick (Thorndyke) is in London for a month, so we had to send him ahead of the group to “scout”.  Bruce (Valash) is still stuck in a bizarre  employment purgatory where his ex-employer is keeping him on on a contract basis but he has to fly to frickin’ Minnepolis every week and is unlikely to ever return, really.  This left us with only me (Annata) and Chris (Malcolm) – we are mighty, but 2 PCs is a little light.  Luckily, there was a player who had to drop out of the other Curse of the Crimson Throne session at this point, Ed (Cayden Cailean, a bard).  To get in a better RP experience, rather than run one 8-person game of CoCT, Paul (our GM) kindly split our gaming group and ran 2 4-person games.  So we called up Ed and he’ll be getting to finish out the AP, just with us instead of his original party!  That’s a nice win-win.

After we blow all our money on the best gear the Pathfinder RPG and Magic Item Compendium have to offer, Annata Word of Recalls our group back to Korvosa, into the shrine to Sarenrae at the Temple of Many, where she spent so many years as an initiate.  We’re quickly reunited with the rest of our resistance brethren – Vencarlo, Neolandus the seneschal, Grau the guardsman, and even Field Marshal Cressida Croft has gotten off her ass and decided it’s time to fight the Queen.  They give us a laundry list of targets which we go and prosecute, including a Blackjack impersonator and Sabine herself!  Sabine, for those not following along, was at the heart of a love triangle ending in a duel between Grau and Vencarlo back in the day, and now she’s the Queen’s lesbian lover and goon squad commander.  Except, sadly, they say she’s really honorable at heart and should be turned and brought back alive.  Annata’s a good enough Sarenrae… -ite?  ist?  that she’ll do it, but it doesn’t make some parts of her heart happy.  We brought her back alive; I’m sure she’ll start vamping on Vencarlo again.

Annata is still way in love with Vencarlo and keeps trying to get him to do something about it, but he keeps saying “Yes, well, back to the struggle…”  When she was younger this would have driven her into a fit of insecurity, but she’s pretty confident in herself now and it’s starting to annoy her.  “I’m cute, smart, and can wipe out a small army solo, what’s his problem?!?”

We also go on a special ops mission inside the Queen’s palace.  The bloatmage, her new seneschal, escapes us but we kill a mess of devils and retrieve the body of an Abadarian priest.  Our comrades get things underway, and resistance forces reclaim the streets of Korvosa!

Things are going well.  Annata’s still trying to figure out Cayden’s part in the story.  She is one of those people who sees symbolism in everything, and so far she’s seen huge parallels between Malcolm and Thorndyke and the original founders of Korvosa, Field Marshal Jakthion Korvosa and original Sable Company Marine Waydon Endrin.  She wouldn’t be surprised, when it’s all over, to see them heading up the Korvosan Guard and Sable Company Marines respectively.  She suspects she’s Alika Epakena (St. Alika, who died saving Korvosa from the Great Fire).  She died once already at the hands of a demilich in Scarwall Keep, and though her comrades released her soul and got her a Resurrection, it definitely showed her that there’s ways to die that magic won’t cure, and would be unsurprised to give her life permanently in a final effort to save her beloved Korvosa.   Cayden – she’s not sure.  Maybe he represents Montlion Jeggare, the gentleman explorer who also had a hand in the founding of the city, and became a major merchant house?  The whole thing with House Arkona hasn’t been resolved yet; her deal with the hidden rakshasa Lord Arkona is chafing at her and her inclination to purge all evil from Korvosa is starting to chip away at it, so there may certainly be a power vacuum there too.  She’ll figure it out, she’s sure that destiny’s hand is laid hard upon the group.

The 10 Greatest Dungeons & Dragons End Bosses

Ooo, I just ran across this article on Topless Robot and it was too good not to share!

I totally agree with some of them – the Slave Lords, for example!  And Strahd, Lolth, and Sakatha are good choices.  Some of the rest are weaker, though, it seems like they’re sticking hard to 1e AD&D for the list.

Some of my picks?  Well, you can’t leave off Bargle, even if (until recently) he was more implict than explicit.  And for more Basic fun, the Master of the Desert Nomads was a fan favorite hereabouts.

2e’s harder. Although if you play your cards right you can fight Orcus!  A lot of these, especially the Greyhawk ones, tended to be sandboxy so there’s not necessarily “end bosses” – like Rary’s stats are in Rary the Traitor but I’m not sure he really counts as an end boss there.

In 3e, the WotC adventures blew chunks, but there were still some excellent end bosses out there.  Sea Lord Drac from the Freeport Trilogy, for example.  And the end boss Xanesha from The Skinsaw Murders, second chapter of the Rise of the Runelords adventure path, is hated and feared by many a PC party.

And, of course, there’s Invisible Christopher Walken!

Who are we forgetting?  Who are the boss end bosses?  And why are there so few, especially post-1e?

How Much Does Character Optimization Count?

A lot of the critique surrounding the new Pathfinder iconic previews seems to be that they’re not fully optimized and therefore not viable characters.  Some people feel that only optimized builds will see play, and that classes can only be valuable if compared in their most optimized form.

This post by rgalex sums up my thinking, which is that making an interesting character is more important than the optimization.  But let’s see what people out there think.

I feel like the minority’s obsession with optimization is one of the things that has caused the major class and magic redesign in 4e.  Without real spells or the flexibility of 3e, it’s nigh impossible to devise “uber” builds and you get enforced balance.

I personally like not having to optimize.  But I’ll admit, I feel pressured into it in some campaigns.  If an adventure or campaign is tuned for high power, then – I don’t like dying any more than the next guy.  So I’ll step it up.  Similarly, if all the other characters are high power and you’re not, or even worse if one guy is Pun-Pun and no one else is, that degrades the fun.

But all it requires to work out and be fun is to not be obsessed with optimization.  All the classes and other choices are equally viable at normal levels of tuning. But it does require a social contract between players and DM – and some groups appear to not be able to moderate anything that’s not rules as written.

Is it this syndrome that’s “forced the hand” of the D&D devs to go to the new “next class, same as the last class” model?

Mike Mearls Strangles Realism In D&D Like It’s An Unruly Hooker

I hate to keep saying “I told you so” about Fourth Edition D&D, but there’s a thread on TheRPGSite that talks about the new Rust Monster in the MMII.  I really can’t believe what I’m reading.

As most of you know, in D&D the Rust Monster is a weird-looking mostly harmless critter feared by adventurers because of its diet.  It touches metal with its feathery antennae and cause it to rust into bits, then it eats the rust.

Well, apparently the thought of anyone losing a magic item is no longer tolerable to the Wizards designers.  Check it out:

Attack Mode: Dissolve Metal (standard action; per encounter) • Targets a creature wearing or wielding a rusting magic item of 10th level or lower or any non-magic rusting item; +9 vs. Reflex; the rusting item is destroyed.
Residuum Recovery • A rust monster consumes any item it destroys. The residuum from any magic items the monster has destroyed can be retrieved from its stomach. The residuum is worth the market value of the item (not one-fifth the value).

“Residuum” is the magic dust that you can disenchant 4e magic items into.  Normally, as part of their ridiculous and sad economic rules, it’s only worth 20% of the item’s cost.  However, the Rust Monster now kindly keeps it at full price for you in its gullet.  There’s an explicit rationale for this in the “A Guide to Using Rust Monsters” section in the MM2 which boils down to “don’t make any nine year olds cry”…

Eventually, though, the PCs should have an opportunity to regain their lost equipment by using the residuum found in the monster. Although a PC might lose an item, it is intended that the loss be only temporary, which is why the residuum recovered from a rust monster is equal to the full value of the destroyed item. How the PCs deal with the loss is what makes the rust monster fun. Be wary of PCs who try to abuse a rust monster’s powers to their advantage by using rust monsters to consume items the PCs would otherwise sell for one-fifth value. In such cases, you should reduce the resulting residuum to one-fifth value, effectively making the rust monster a free Disenchant Magic Item ritual.

What, they didn’t bother rule-izing that last part by giving it a “Detect Intent” power that would formally change the residuum value based on its reading of the character’s mind?

Seriously, come the fuck on.  Realism and consequences are not “fun”, according to Mearls and the other 4e writers.  All those people who have enjoyed playing any other edition of D&D must be confused.

Why not just take that small additional step and have characters respawn close to the dungeon with all their gear?  God forbid a dead party member gets left behind or some other factor causes them to lose their stuff.  Or have un-fun trips to get raised or otherwise be out of the action for more than five minutes.  Some of the 4e community is dismissive of “these tired comparisons of 4e to MMORPGs” but – the truth’s the truth.  This is a pure computer game move.

Heck, put spawn points in the dungeon.  I was amused recently when I got Unreal Tournament 3 on the XBox 360 and in the cutscenes they actually refer to the respawn points as real, in-world things.  Most games have the courtesy to pretend they don’t really exist (I know, it actually makes some sense in the UT universe…  But this isn’t XCrawl, it’s D&D.).  Time for D&D to do the same thing!  Dying, gear loss, etc. should all be only moments of delay from getting back in the melee!

I mean, I’m honestly not averse to that in some fringe take-off of the genre like XCrawl.  But in D&D?  In a core world that supposedly might make some sense, like the fantasy worlds from those things called books people used to read?  Really?

Pathfinder Preview – The Sorceress

Paizo’s put out their third preview for the final Pathfinder rules, and this time it showcases the famous iconic sorcerer, Seoni, at level 10!   Let’s take a look.  Yep, she’s still built like a brick shithouse.  I need to figure out which Golarion country is the source of her quite-advanced cosmetic surgery.

In 3.x, I didn’t like the sorcerer that much.  It was too similar to the wizard.  A mechanical difference (spontaneous casting vs prepared casting) didn’t seem like something to bother basing a PHB core class on.  Its main niche, really, was as an NPC class, so that hideous goopy monsters could cast spells without having a spell book around. In our gaming group, it was mainly used as a dip class for someone that needed just a little arcane casting.

Pathfinder’s helped that out some with the full-scale adoption of the bloodline concept.  3.x hinted at a “draconic bloodline” in sorcerers that gave them their power.  In Pathfinder, they take that a big step farther and have a wide variety of bloodlines a sorcerer can take, that give unique powers and have different feels to them.  Seoni has the “arcane” (aka lamest) bloodline.  I wish they had showed off a more flavorful one.  In our Curse of the Crimson Throne campaign, our sorcerer Valash has the air elemental bloodline.  Check his level 13 build here.  He can do electric at-will zappies, a big blast once per day, has electricity resistance, etc.

The other bloodlines in the beta were abyssal, aberrant, celestial, destined, draconic, elemental, fey, infernal, and undead.  Bloodlines are not overwhelmingly powerful, but a nice addition that adds as much flavor as “kewl powerz.”  It justifies sorcerer more as a separate class in my mind rather than a variant wizard class option (“Spontaneous Casting: Get two more spells per level per day and you don’t have to prepare them but you can only know X/level!”  Look, there’s an entire class writeup.)

To me, that’s the big deal.  The smaller changes and tweaks (d6 HD, specific spells, etc.) are fine but not terribly interesting except to the number-wonks.

Pathfinder Fighter vs. Ice Devil?

There’s been some smack talk about the Pathfinder preview of Valeros the 14th level fighter.   It spins off into the usual “fighters are worthless in D&D 3.x” hate speech.  In particular, there’s comparisons with an ice devil. “The fighter is totally outclassed by the CR 13 ice devil!” they cry.  “Casters are the only worthwhile classes!”

Well, I can’t speak for Valeros’ build, but our Pathfinder Beta based Curse of the Crimson Throne game is coincidentally at level 14.  We have a fighter, a ranger, a cleric (me), a new bard, and an occasional sorcerer.  And I’m afraid we don’t find the fighter “weak.”  Let’s look at our level 14 fighter and how he’d fare.

Malcolm, our fighter, carries a modest +1 heavy flail of transmuting (which, after hitting a creature, gains the properties needed to bypass its DR).  Sure, he needs buffing – but with his usual loadout (he always drinks a potion of Enlarge Person, which he has scads of, when in a dungeon, and then either Righteous Wrath of the Faithful from me or Inspire Courage and Haste from the bard, either gives +3/+3 and an extra attack) – he can kill the devil in three rounds on average.

First round, he closes and gets one shot at +28 for 2d8+17 damage (not even counting it as a charge).  With Improved Critical (17-20) and Devastating Blow that’s 36 damage (minus 10 for the devil’s DR).  He does have to contend with the devil’s fear aura, and it’s true that even with Bravery he has a good chance of failing that save (45% for Malcolm) but that’s what friendly casters are for – resurgence or anti-fear stuff, of which we have a variety.  And for the flying problem – he has potions and other items that give short flying, or again one of us can help out there.

Then in round 2 with a full attack (and extra one for haste), the transmuted weapon bypassing DR, and Backswing –  107 points of damage on average in that round.  Devil’s down to 14 hp.  Even if it gets a slow hit in and Malcolm somehow fails a Fort save (unlikely!), it’s nap time on round 3 from a single attack.  Malcolm has AC 28 and 197 hit points; there’s nothing the devil can do to pour enough damage into him to kill him inside 8 rounds.  Its cone of cold only does 25 hp damage to him on average, and its full attack is only a little better.  Even without caster buffs, Malcolm can do it in four rounds (though the fear and fly problems are more of a problem without caster support, although there’s a variety of cheap Magic Item Compendium items that counteract those problems).

A three round kill on the devil is as good as a caster would do on average.  Between the SR 25 and +15 saves (+19 with unholy aura up), even the spiffiest save-or-dies from a level 14 caster only have about a 20-25% chance per round of working.  That’s three to four round survivability once you do the math.  And the fighter can keep it up for a long time.  The Pathfinder rules tweaks have helped him out a lot – the weapon training, armor training, bravery, and additional feats like Backswing and Devastating Blow boost Malcolm’s worth in this fight was above a level 14 3.5e core fighter.

Besides, adventuring isn’t about one on one.  It’s about a party, over 5 or so encounters in a day.  The fighter needs healing, buffing, and anti-mind-affecting support from someone.  But that’s worth it – it’s like someone with a heavy machine gun needs someone to feed ammo.  The two people together are doing more than they could with a rifle apiece.  Getting and keeping Malcolm on a target when it means 100+ damage easily in a round is so worth it.  As a cleric, I can at best toss 25% success chance save or dies (of which I have a very limited number), or cast a variety of 14d6ey anti-evil-outsider stuff, which is only 49 damage even before SR and save which makes them average a net 15-20 damage.    I’m definitely better off optimizing our fighter.

These caster queens also complain that fighters are “boring” and support roles are “boring” (apparently only save-or-dies are “exciting”).   To them I say – you’re doing it wrong!

Third Curse of the Crimson Throne “Skeletons of Scarwall” Session Summary Posted

Quite the drama erupts in Part III of The Skeletons of Scarwall, in which our dear priestess Annata gets killed!  The last sub-boss in Scarwall got her with a Trap the Soul, and all our anti-undead/necromancy/death magic protections were of no avail because – get this – that’s a conjuration spell.  The boys killed the demi-lich and broke the gem, but then had to Shadow Walk back to Kaer Maga to get a Resurrection.  On the one hand, dying is scary, on the other hand, she got to see Sarenrae Heaven first hand and meet the Sunlord Thalachos, Sarenrae’s herald, so after she recovers from the physical aftereffects she’s mentally and spiritually quite invigorated.

Then the Shadow Count (and pet chain devil) finally turns on us and Laori.  We spank him but Laori heads out to Cenobite Heaven to sightsee, so the Boner Squad is no more.  And sadly Laori missed her last chance to put the moves on Annata.

And then we finally get the fabled (and holy, intelligent, and badass) blade Serith-Teal!   Thondyke is chosen as its wielder; as it’s both intelligent and holy it’ll have no part of Malcolm, and Annata (though to be honest a little jealous) thinks he’ll get a lot more use out of it.

And with that, Castle Scarwall is cleansed!  We get a sending from Vencarlo that tells us it’s time to return to Korvosa and whip some bitch-queen ass.  About time, we reply.  But first, we have $50k a head to gear ourselves out like the 14th level master killers we are!  To the magic mall!

Go enjoy the full 10 page .pdf summary of the session (and all the others).  Your favorite adventurers will return next session with Crown of Fangs!

Some Thoughts On 2e and 3e’s Legacy

I was following the thread on SOB about the various editions of D&D over the years, and my white-hot hatred of 4e has caused me to reflect some on the good and bad things about 3e.

I played and enjoyed a lot of 2e.  When 3e came out, I was really impressed at the improvements and uptook it.  Improved and streamlined basic mechanics, better multiclassing, more interesting monster builds, more flexibility.  With many years of retrospective, however, I do think that there are some directions it took the game that ended up with (to me) undesired and probably unintended results.  So here’s some bad things that 3e introduced or exacerbated.

Rules vs Rulings

I think there were and are two kinds of players/GMs/groups. Those who felt limited by the rules and those that didn’t.  This was true in every edition back to 1e – the “old school D&D is about rulings, not rules” statement is revisionist.  I played in plenty of “the rules as written are sacred” 1e games.  Anyway, let’s say a fighter decides he needs to throw his two-handed sword at someone.  There were definitely people in earlier eds. that would say “no, there’s no rules for that” and also people that would say “Uhhh…  -4 to hit and don’t try doing this all the time.  Roll!”  3e codified a lot of that, which for some folks was helpful.  Here’s a feat allowing you to throw a melee weapon and a standard rule for if you do it without any special ability to do so.  Which is nice.  But with all the huge amount of rules, though, they varied from this optimal formula, and you got a lot of “you can’t do this without the feat” stuff.  Or with things like skills, at higher levels (and DCs) you suck *so* bad at doing things untrained that it’s about the same thing.  So it helped the “I need rules” crowd while limiting the “I am comfortable making it up and my players don’t spend all night arguing about my calls” crowd.

Scaling

In general I don’t believe that “having rules for something is bad,” which old schoolers sometimes use to say any skill system etc. is bad (with no answer for why combat rules should not be similarly abstract – they certainly are in some games and it works there).    But the implementation has implications.  The problem with 3e skills is the same as with 3e combat – the scaling.  With the raw numbers and also the various feats and whatnot, levels mean a lot more.  It used to be that a fifth level versus a tenth level fighter wasn’t that huge of a functional gap.  You hit more, and maybe did a couple more points of damage.  Now, damage scaling is to the point where our 13th level 3.5e fighters easily dump out 100 points of damage a round.  In 1e or 2e, you’d expect more like 30.  That degree of scaling ends up requiring min-maxing so that you are competitive at a given level.

The corollary to this is the difficulty/prep in creating high level PCs or opponents, but it’s more wide reaching than that.  A small amount of randomness has huge effects. Some randomness is desirable – the people who wanted all save-or-dies removed are clearly pussies – but too much them makes people force standardization (and 4e’s the epitome of this) in order to compensate.  Hence the new slavish adherence to “appropriate CR/ELs”.  A necessary obsession with balance also spawned more focus on game-breaking and the rules as a good unto themselves in general.

Magic Items

The new approach to magic item crafting was also problematic.  It was nice to have one; the “it’s pretty much impossible – but they’re everywhere!” approach of 1e/2e damaged immersion.  The ability to fine tune your loadout instead of largely being constrained to a couple things you’ve found was a huge game changer.  This leads to the “Christmas tree syndrome” and the virtual elimination of many non-boost items from the game.

Tactical Combat

Then, of course, the minis focus was harmful.  With the maneuver/AoO rules they are pretty much necessary, and you can’t help but spend more and more time on that part of the game than the others.  I can’t help but recall the GM advice in the cinematic game Feng Shui  by Robin Laws – “Don’t use a map!  At most do a rough sketch of an area if it’s unclear but for God’s sake don’t use a tactical setup.”  And the game was mainly all about combat, not an Amber-esque RP-fest, its’ just that Laws saw correctly the effects that tactical combat have on an RPG.

2e Today

I recently had a friend want me to run her on an adventure with her old 2e character she loved.  I had done that before with a 3e-updated version, but I couldn’t find it and so just pulled the 2e stuff and ran with it.  And it was refreshing.  The lack of minis promoted face-to-face interaction.  Less rule complexity made things run faster. She innovated more in combat.

It’s funny – when we played 3e initially, with our older ed assumptions firmly in place, and before the many splatbooks offered all the abusive choices, it *was* a better system.  Our first 3e campaigns were some of the most fun we’d had.  But over time, as these effects started to manipulate our default expectation, it got worse.  I’ve noticed a tendency in our groups now to play other games “like we play 3.5e”.  Mini-heavy combat in particular, which naturally tends to damage RP (the more time you spend on one part of the game, the less you spend on others).   I’ve noticed that when our gaming group runs other games, we seem to add a lot more lame ass minis combat in than they necessarily prescribe.

Responses – 4e, Pathfinder, Old School

Ironically, 4e, which I hate, tries to address these issues while Pathfinder, which I strongly prefer, ignores them.

4e addresses the scaling with the huge hit point boost and class standardization.   Unfortunately this is the lamer “balance solution” to the problem and turns combat into slogs.  It addresses magic items semi-successfully by removing the usual boost items, but is left with really lame and underpowered items.   On the tactical combat issue – no, it embraces tactical combat and gives it tongue kisses.  And on rulings vs rules, it’s still clearly rules based.  Confused people count removing a meaningful skill system as “more ruling based because then you can make it up.”  But with the overall rules-are-God emphasis, it’ll just end up promoting the “you can’t do that” camp.  There’s other things I dislike about 4e, but on this topic at least, it makes an effort to address some of these issues.

Pathfinder pretty much ignores these four problems, which is a shame.  I’ve already played one Pathfinder campaign, and though it’s definitely a better, more fun version of 3.5, and IMO better than 4e, it does nothing about these, which are at the core of the problems with 3.5e play.

I’m not ready to go back to 2e either, 3e definitely on the balance had great innovations.  But the real Holy Grail is to keep those while fixing these four issues.  Maybe with a second version of Pathfinder they’ll feel more comfortable in deviating from the 3.5e core enough to address them.  So for my D&D fix I’m going with Pathfinder – but it’s definitely an “in the meantime” kind of thing.

I’ve played some of the old school games – like Castles & Crusades, which makes the wise decision to update the core mechanics to be more civilized than 1e’s.  But they just aren’t enough for me.  I do want some character flexibility and cool powers – sure, I can write all the backstory I want with a 1e/Basic/OD&D character but the “they’re all so damn the same” factor is still there for me.  If I want totally rules light, then I want something like Spirit of th Century where I can define my own abilities without as much constraint.  But if I’m going to hassle with classes and levels, I want some “zazz” to them.

I haven’t done much houseruling in a while – something 3.5e,. with its huge rules setup, kinda works against – but maybe I’ll take a cut at what a new ed should look like.  I like feats and skills and multiclassing and prestige classes, so this wouldn’t be a retro-clone, but there are things that if cut or significantly changed from 3e would make a big different while still retaining that “D&D feel” 4e lost for me.