The most useful Pathfinder Battles miniatures for any fantasy game

A year or so ago, I posted my list of the 11 most useful types of miniatures. This list remains one of the most popular posts on this site. However, since that post, those old D&D miniature figures have continued to grow scarcer and their secondary-market prices higher. This summer, WizKids will sell a new line of pre-painted, plastic Dungeons & Dragons miniatures, so we will finally see some new D&D figures to buy.

After the end of the last D&D miniatures line, Paizo and WizKids entered the market with their Pathfinder Battles line. These sets focus on figures unique to Pathfinder and the game’s adventure paths, producing many creatures and personalities that cannot come from anywhere else. Because I don’t run the adventure paths, the Pathfinder line includes too many figures that I won’t use, so I seldom buy the randomized boxes.

Still, the Pathfinder Battles line does include figures useful to any game master, so I’ve cherry-picked many figures on the secondary market. For an excellent gallery of Pathfinder Battles figures, refer to pathfinderminis.com.

Chimera Pathfinder Battles miniature
Succubus Pathfinder Battles miniature
Lich Pathfinder Battles miniature

The Heroes & Monsters set ranks as most useful set of random miniatures ever released by any vendor. The commons seem torn from my list of most useful miniatures. The rares feature cool and iconic monsters from the Chimera to the Succubus, plus the best Lich ever.

Watch Officer Pathfinder Battles miniature
Watch Guard Pathfinder Battles miniature
Rogue Pathfinder Battles miniature

I stocked up on the Watch Officer and Watch Guard, the Human Rogue, the Gargoyle, and the Mummy. I like that the Skeleton omits the shining armor found on most of the D&D skeletons—shining armor seems like an odd accessory for bones rising from a graveyard or crypt.

Gargoyle Pathfinder Battles miniature
Mummy Pathfinder Battles miniature

Skull & Shackles ranks as my second-favorite Pathfinder set for one reason: pirates. If I update my list of most useful miniatures, pirates will leap ahead of some other types.

Pirate Sailor Pathfinder Battles miniature
Pirate Smuggler Pathfinder Battles miniature
Tessa Fairwind Pathfinder Battles miniature

I’ve purchased at least one copy of every pirate in Skull & Shackles. Plus, I love the Bloodbug (pronounced “stirge”).

Bloodbug Pathfinder Battles miniature
Wererat Pathfinder Battles miniature

Urban adventures always seem to include wererats, so the Wererat figure will also get a lot of time on the table. I like the sharks too, but you know my hang-ups about underwater adventures. Use them for Arduin air sharks.

Earth Elemental Pathfinder Battles miniature
Air Elemental Pathfinder Battles miniature

Third place goes to Shattered Star for a full range of elementals ready for heavy rotation at any game table.

Fire Elemental Pathfinder Battles miniature
Water Elemental Pathfinder Battles miniature

I also like the Tower Girl as a PC, the Cleric of Zon-Kuthon as an undead mastermind, and Sheila Heidmarch as a non-fighting noble.

Tower Girl Pathfinder Battles miniature
Cleric of Xon-Kuthon Pathfinder Battles miniature
Shiela Heidmarch Pathfinder Battles miniature

The new Reign of Winter set includes some good animal companions and familiars, such as the Owl, Falcon, and Goat. No player has yet chosen a spirit goat companion for their PC, but I hope to see one soon.

The new D&D miniatures line should add these figures that have never been done before

Drizzt Do'Urden D&D Miniature

Drizzt Do’Urden D&D Miniature

Last week, Wizards of the Coast announced a deal with WizKids to produce pre-painted, plastic miniatures for Dungeons & Dragons. These new figures will accompany the D&D Next release this summer. As with the Pathfinder Battles miniatures, also from WizKids, the line will include both blind, randomly-assorted boosters and visible starter packs. The visible Dungeons & Dragons Miniatures Heroes starter packs include 6-figures priced at $19.95, and will reach stores in July.  In August, the Dungeons & Dragons Fantasy Miniatures: Set One Boosters go on sale. These packs will include 4 figures drawn from a set of around 54 figures, likely priced at $15.99. The same sculptors who do HeroClix and Pathfinder Battles will sculpt the D&D line, so the quality will rank just as high. The sample photos show Drizzt Do’Urden as one upcoming figure.

I loved the original D&D miniatures, so when rising costs forced WotC out of the miniatures market, I felt dismayed. No alternatives suited me as well. I have boxes full of Reaper Bones, and while I’ve painted a few, I’m not ready to make painting another hobby. The Pathfinder Battles line boasts quality, pre-painted figures, but the line includes too many figures specific to the adventure paths and to the Pathfinder bestiary.

If I had the ear of someone planning a D&D miniature release, I would give my list of useful miniatures that have never appeared in plastic.

  • cave fisher wind-upCave fisher – I realize that this odd monster seems like it would hardly see use as a miniature, but I keep running published adventures that include cave fishers. Obviously, adventure authors fancy cave fishers because of their interesting mode of attack and because they can fit logically into the caverns where adventures happen.

  • Pixie – When Heroes of the Feywild added pixies as an available race, they became a surprisingly popular choice at my tables. But no pixie figures exist. We need a tiny pixie on a clear plastic flight stand similar to all the bats, birds, and stirges in earlier sets.

  • City guard with crossbow – I listed city guards among my 11 most useful types of miniatures, but none of the available figures hold a bow. Just about every type of humanoid needs to be represented with more figures with bows.

  • Medium displacer beast – Many folks love complimenting their character with pets, and in fourth edition, the displacer beast ranks as a most popular choice. Too bad no medium-sized displacer beast figure exists.

  • Mushroom – Towards the end of the original run of D&D plastic miniatures, each set seemed to include an inanimate object such as a ballista, treasure chest, or magic portal. I want to see this theme continued with a giant mushroom ready to be added to my collection of dungeon decor.

    Update: A mushroom figure escaped my notice. Thanks Shawn!

  • Ulder Ravengard card from Murder in Baldur's Gate

    Ulder Ravengard card from Murder in Baldur’s Gate

  • Dark-skinned, armored fighter – When I ran Murder in Baldur’s Gate, I looked for a figure to represent the brown-skinned Ulder Ravengard, but I discovered that nothing suitable existed.

  • Translucent green slime – Another monster that adds easily to an encounter, I want a green slime miniature sculpted from translucent plastic.

  • Goblin spellcaster – Every low-level D&D adventure includes a battle with goblins or kobolds–encounters that typically include a shaman or spellcaster of some sort. Kobolds have spellcaster figures, but no suitable goblin exists.

What figure would you like to see?

A role-playing game player’s obligation

Always seek to contribute the most to the team’s success. From the players’ and the PCs’ standpoint any role-playing game is a group endeavor. Individual success is secondary to the success of the group, for only through group achievements can the quality of the campaign be measured.” – Gary Gygax, Role-Playing Mastery

Role-Playing Mastery by Gary Gygax

Role-Playing Mastery by Gary Gygax


As I stated in “Why second edition Dungeons & Dragons dropped thieves and assassins,” I no longer see “I’m just playing my character” as an excuse for disruptive play.

As a player, your first role-playing obligation is to imagine a character who can cooperate with rest of the party to achieve the common goals of the game.

Your rogue can be the king of thieves, but you must find a reason not to pick the rest of the party’s pockets. Your assassin can be the prince of murder, but you bear responsibility to find a motivation that enables him to cooperate with the do-gooders in the party. And if you maintain a darker nature, please be discrete enough to avoid forcing the paladin into the uncomfortable position of playing dumb and oblivious. Finally, if you do find your agent of chaos confronted by the party’s do-gooders, find a way out—withdraw your character for the good of the game rather than bringing the game down for the sake of playing your character. If cannot meet this role-playing challenge, then you must create a different character.

Dungeon magazine issue 132

Dungeon magazine issue 132

In the Dungeoncraft column in Dungeon issue 132, Monte Cook supported my perspective. “It’s a player’s responsibility to bring to the first session (or create in the first session) a character that fits into the DM’s world. The character has to be one that could conceivably work with the other PCs. The player should no more create a character that doesn’t want to work with the other PCs than the DM should force the PCs to fight a dragon with a CR of 15 higher than their average level in the first session. Neither would be fair, and either lends itself to a good roleplaying game experience.”

Your obligation as a player does not limit you to playing paladins and other milquetoasts, but it does challenge you to imagine and role play a character who can work with the party. If you need help imagining why your werecat might cooperate with the other players’ weremice, you can draw inspiration from this list of motivations:

  • A common enemy, cause, or goal
  • Loyalty to family, friends, or an organization
  • Fear of retribution from a greater force such as a powerful patron or a dangerous organization
  • An unbreakable oath
  • A magical compulsion

The Book of Vile Darkness offers more advice on finding ways for an evil characters to play nice.

Whatever your motivation to cooperate, you may not reveal your true nature at some climactic moment and deny the other players and dungeon master a satisfying conclusion. However, you can plan for a change of heart or a tragic end at that climatic moment. Such finales show the kind of hard-core role playing that enables you to win at D&D!

Gary Gygax may have had an impish streak, but he (mostly) met the challenge of taking a difficult character and contributing to the party. On EN World, Gary wrote, “When I played a barbarian, I would indeed attempt to get at the newly discovered magic items and rid the world their bane, and if some mage was foolish enough to flaunt such an object before the character, and he could lay hands on it then… Because the Barbarian was otherwise cooperative and put the overall interest of the party first he survived quite a few adventures and his demise was not at the hands of a fellow PC. Some monster got him, which I don’t recall but it seems to me it was a basilisk. No cleric or mage in the group was much interested in helping the poor chap return to life.”

Why second-edition Dungeons & Dragons dropped thieves and assassins

I have only run an evil-themed D&D campaign once, and only because Wizards of the Coast cornered me. They released the Drow Treachery cards and the Menzoberranzan campaign book and promoted the products with the Council of Spiders season of Dungeons & Dragons Encounters. I’ve served as a dungeon master for every season of Encounters and never considered skipping Council of Spiders, but I questioned the wisdom of promoting an evil, backstabbing campaign, especially in a program geared for new and returning players. My concerns proved valid. Two of the regulars at my table seemed uncomfortable with the evil theme, and one player, call him Benedict, embraced the spirit of the treachery too well.

Lloth and Drow at Gen Con

Lloth and Drow at Gen Con

In the final encounter, Benedict joined the season’s villain and killed the rest of the party. “It’s not personal. I’m just playing my character,” he apologized. Over the years, when someone excuses their character’s actions with “I’m just playing my character,” I’d grown to expect trouble. This time, two regular players from my table never came to encounters again. Maybe they had other obligations, but I suspect the unsatisfactory season contributed to them moving on.

I cannot blame Benedict. Like him, I started in the early years of the hobby, an era that celebrated a character’s ability to attempt any action, and where simulation dominated role playing. How better to simulate an imaginary world than to portray characters of all stripes? By this early ethos, total immersion in character trumped everything. If you failed to play your character to the hilt, then you did the game a disservice. Any game master who interfered with a player’s freedom of action was guilty of an abuse of power. If the player’s actions defied her alignment, penalties might be in order, but if not, anything goes.

And the Council of Spiders Encounters season encouraged treachery.

Still, I should have discouraged Benedict’s betrayal. Some players relish in-party conflict, but unless everyone at the table welcomes such conflict, in-party feuding just encourages hard feelings and lost friends. Folks who welcome treachery should play Paranoia, a game invented for the play style.

Before second edition, D&D promoted classes that fostered party conflict. With thieves and assassins, the trouble begins with class names that encourage bad behavior. What sort of thief fails to steal, and who presents richer targets than the rest of the party? What sort of assassin fails to murder?

As soon as thieves and assassins reached playtesting in 1974, Gary Gygax’s Greyhawk campaign saw trouble. On the EN World forums Gary reminisced, “One or two assassin PCs were played, but the party was always chary about them. Minor pilfering of party treasure was tolerated but having a PC offed by an assassin was most annoying. That happened once, maybe twice, with the offending PC then leaving the game, the player returning as a different character.”

Even as late as 1985’s Unearthed Arcana, the original barbarian class provoked trouble: “Barbarians in general detest magic and those who use it. They will often seek to destroy magic items, and if successful, they receive an experience point award as if they possessed the destroyed items.” What could possibly go wrong?

The designers of D&D’s second edition started moving away from  classes with names that encouraged trouble. In a podcast recalling second-edition’s design, Steve Winter says, “The assassin went away because we had seen through letters from customers and talking to people so many cases of assassins ruining campaigns. People who played assassins felt like that was carte blanche to murder their fellow player characters. We got all the time letters from people asking what do I do with this player? He wants to play an assassin, but he keeps assassinating the other PCs.”

In third edition, “thieves” became “rogues” to discourage similar mischief. Steve Winter explains, “When you’re sitting around the table and the thief player is getting a little bored, and there is another PC standing right in front of him… I can’t count the times that I was at the table and somebody was like, ‘I’m going to pick his pocket.’ And right away everyone is like, ‘Oh don’t, please don’t,’ because everyone knows it’s just going to cause problems within the party.”

Of course, you don’t have to play a thief or assassin to “just play your character,” and to instigate fights among the party. In the Legacy of the Crystal Shard Encounters season, one player embraced the corruption of the black ice and seemed tempted to disrupt the party. This time, I felt willing to forbid any action that would make the players war amongst themselves. But first, I set in-game events that challenged the character to choose between the black ice and his other loyalties, and to the player’s credit, he chose to cast aside the corruption.

Games of Paranoia aside, I no longer see “I’m just playing my character” as an excuse for disruptive play.

[February 15, 2014: Updated to indicate that “thief” became “rogue” in third edition.]

Next: A role-playing game player’s obligation

How D&D Next almost made knowledge count (and then backtracked)

Have you ever seen the Antiques Roadshow on television? Folks bring in curios from grandma’s attic, and then an expert explains the history of each piece and assesses the item’s value. If the real world worked by the rules of Dungeons & Dragons, the show could dispense with the experts. The producers could simply round up a panel of yahoos from the Jerry Springer audience in the next studio, show them an 19th century jardinière (a flower pot holder, for those of you who just whiffed your knowledge check), and let some knucklehead roll a 19 or 20. “The distinctive crosshatching shows a genuine example of 1890s, New Orleans Art Pottery by George Ohr,” he would say before asking another panelist to flash her boobs.

In every D&D game, this pattern repeats with each check that allows the whole party to participate.

Edwaert Collier - Vanitas - Still Life with Books and Manuscripts and a Skull

I did not write this post to gripe about lack of realism; I’ve praised unrealistic game mechanics before.

I want the game to reward players who invest in knowledge skills. Instead, the moment the dungeon master asks for something like a history check, everyone at the table jumps in to roll. More often that not, the player who invested in history rolls too low to determine the nature of the ancient battle standard, while some bozo with an intelligence-8 dump stat rolls a 19 and starts reciting the history of the old empire’s vanished legion. Once again, the party’s scholar feels like a chump for staying in school.

If everyone in the party can attempt a knowledge check, the five or so rolls ensure that someone in the party will luck into all but the most difficult checks. Why bother investing in knowledge skills? Someone will hit anyway.

You could bar party members without training in an area of knowledge from making checks. Third edition imposed such rules, but I favor the fourth edition approach of allowing everyone to participate, even if they stand little chance of success.

The August 2, 2013 playtest packet included a Lore rule that offered a solution: Characters who knew some field of lore gained a +10 to intelligence checks rather than the +5 advantage typical for similar checks in 4E. The +10 bonus reaches high enough to grant the scholar a significant boost over the rest of the party. The rule yields two advantages:

  • The party’s expert stands a better chance of making a knowledge check than the rest of the party.

  • Knowledge checks can be hard enough to reward knowledgeable players with information that would otherwise be out of the party’s reach.

Despite these advantages, the published version of D&D Next will probably omit Lore for two reasons:

  • The designers favor a simple scale of difficulty classes that applies at every level, throughout the system. When characters gain a +10 for lore rather than the small bonuses for skill proficiency, the difficulty of knowledge checks must be set higher than suggested by the universal DC scale. If I wrote the Dungeon Masters Guide, I would simply coach DMs to favor harder DCs for knowledge checks.

  • The designers seem enchanted with the notion of using as few types of bonuses as possible. I suspect they would see a different lore bonus as clutter, not worth its benefits. The final playtest packet aggressively pushed all skill bonuses into a single proficiency bonus, while eliminating lore from the game. See “Proficiency and bounded accuracy” for more.

Assuming the design goes as I expect, and knowledge skills deliver the same, small bonuses as other skills, I plan to run knowledge checks using the following procedure:

  1. Allow everyone in the party to make the knowledge check.

  2. Give the players some minimal amount on information based on the (probable) success of someone’s roll.

  3. Ask for the check results from anyone with the applicable knowledge skill.

  4. If any experts succeeded on their rolls, give deeper information.

This method rewards players who invest in knowledge skills with an advantage, even though the rules as written rarely offer a benefit.

9 popular things in D&D that I fail to appreciate

I love Dungeons & Dragons enough to spend money to write a blog about it, but I dislike some elements of fantasy role playing. Perhaps “dislike” is too strong. I don’t want to squash your fun. This is not a rant; this is a cry for help. Help me understand the appeal of these 9 aspects of our hobby.

Real world cultures with different names. In the 1930s, authors helped readers swallow the fantasy of places like Hyboria and Middle Earth by setting them in ages lost to history. We’ve now grown so accustomed to fantasy versions of Europe that we can take them without the sugar of a lost age. But I, for one, can only stomach one analogue culture at a time. In the 1980s, every TSR staffer who read a book on the Aztecs or Mongols felt compelled to write a campaign box. Now, every corner of Faerûn and Greyhawk offers more cheap knock offs than the guy selling Rollex and Guccee at the flea market. My problem comes from my compulsion to invent explanations for some cultural farrago, a problem I share with the authors of Banestorm. (Young persons: If “farrago” appears on your SAT, you’re welcome. Gary did the same for me.)

Puzzles that depend on English letters, words, and spelling. Nobody who dwells in the Forgotten Realms speaks English, except Ed Greenwood under an assumed name. When the adventurers stop at the Old Inn, we just imagine its name is translated from “Ye Olde Inne” or something. I accept this, but when a D&D puzzle depends on English spelling, I feel like ye olde innkeeper just offered me a Bud Lite. The Mud Sorcerer’s Tomb feels a lot less bizarre and menacing after [Spoilers!] you enter by keying “WELCOME” at the door. Don’t forget to wipe your feet. (Note: Despite my peeve, I liked the puzzles in the 2013 D&D Championship, so I’m not unreasonable.)

Underwater adventures. At some point, every dungeon master desperate for a new idea hits upon the underwater adventure. Many are so hard up for material that the concept seems promising. Don’t feel bad; in 1977 similar desperation reached the professionals in the Happy Days writers’ room. Soon, players are fighting seafood and creatures in seashell bras. Resist this impulse.

Underwater adventures can go two ways:

  • You treat the sea with a measure of respect, and you wind up with guys in flooded armor swallowing “air pills” or something, but still unable to speak and thrashing as uselessly as fish in a boat. Even the chainmail bikinis rust.
  • You use magic and hand waving to simplify the environment to the Spongebob version of underwater. Spongebob is the guy who lives under the sea, lights fires, and has a bathtub.

I can tell you what underwater adventures would really be like. You would drown.

Mounts. I get that your warhorse has intelligence 6, uses the litterbox, and takes sugar with his tea, but must you insist on riding it underground? Do you know how tall a warhorse and rider is? How will you fit the damn thing through the doors? Whenever I DM for a guy with a mount, he insists I decide between (a) making the dungeon into the equestrian version of handicap accessible with 15-foot-tall doors and ramps between levels or (b) being TOTALLY UNREASONABLE and NERFING HIS ENTIRE CHARACTER CONCEPT. I know that some specialized D&D campaigns offer plenty of opportunities for Silver to join the fun, but folks who want to bring their horse in the house should probably be playing Bella Sera.

Druids. Let’s see. I can select a class that can turn invisible and throw fireballs, or I can play a druid and cast Warp Wood and Shillelagh. I’ll stick with spells I can pronounce and that also damage more than the woodwork. To make things worse, druids become ineffectual underground—in a game with a name that starts with Dungeons. Do druids sound good to you anyway? In original D&D, you had to battle other druids to reach high levels—as if there were a shortage of trees to hug. Oh, and all the other players have to put up with all your tiresome tree hugging.

Pets. Young people love having imaginary pets that fight for them. This accounts for Anne McCaffry’s bestsellers and the Pokémon millions lining the pockets of ground-floor Wizards of the Coast shareholders. Young person, I appreciate that 4E makes your woodland friends playable as familiar spirit animal companions. I only make two requests:

  1. Limit your retinue to one pal. I have literally run tables where the pets outnumbered the characters. If I had attempted to realistically role play the scene where the zoo enters the tavern, the campaign never would have reached scene 1 with the patron at the bar.
  2. Know the rules for your creature. If rule (2) where actually enforced, no one in the history of D&D would have ever played a character with a pet.

Bards This. Enough said? I played a bard once in a 3E game. My character stood in the background and I had to imagine that my lute strumming helped the party. To be clear, “lute strumming” is not a euphemism, but if it were, my contribution would have been just as useful. No one remembered to apply the bonuses coming from my musical inspiration. Fourth edition improved matters by making bards into musical spell weavers who pretty much operate like every other PC in 4E. I once played with a guy who re-skinned all his bard powers with the titles of Metallica songs. At least I think that’s what he did. In 4E, (a) no one understands what the hell anyone else is doing on their turn and (b) in 4E most power names already overlap with the titles of metal songs.

Stupid word play from game authors. (Note: Stupid word play from players is a-okay.) The MOST SERIOUS FANTASY GAME EVER, Chivalry & Sorcery, suggests this dungeon trap: “The Case of Nerves, a box which falls on the hapless intruder, inside of which are—‘nerves.’ [The intruder] immediately checks morale -20%, and failure sends him screaming down the hall.” Get it? A case of ‘nerves!’ I want game authors to save their comedy riffs for their HBO specials. I am not alone. Everyone knows the first role-playing game, Dungeons & Dragons. Ken St. Andre created the second RPG, Tunnels & Trolls. T&T featured concise and understandable rules, which, unlike original D&D, didn’t have to be deciphered by word of mouth and then held together by spit and house rules. In an alternate universe, T&T was a smash and D&D is a curiosity like the Landlord’s Game. In that universe, Ken St. Andre did not fill his smash hit with spell names like Rock-a-Bye, Whammy, and Take That, You Fiend! Meanwhile, in our world, T&T just thrived for solo play because alone, you never had to say aloud, “I cast Yassa-Massa.”

Apple Lane for Runequest

Apple Lane for Runequest

Furry races. Exhibit A: Spelljammer. This setting includes anthropomorphic hippos and space hamsters.  Jeff Grubb writes, “The infamous giant space hamster also came out of ship designs. The gnome ship looked like a galleon and a sidewheeler slammed into each other. Someone asked what the big paddlewheel housings were for, since there was no air other than in the air bubbles. I said they were giant hamster wheels. Roger Moore (editor of Dragon) thought that was hilarious and it was off to the races with the giant space hamster. So I’m not taking the fall for that one by myself.” Exhibit B: Runequest. This game featured the most sober, serious world building this side of Empire of the Petal Throne. I love Runequest and would probably be writing a Runequest blog now except that the setting included anthropomorphic ducks like Donald and Howard. Ducks! Sorry. Deal breaker. I like to dress in character, so according to THE MAN, I need to choose a character wearing pants.

Saving throw proficiency and ghouls

Even at the end of the Dungeons & Dragons Next public playtest, the designers wrestled with one aspect of Next that remains broken. The ghoul problem. A live-streamed playtest session showed the problem when 4 ghouls faced a party of fifth-level characters and threatened a total-party kill. Spicy Mystery Stories March 1936Mike Mearls recounts, “The thing that irritated me the most about it was I think that this fight would be just as hard if you were 10th-level characters. Four ghouls jumping on a 10th-level cleric, as opposed to a 5th-level cleric, would have had roughly the same ability to take you down.” When ghouls hit, they force their targets to save versus paralysis. One failed save removes you from the fight. Because armor class doesn’t rise much from level to level, ghouls can hit even high-level characters. The damage doesn’t endanger the heroes with high hit points, but the saving throws still stand.

If your character lacks the proficiency needed to shrug off constitution saves, then one hit can easily drop you from the battle. As the game stands, most classes enjoy proficiency in just two of six types of save. Without proficiency, your 20th-level archmage suffers as poor a chance of shrugging off the ghoul’s touch as a level 1 initiate. Even with a +6 proficiency bonus, my money is on the ghouls.

Of course the problem isn’t unique to ghouls. It applies to anything that makes attacks that force saves.

The designers recognize this problem and the final version of Next will feature a fix. Mike explained how the game should play. “As creatures become lower level relative to you, their damage attacks remain a threat, which is nice because that’s a threat to all characters, but their special effects start to fade out. Like lower level characters worry about ghoul paralysis, higher level ones don’t because they know that they can probably make the save. The DC is low enough; their bonus is high enough.

“One of the things I’ve been thinking of is if we just did something simple, like you add half your character level to all your saving throws. And so then we know saving throw DCs scale up a bit. The important thing for me being low-level creatures can have lower DCs; high-level creatures can have higher DCs, just like you kind of expect and that fits into what should be going on in the game.”

Another possible fix could allow characters’ with hit points above a certain threshold to save automatically. While such a threshold mechanic probably won’t apply to the lowly ghoul, I expect to see it apply to various save-or-die effects.

Update: (June 19, 2014): In the Dungeons & Dragons Q&A: Starter Set and Basic rules, Mike Mearls says that the saving throw rules remain unchanged from the final playtest. This means two things:

  • The fifth edition designers have an obsessive devotion to minimal core rules. The 5E design makes several compromises to enable the game to  resolve everything using the same ability modifiers and proficiency bonuses.
  • Ghouls and other monsters that force saves against debilitating conditions will need designs that limit their lethality. For example, a threshold mechanic that allows characters’ with hit points above a certain threshold to save automatically.

Next: 9 popular things in D&D that I just don’t understand

Proficiency and bounded accuracy in D&D Next

In my last post, I wrote about how the Dungeons & Dragons Next proficiency bonus jams all the tables and rules for attack bonuses and saving throw bonuses and check bonuses into a single rising bonus. This consolidation yields a simpler system, but the proficiency mechanic influences every corner of the game.

Attack roll tables from D&D Rules Cyclopedia

Attack roll tables from D&D Rules Cyclopedia

Proficiency bonuses increase slowly compared to similar bonuses in earlier versions of the game. They top at a mere +6 at 19th level. This slow progression stems from a principle the designers called bounded accuracy, because none of the designers come from the marketing team. Actually, “accuracy” refers to bonuses to the d20 rolls made to-hit, land spells, and make checks. Accuracy is “bounded” because the game no longer assumes characters will automatically gain steep bonuses as they advance to higher levels. See the Legends and Lore post, “Bounded Accuracy” for more.

Bonus to attack

Before third-edition D&D, armor class never rose much. In “‘To Hit’ vs. Armor Class,” longtime D&D designer Steve Winter charts the progression between to-hit rolls and AC. Steve concludes, “In AD&D, as characters advance up the level scale, they constantly gain ground against the monsters’ defenses. A 15th-level fighter doesn’t just hit lower-level monsters more often; he hits all monsters, even those of his own level, more reliably than before.”

This meant that rising attack bonuses eventually made attack rolls into a formality. Mechanically that works, because in early editions, as fighters’ gained levels, their damage increased not because each blow dealt more damage, but because they hit more often.

But attack rolls benefit D&D for two reasons:

  • Hit-or-miss attack rolls add fun. To-hit rolls offer more drama than damage rolls, and the rolls provide intermittent, positive reinforcement to attacks. See “Hitting the to-hit sweet spot” for more.
  • If to-hit bonuses overwhelm armor bonuses, armor and armor class becomes meaningless to high-level combatants. Perhaps this finally explains the chainmail bikini.

To keep attack rolls meaningful, fourth edition makes ACs rise automatically, even though nothing in the game world justifies the rise. (You might say that the rise in AC reflects combatants’ rising ability to evade attacks, but a rise in hit points reflects the same slipperiness.) The steep rise in AC meant that lower-level creatures couldn’t hit higher-level combatants and forced all battles to feature combatants of similar levels. In 4E, physical armor just provides a flavorful rational for the AC number appropriate for a level and role.

D&D Next returns to the older practice of making armor class a measure of actual armor, or at least something equivalent. At high levels, the game keeps to-hit rolls meaningful by limiting the proficiency bonus to that slight +6 at 19th level. With such a small bonus, to-hit rolls never climb enough to make armor pointless. For more, see “Bounded accuracy and matters of taste.”

In the last public playtest, and for the first time in D&D history, every class shares the same attack bonuses. In Next, characters don’t stand out as much for how often they hit as for what happens when they hit.

Bonus to checks

In third and fourth editions, characters gained steep bonuses to skill checks as they advanced in levels. Each game managed the bonuses in a different way, and each approach led to different problems.

In 3E, characters who improved the same skills with every level became vastly better at those skills than any character who lacked the skill. Eventually, DCs difficult enough to challenge specialists become impossible for parties that lacked a specialist. On the other hand, DCs easy enough to give non-specialists a chance become automatic for specialists. By specialists, I don’t mean a hyper-optimized, one-trick character, just a character who steadily improved the same skills.

In 4E, skills grant a constant, +5 bonus, and every character gains a half-level bonus to every check, so everyone gets steadily better at everything. This approach means that no character grows vastly better than their peers at the same level. It does mean that by level 10, a wizard with an 8 strength gains the ability to smash down a door as well as a first-level character with an 18 strength. To keep characters challenged, and to prevent suddenly mighty, strength-8 wizards from hulking out, 4E includes the “Difficulty class by level” table which appears on page 126 of the Rules Compendium. With this table in play, characters never improve their chance of making any checks, they just face higher DCs. Most players felt like their characters walked a treadmill that offered no actual improvements.

For more on checks in 3E and 4E, see “Two problems that provoked bounded accuracy.”

With the proficiency bonuses, D&D Next attempts to thread a needle. High-level bonuses should not reach so high that challenges for proficient characters become impossible for the rest. But the bonuses should go high enough to give proficient characters a chance to stand out and shine.

At the top end, a 19th-level character with an suitable 20 ability score and proficiency will enjoy a +11 to checks. This bonus falls well within the 1-20 range of a die roll, so most tasks within reach of specialist also fall within the ability of an lucky novice. If anything, the maximum +11 for a talented, proficient, level-20 superhero seems weak.

Two bonuses form that +11, the proficiency bonus and the ability modifier. To me, a proficiency bonus that starts at +2 at level 1 and rises to +6 at level 19 threads the needle well enough.

New characters gain a +2 proficiency bonus as opposed to the +4 or +5 skill bonuses in the last two editions. This paints new D&D Next characters as beginners, little better than untrained. New characters must rely on talent to gain an edge.

However, talented characters barely gain any edge either. Typical new characters gain a +3 ability modifier from their highest score. I’ve shown that ability modifiers are too small for checks. Players make 11.3 attack rolls for every 1 check, according to plausible research that I just made up. With so many attacks, a +3 to-hit bonus lands extra hits. With so few checks, a +3 bonus ranks with the fiddly little pluses that the designers eliminate in favor of the advantage mechanic.

The playtest package’s DM Guidelines advise skipping ability checks when a character uses a high ability score: “Take into account the ability score associated with the intended action. It’s easy for someone with a Strength score of 18 to flip over a table, though not easy for someone with a Strength score of 9.” The D&D Next rules demand this sort of DM intervention because the system fails to give someone with Strength 18 a significant edge over a Strength 9 character. The result of the d20 roll swamps the puny +4 bonus. In practice, the system math makes flipping the table only sightly easier at strength 18.

Update: The published game grants level-one characters a +2 proficiency bonus as opposed to the +1 that appeared in the final playtest.

In a curious move, the final public playtest packet eliminates the Thievery skill. Instead, the designers opt to make thieves proficient with thieves’ tools. Why? This results from the elimination of fiddly little pluses such as the +2 once granted by thieves’ tools. Without the +2, why bother with the tools? Now thieves need the tools to gain their proficiency bonus. Somewhere, sometime, a confused player will add a proficiency bonus that they assume they have for thievery, to a bonus for the tools, and double-dip two bonuses.

Next: Saving throw proficiency and ghouls

How D&D Next moves toward a simpler core game

In “From the brown books to next, D&D tries for elegance,” I discussed how the Dungeons & Dragons Next designers work toward a simpler, more elegant core game. This post describes some of the simplifications that appeared in the public playtest.

Advantage and disadvantage

Third edition D&D featured long lists of plusses and minuses that applied when the situation affected an attack or check. While these modifiers added realism, they slowed play, seldom made a difference, and were often overlooked. D&D Next drops all the fussy calculation for the advantage and disadvantage mechanics: When characters gain a big edge, they gain advantage and use the highest of two die rolls; when characters suffer a handicap, they suffer disadvantage and use the lowest of two rolls. While less accurate than a tally of plusses, the new mechanic plays quickly and eliminates math and memory demands.

Combat modifiers in edition 3.5

Combat modifiers in edition 3.5

Fussy modifiers have appeared in every version of D&D, so when designers considered eliminating them in favor of advantage and disadvantage, they used the playtest to measure players’ reaction. The advantage and disadvantage mechanics gained broad approval.

Skills and ability checks

Other simplifications fell flat. D&D lasted 25 years without the complexity of skills, so designers tested a simpler game with just ability checks. Players rejected the simpler version, earning skills a place in the core system.

Still, when faced with choosing between richer rules and simpler rules, Next designers always opt for simpler. For example, using the same ability modifiers for ability checks and for attacks fails to distinguish exceptional characters from average ones, but the designers side with the flawed—but simpler—option of using the same ability modifiers for combat and for checks.

Proficiency

The last public-playtest rules try to get maximum use from proficiency. A character can be proficient in armor, skills, saving throws, weapons, and tools. Proficiency grants a bonus to attacks, saving throws, and checks, but not armor. The proficiency bonus starts at +1 at level 1 and rises to +6 at level 19.

Proficiency with armor works differently from proficiency with everything else. Rather than granting a proficiency bonus, armor proficiency grants the ability to wear armor without disadvantage. This difference will confuse some players, but earlier editions handled armor proficiency in a similar manner. The designers must feel bound by the longtime use of “armor proficiency.”

Earlier editions of D&D featured countless tables showing bonuses for attack rolls and saving throws, and added additional bonuses for skills and proficiencies. The Next proficiency bonus jams all these tables and rules into a single rising bonus.

If this broad proficiency system reaches the final rules the final rules, then the bonus for all checks, attacks and saves will consolidate under the same formula:

ability modifier + proficiency bonus

Simple. Magic aside, all the other, fiddly bonuses that appeared in earlier versions of the game get replaced with the advantage-and-disavantage mechanic.

This change yields a simpler system, but it makes less difference in play than the advantage mechanic. Players only reference the tables for attacks and saves and so on when they level up. They enter the new numbers on their character sheets and move on. Once the game begins, the consolidation never comes up. Players who generate characters using a computer see even less impact. In comparison, the advantage-and-disadvantage mechanic eliminates half the tables on the DM screen—lists of bonuses applied to every attack and check. Advantage streamlines most rolls in the game.

The simplicity of a single proficiency bonus still offers advantages, but the proficiency mechanic influences every corner of the game. In my next post, I’ll examine all the repercussions.

Next: Proficiency and bounded accuracy

From the brown books to next, D&D tries for elegance

An elegant role-playing game gains maximum play value out of a concise set of simple rules.

Elegant rules…

  • apply broadly so fewer rules can cover whatever happens in the game.
  • play quickly with minimal math and little need to reference or memorize.
  • can be easily explained and understood.
  • produce outcomes that match what players expect in the game world.
  • enable players to anticipate how their characters’ actions will be resolved and the likely outcomes, something I call resolution transparency.

Rules-light role-playing games maximize economy by applying just a few rules across the entire game, but they sacrifice resolution transparency.

Dungeons & Dragons has never qualified as a rules-light system, but the game has grown more elegant by eliminating rules and applying the rules that remain more broadly. In “Design Finesse,” D&D patriarch Mike Mearls writes, “You’re more likely to introduce elegance to a game by removing something than by adding it.”

Elegant role-playing games start with economical rules, yet they still invite players into their characters, give them plenty of freedom to make interesting choices, and provide easy ways to resolve the actions so the outcomes make sense in the game world.

D&D started as an inelegant game: a bunch of mechanics that Dave Arneson and Gary Gygax dreamed up as they refereed, which Gary then wrote in his stream-of-consciousness style. In “A Brief History of Roleplaying,” Shannon Appelcline writes, “In various early versions of D&D and AD&D, you had one system to model Strength (a range of 3-17, then 18/01 to 18/00), one to model all the other characteristics (3-18), one to model armor class (10 to -10), one to model thief ability (0-100%), one to model skill in combat (a to-hit number from 20 to 1), one to model clerical spells (7 levels of magic), one to model magic-user spells (9 levels of magic), etc.”

Gary Gygax

Gary Gygax

Why so many systems? No one knew anything about RPG design, because none existed. Also, during D&D’s formative years, Gary was an incorrigible collaborator, always willing to add a friend’s new rule to the mix. Each of Gary’s brown-book D&D releases features the work of a different collaborator. Even in Advanced Dungeons & Dragons, Gary couldn’t say no to additions like weapon speeds and psionics—additions he regretted.

In 1977 and 1978, role-playing game design took two huge steps: Traveller introduced a skill system. Runequest united all action resolution around a core mechanic. These two games charted a course for elegant RPG design, and virtually all games to follow built on their innovations.

Player's Handbook (2nd edition)

Player’s Handbook (2nd edition)

Second edition Advanced Dungeons & Dragons cut some rules that no one ever used, but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, designer Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.”

When 2E appeared in 1989, game publishers still limited new editions to corrections and tweaks. If a publisher wanted to create an incompatible new version of a game, they coined a new name, such as Megatraveller and Runequest: Slayers. Of second edition AD&D, Steve Winter says, “The [TSR] executives where terrified of the idea of upsetting the whole customer base and driving away customers, coupled with the idea that if we put out a new book, what happens to all the old books? We have stores with all these books. we won’t sell any new players handbooks for a year while we’re making the new edition because people will know what’s coming.” How different from the modern market, where people accuse publishers of issuing new editions just to spur sales?

It took the sale of TSR, and a new edition from Wizards of the Coast, to give D&D twenty-year-old innovations such as skills and a core mechanic. Third edition simplified by consolidating a myriad of different rules into the d20 check that gave the core system its name. On the whole, 3E isn’t simpler than AD&D, but it took the complexity budget earned through simplification, and used it to add depth to tactical combat and to character options.

Emboldened by the acclaim for the big changes in 3E, the 4E designers felt willing to outdo the changes. The designers attacked some complexities that the third-edition designers had kept as sacred cows. For instance, fourth edition eliminated traditional saving throws by consolidating their function with attack rolls.

Fourth edition tried for a simpler game by focusing on exception-based design. This principle makes trading card games such as Magic: The Gathering playable despite the tens of thousands of cards in print. The 4E designers built a system on a concise set of core rules, and then added depth by adding abilities and powers that make exceptions to the rules.

Even with 4E’s concise core, the thousands of powers and thousands of exceptions produced more rules than any prior edition. Still, no RPG delivers more resolution transparency than 4E. In sacrifice, the edition often fails to model the game world, creating a world with square fireballs, where you can be on fire and freezing at the same time, where snakes get knocked prone, and where you can garrote an ooze.

Among all the simplifications in 4E, only the use of standard conditions appear to remain in D&D Next.

Both 3E and 4E used more elegant rules to produce simpler core systems, but both editions grew as complicated as ever.  In “D&D Next Goals, Part One,” Mearls writes, “New editions have added more rules, more options, and more detail. Even if one area of the game became simpler, another area became far more difficult to grasp.” The D&D Next designers aim to deliver a simpler, more elegant core game, and then to add options that players can ignore if they wish. “We need to make a game that has a simple, robust core that is easy to expand in a variety of directions. The core must remain unchanged as you add more rules. If we achieve that, we can give new players a complete game and then add additional layers of options and complexity to cater to more experienced gamers.”

Next:  How D&D Next moves toward a simpler core game.