Monthly Archives: September 2012

Lair Assault: Kill the Wizard – notes and miniatures

I’ve run every Lair Assault except for Spiderkiller. I’ve enjoyed them all, but all the past Lair Assaults suffered from oversights that seemed to show insufficient blind playtesting.

For example, Attack of the Tyrantclaw failed to note whether the T-Rex would attack the other dinosaurs. The whole encounter turned on that huge detail. And then we had the Pixie Music Box problem.…

In Talon of Umberlee, if the players camped below decks, the Kraken could not attack and the sahuagin boss could barely move without squeezing. The module never accounted for this strategy. Can the bad guys start tearing down the masts and rigging to coax the characters out? Can they set the ship on fire? If I were the sea god, I would have sunk the ship first, and then seen how the thieving characters fared against my warriors, but that hardly seems sporting.

Kill the Wizard raised only one minor question, which I’ll mention later. So in my experience, the challenge ranks as both the best constructed and difficult Lair Assault. I’ve run it once, so far, at Dean’s Dugout in Naperville Illinois.

I loved having the players land in random places in the dungeon. The divided party adds a new strategic dimension to the challenge. When players suddenly find themselves alone, facing monsters, they feel a real sense of peril. Plus, the random element adds extra uncertainty to replays. I wanted to conceal the landing spots of players who could not see each other. However, to keep things moving, I simply placed all the characters in a room the first time initiative came up for any character in the room.

The scenario ran very long. In the store, neither of the two tables came close to finishing after 6 hours. We simply ran out of time. Perhaps if the players adopted a stealth strategy, the event could come closer to the advertised 3-4 hour running time. As it stands, I recommend doing everything possible to speed play and encourage fast turns. Next time I run this one, I may resort to extreme measures. If players start their turn by examining the map and mulling over what they want to do, I may just hand them their initiative card and tell them they’re delaying until ready.

Kill the Wizard explicitly forbids taking a short rest. The challenge presents no game-world explanation for this, but the dungeon master can invent a source of time pressure. Perhaps Variel’s key is magically linked to her life force. As soon as she loses possession of it, its power to open the gates begins to fade.

Without a short rest, the players cannot recharge encounter powers. The challenge does not spell out whether until-end-of-encounter effects survive the trip through the gate and carry on into the dungeon. Because the encounter never describes any delays that would cause effects to exceed their five minute time limit, I say that effects last. Bottom  line, the characters need all the help they can get. The Drowslayer lives up to its name.

By the way, I notice all the Lair Assaults except Talon of Umberlee reward players for loading their characters with powers that buff until the end of the encounter. This makes powers like Wizard’s Fury very potent. I’m not fond of how the single-encounter design overvalues a class of powers. I liked how Talon of Umberlee rewarded more traditional character design.

I have a lot of miniatures and prefer using them over the tokens. I used the following miniatures:

  • Variel – the Elf Warlock from the 2008 starter set
  • Iron Defenders – Dungeons of Dread 36
  • Etherik – Eladrin Pyromancer, Against the Giants 45
  • Arcane Students – Tiefling Warlock, Dungeons of Dread 47
  • Bar-lgura – Desert of Desolation 44
  • Owlbear – Against the Giants 35 or Blood War 57.
  • Flesh Golem – Aberrations 45 or Night Below 46

I created my own Drowslayer and black pudding figures, as you can see in my last post.

Lair Assault: Kill the Wizard – I made a Drowslayer

As a Dungeon Master, I enjoy representing the action on the table with the correct miniatures. No battles against Starburst candies at my table. I typically judge public-play events, so I don’t pick the monsters in the adventures I run. When I lack miniatures to match the creatures in an adventure, I happily seize the excuse to go shopping for more miniatures.

My collection included figures for most of the creatures in the Kill the Wizard Lair Assault. I wanted a second Barlgura figure, so I purchased one. The adventure’s random monster table calls for a third Barlgura with a roll of 1 on a d6. Oddly enough, at my table, the odds of that outcome stand at none in 6.

barl-gura

When I must run monsters that lack any suitable miniatures, I’m annoyed. So the Drowslayer construct posed a problem.

Fortunately, another Dungeon Master at my friendly neighborhood game store seems even more bloody minded than me about fining appropriate figures. He showed off a Drowslayer figure that he sculpted from oven-bake clay, and that his wife painted. I was unfamiliar with oven-bake clay, so the discovery sparked my imagination.

Inspired, I created my own Drowslayer. I cut a maw into a ping-pong ball, threaded some arms made of thick, black wire, and then impaled the ball on a dowel for a stand. I used Sculpey to make a base and some eyes, baked and glued, and then painted.Drowslayer miniature figure

I also made some black pudding figures.Black pudding miniature figures

Immersive vs. Gamey in D&D Next, the score is 1-1

When I first started playing Dungeons & Dragons, people would tell me that the game interested them, but that felt intimidated by all the rules. No problem, I explained, you can play without knowing any of the rules. You play a character, like a mighty fighter. The dungeon master describes the situation, and you just imagine what your fighter would do. If a goblin attacks, just say, I hit him with my axe.

The concept pleased me. As a player, you could immerse yourself in being your character without thinking of the rules. At some point in our D&D history, we all enjoyed this style of play, so as the orc bore down on us, we raised our shield and drew our sword. Where instead of studying our list of powers, we think, if I can cut the rope holding that chandelier, I can bring it down on that brute’s head.

We still sometimes frown on the practice of letting the artifice of the game stand in the way of playing in character. You have heard of metagaming. If the DM drops a battle grid on the table, you know a fight will come, but don’t start buffing yourself. Your character suspects nothing.

Then action points appeared with Eberron. We all loved them, even though managing action points forced you out of your character’s head.

With the fourth edition, the designers set a goal of giving each class interesting things to do during combat. Why should only spellcasters gain the fun of managing resources when we can invent resources like daily martial powers and Hunter’s Quarries?  Every player can join the supposed fun. This opened a flood gate.

You could no longer play D&D by simply immersing yourself in your character. The game added too many constructs that lacked any relationship to the game world. Playing your fighter now required an understanding of things like marks and an entire economy of encounter and daily powers that had everything to do with the rules and nothing to do with the game world.  Playing a ranger meant laying down a Hunter’s Quarry that represented nothing but a floating damage bonus.

Most commonly, these sorts of game mechanics are called dissociated mechanics, and some deeper analysis of them exists elsewhere.

The problem with these mechanics extends beyond just the game’s learning curve. They tax anyone who prefers to play by immersing themselves into character. You can no longer enjoy the game inside the head of Roid the fighter, who likes to hit things with an axe. The game forces you to make decisions that you cannot possibly make in character. Why cannot Roid reuse that daily power again today? He has no idea. When can he spend an action point? What’s an action point to Roid?

Let me be clear about two things:

  • I am happy to think about the rules of D&D as I play D&D. However, I dislike when the rules prevent me from making my character’s decisions in character, from immersing myself in the game world.
  • Rules for things like hit points do not count as dissociated mechanics.  Hit points exist as an abstraction of something in the game world, namely your character’s health, fatigue, and morale.

Many players feel perfectly comfortable with dissociated mechanics as long as, looking back, they can explain them as part of the story. So what if an action point represents nothing in the game world–it represents something in the story. To this mindset, perhaps action points are like that surge of energy that brings Rocky off the mat at the end of the final movie bout. Why does Rocky only get that surge in the final fight? He always saves his action point until the end. (You can see the scene where Paulie coaches Rocky to save his action point in the director’s cut.)

I realize that plenty of players feel perfectly content playing the game as a game, and could care less what Rocky or Roid thinks. But why create game rules that interfere with the enjoyment of folks who prefer to dive into their character’s head? Until late in the 3.5 edition, such rules found no place in the D&D tradition. D&D should excel at immersion for the players seeking it.

By the time D&D Essentials reached the market, the game’s designers seemed to have learned a couple of lessons: (1) Not everyone wants to play a character complicated by things like resource management.  (2) You can invent fun abilities for classes such as rogue and ranger without resorting to dissociated mechanics.

Have the designers forgotten lesson number 2?

I want to turn your attention to two mechanics that appear in the D&D next playtest documents. One is unjustly accused of being dissociated, the other guilty as charged.

First I’ll consider the fighter’s combat superiority feat with its expertise die.

As I see it, the expertise die represents a moment of time and attention that the fighter can spend to achieve something extra on the battlefield. The fighter’s round takes the same six seconds as anyone else’s, but his expertise and training slows down the action, making him able to accomplish more. Perhaps the fighter spends an extra instant drawing a bead on an enemy, parrying a blow that would strike an ally, or tripping a foe already unbalanced by a blow.

As such, the expertise die represents something “real” in the imaginary world, and not some meta-game abstraction.

When I first considered this model, I remained bothered by the Deadly Strike maneuver.  When you hit, you may spend an expertise damage to deal extra damage. I imagined a fighter spending an extra instant winding up to deliver a powerful blow. If he missed, through the benevolence of the rules, he somehow regains that instant to use for something else. The do-over feels like an intervention by the game rules to prevent a player from feeling bad about wasting an expertise die. In character, how could the fighter possible explain the spent and regained moment?

But I realize my first interpretation is wrong. The six-second round represents a lot of time in a battle. The combatants do not actually take turns winding up and swinging like batters in a baseball game. Instead the fighter dodges and weaves, parries and feints, tests his opponents and searches for vulnerabilities. He does not waste time doing an extra wind up before he hits, or at least not before he knows he will hit. Perhaps the blow lands and the fighter spends an instant to wrench his blade or to slam an elbow into his enemy’s gut. Perhaps the fighter spots an opening and takes a moment to wind back for a powerful blow because he already knows his blow will land.

A thread on Wizards’ D&D Next forums considers the gamey aspects of combat superiority in overwhelming detail. Much of the discussion dwells on teasing apart the protect maneuver. Can a fighter decide to jump in and block an attack after a roll determines a hit? I’m sympathetic to the concern, but I’m comfortable with Protect for a couple of reasons:

The dice rolling and other business between beginning an attack and writing down the damage ranks as the one of the biggest abstractions in D&D. The timing of that business hardly matches action in the game world. Your successful to-hit roll simply poses a threat that can still be countered.

  • The fighter’s ability to spot a likely hit and block it seems as natural as, say, a basketball defender’s ability to block a likely basket.
  • I feel like I can use the Protect maneuver without breaking character. “I see the orc wind up for a killing blow on the wizard. I slam my shield into the way and shout, `Not today, you fiend!’”

The expertise die works as a mechanic sufficiently grounded in the game world. The designers deserve kudos for it.

The rogue’s Knack mechanic, on the other hand, exists as pure metagaming. Why does a first-level rogue gain the Knack advantage on a maximum of two checks per day? Nothing in the game world leads to that limit. It exists purely as an artifice of the game, a way to prevent the rogue from gaining too much screen time in the story of the day’s adventure. The Knack mechanic’s appearance is particularly discouraging because it seems like such a gratuitous soiling of a core class. I’m bracing for the likelihood of a warlord class loaded with dissociated mechanics, but this is the rogue. Surely the designers can invent a non-dissociated mechanic that reinforces skill mastery and expresses the rogue’s talent for skills.

Rolling in a box

The picture of my DM screen in the first post also shows a transparent, plastic cube.

As a dungeon master, I like my players to feel a little sense of jeopardy, a small sense that their character might not survive this combat. Rolling my dice in the open enhances that drama at the table. The players know I’m not fudging rolls to spare them–or to pick on their character.

I like when a tense moment brings players to their feet, and when everyone at the table watches to see the outcome of a roll. In one memorable moment, I reminded a player that his movement would provoke a pair of attacks, but he cockily laughed off the risk. I rolled a pair of natural 20s and the table burst out laughing. If I had rolled behind the screen, and simply announced a pair of crits, the event would fallen as flat as a card trick on radio.

Despite all this, I would rather not kill any characters (unless this is Lair Assault, when I will coup de grace your dying body). One of the virtues of fourth edition is that the system prevents a couple of bad rolls from turning into a dead character.

Rolling in front of a DM screen raises the problem of keeping the dice corralled. I roll into a transparent, plastic box purchased from a craft store. Unlike a big tray, the box packs easily, takes little space on the table, and never hides the outcome of a roll.

Update: I use this Containables 3-1/2″ x 3-1/2″ x 5″ Plastic Container with Removable Lid. It comes in a set of 4, but I can no longer find just one of anything similar.

Dungeon master’s screen

At the big conventions like GEN CON, I always like to walk the Dungeons & Dragons play area to see how some of the other dungeon masters run their tables. I see very few DM screens. I understand the appeal of dropping the screen; I don’t like peering over that little wall either.

Nonetheless, I continue to use a screen for D&D for a few reasons:

  • I track initiative using folded cards draped across the top of the screen. Though I could stand the cards on the table, hanging them makes them a bit more visible.
  • As a player, I prefer not to see the DM’s notes. But when the DM spreads his pages on the table, my eyes tend to settle on them. I would rather not worry about averting my gaze from Medusa.
  • Some players want to look, but I want to maintain an element of surprise and uncertainty.
  • I reference some rules and tables often enough for them need a place on a screen. This includes rules for monster knowledge checks, some uncommon actions, and the “Difficulty Classes for Level” table, which is essential for organized play.
  • Tradition.

Despite my preference for a screen, standard-sized screens stand too tall for my taste. I prefer the 6” tall mini version of the World’s Greatest Screen from Hammerdog games.Mini dungeon master's screen on table

This screen is constructed like a loose-leaf binder, with clear-plastic pockets on both sides. I filled the DM-side pockets with the tables and rules I needed most at the table. For the player sides, I inserted artwork cribbed from the first edition, Advanced Dungeons & Dragons screen.  In my opinion, David Trampier stands as the finest of the early D&D artists, and his collage on this screen may be his best work. It still calls me to adventure.  Not shown in the picture, the players’ side also includes a tribute to Gary with the image of a signed cover of the first Greyhawk supplement.

Signed Greyhawk Cover

You can download a PDF copy of my fourth-edition rules inserts here and my fifth-edition inserts here. I created the inserts using Adobe FrameMaker, so I’m afraid the source files will be unusable to tinkerers.