Monthly Archives: June 2014

Character roles appear in 4th edition D&D, disappear in 5th

In original D&D, thieves ranked as the least effective character on the battlefield. However, when the party explored, thieves took the biggest role. Early D&D players spent most of their time exploring, so who cared if thieves only rarely saw a chance to backstab?

In fourth edition, such a trade off would never suffice. The edition was optimized to allow characters to show off stunts and powers in dynamic fights. Designer Rob Heinsoo wrote of the perspective he gained playing a 3E bard and “singing from offstage, reminding everyone not to forget the +1 or +2 bonuses.” Heinsoo resolved to keep all 4E characters onstage. In the Design & Development article PC Roles, he wrote, “When Andy (Collins), James (Wyatt), and I put together the basic structure of 4th Edition, we started with the conviction that we would make sure every character class filled a crucial role in the player character group.”

This goal led to the creation of character class roles.

Wizards Presents Races and ClassesIn Wizards Presents Races and Classes, Rich Baker wrote, “One of the first things we decided to tackle in redesigning D&D’s character classes was identifying appropriate class roles. in other words, every class should have all the tools it needs to fill a specific job in the adventuring party.”

To make sure that all characters could succeed at their roles, the designers created formulas for each role that determined things like damage output, expected armor class, and healing capacity. Then they built the classes to meet these specifications.

Through the life of the edition, these parameters proved a bit off, revealing some roles as more useful than others. Fourth edition showed that only the striker role really mattered, because nothing prevents damage as well as killing monsters quickly, and no condition hampers enemies as well as dead.

Roles succeeded at one thing: They told players what each class did best in combat. By choosing a role, players decided what they would do in a fight—healing, damaging enemies, or protecting allies. Without roles, a 4E novice might wrongly suppose that a warrior would do a lot of damage, and fail to select a nature-loving ranger or a sneaky thief for maximum damage output.

Rob Heinsoo wrote, “4th Edition has mechanics that allow groups that want to function without a Leader, or without a member of the other three roles, to persevere. Adventuring is usually easier if the group includes a Leader, a Defender, a Striker, and a Controller, but none of the four roles is absolutely essential.” For the first time in D&D, an effective party could make do without a cleric or other healer. Also, healers could heal and still use their standard actions to attack, something every D&D player enjoys. Healers in 4E never feel torn between using actions and spells to heal, and using them to smite evil. This counted as a win for the 4E design, and counts as a virtue lost in the fifth edition.

Ironically, while roles sharply defined the tactical job of each class, 4E’s design made the classes interchangeable off the battlefield. The fourth edition Dungeon Master’s Guide encouraged DMs to skip to the good parts of the game by building adventures from a series of combat encounters and skill challenges. Characters’ roles shape their place in combat, but have no effect on skill challenges, or any other part of the game.

Outside of combat, all 4E characters contribute by making skill checks. Your character’s favored skill checks may differ from the next guy’s, but the rules advise dungeon masters to allow a wide variety of skills so every character can help. To guarantee that everyone contributed, the original skill challenge had players rolling initiative and taking turns. That rule soon fell by the wayside, but it shows the designers’ commitment to making all classes play alike off the battlefield. To further level play, most 4E spellcasters lack magic that helps outside of combat, a big change from previous editions.

D&D’s fifth edition dispenses with formulaic roles and with classes designed to measure up to a role’s target numbers. This affects the new game less than it would 4E. In the new edition, combat encounters no longer dominate time spent playing. D&D’s fifth edition bolsters the game’s interaction and exploration pillars to balance with combat. With more time to shine at diplomacy, the bard may not mind a reduced role in combat. With time to lead in exploration, the rogue might not mind retiring as the damage-per-round champion.

The real benefit of roles came from helping players understand what their character would do best in combat. This benefit can come without formal roles. The class descriptions simply need to make each classes’ tactical strengths and weaknesses clear.

Five ways to create more usable game books

In my last post, I accused Wizards of the Coast of showing increasing indifference to making game books usable at the game table. Now I have five suggestions for creating more usable documents.

Break the content into short, labeled chunks

When readers try to find something in a game book, they often flip pages and scan for the nugget they need. This works best when the book breaks the information into concise, labeled chunks. The chunks must be stick to a single idea, so nothing important gets stranded without a label. The labels must stand out for easy scanning. Color headings jump out. Mixed case reads quicker, even though misguided designers seem to favor all upper-case titles. Hanging titles serve particularly well, but as much as game publishers love tiny, 8-point text, I’m certain the prospect of adding white space would send them in a paroxysm of weeping.

When I read an adventure to run, I will write my own labels in the margins of any copy I can mark. This way, when I must find some fact at the table, I can easily scan the pages.

ELTU3-1 Good Intentions with my added blue labels

ELTU3-1 Good Intentions with my added blue labels

What goes wrong? Some authors and editors eschew frequent sub-headings because they dislike “wasting” space that could be devoted to burying more words in unbroken columns. I get it. Everyone passionate about writing, myself included, loves every precious word from their keyboard. Also, the discipline of labeling chunks of can introduce a uncomfortable rigor to the creative process. It can be a pain.

Nonetheless, your readers benefit. Plus, the process helps you organize. Adding a label atop a description of the villain’s plan could help you notice that the tidbit belongs somewhere else. Game authors, repeat after me: I do not create worlds. I write technical documentation.

DragonQuest appeared in 1980 with now-obsolete numbered headings, but remains more usable than new books

DragonQuest appeared in 1980, but remains more usable than most new books. The obsolete numbered headings existed to enable cross references in an era when publishers literally pasted strips of type into a page layout. Note the use of red to highlight titles.

Use lists, tables, and graphics to communicate

When you page through a text book, what seems more approachable: (a) column after column of gray text, or (b) lists, tables, and graphics? Lists help readers see organization. Tables establish patterns and communicate them visually. You can see me use the power of tables in “Using your players’ metagaming to mess with their heads” and “Chivalry & Sorcery: What if Gary and Dave had not found the fun?” And we all  know that a graphic may be worth a thousand words.

With the Ptolus source book, Monte Cook took inspiration from travel guides. Note the cross references and use of color to highlight.

With the Ptolus source book, Monte Cook took inspiration from travel guides. Note the cross references, white space, and the use of color to highlight. You can find what you need to know.

What goes wrong? Many authors of game books come from writing fiction, or from journalism, or just from writing reports. None of these backgrounds emphasize using tables and other visual tools to communicate.  For example, when USA Today first appeared, critics disparaged it for dumbing down journalism with bullets and graphics. Most authors seldom consider alternatives to paragraph text.

Also, tables can trigger problems with publishing. Your typical game author submits manuscripts as Microsoft Word documents, the poor bastard. (What’s wrong with Word? I could spell out the application’s shortcomings, but author Charlie Stross, creator of the Githyanki, brings a delicious savagery to the job.) After editing, someone converts Word to an application like InDesign, a process that may make hash of tables, and then someone jams the tables into a new page layout. Everything goes much smoother if everyone sticks to plain text.

Meanwhile, the graphic people work in another department. Better to just muddle through with words.

Add cross references linking content to related information

Ambitious adventures like those offered for this year’s Dungeons & Dragons Encounters seasons feature an intertwined cast of characters, locations, and events. As I prepared for a week’s session of Scourge of the Sword Coast, I found myself endlessly flipping pages, chasing related information. I spent nearly as much time searching as reading. A generous number of cross-references would have made the book immensely more usable. To be fair, Scourge includes a few cross references, as rare a four-leaf clovers. The book needed 10 times as many.

What goes wrong? So many things. If the authors compose in Word, any cross references they create will probably die in translation to InDesign. If more than one author contributes to a work, they cannot cross reference each other’s material. By the time the editing and layout folks have an opportunity to add cross references, they face a closer deadline, and probably have as hard a time finding content as I did.

Include an exhaustive index

Allow me to make an outrageous proposal: Adventures should have indexes. This may seem outrageous because adventures have never featured indexes. But the early adventures never exceeded 32 pages, and a list of keyed locations hardly merited one. Modern adventures that mix locations, characters, and a plot all in a 100-page sandbox must do better.

Meanwhile, everyone agrees that a core game book deserves an index, but their indexes have shriveled. As a general guideline, a typical game book should feature a index equal to 7% to 10% of the length of its content. Instead, core rule book indexes wither to a shameful 0.3%.

Book Percent of pages for index
Player’s Handbook, second edition 2%
Player’s Handbook, 3.5 edition 1%
Pathfinder Roleplaying Game Core Rulebook 1%
Player’s Handbook, fourth edition 0.3%

The 4E Player’s Handbook includes such a disgraceful index that someone who calls himself the Propagandroid created a custom index to supplement the book. The index remains tucked in my PH, another symbol of Wizards of the Coast’s disdain for their customers in 2008.

We have yet to see the fifth-edition players handbook, but the over-under stands at an embarrassing 0.5% of pages devoted to the index.

What goes wrong? Start with the same technical road blocks and deadline crunch that dooms cross references, and then add a big dose of misplaced priorities. In an interview promoting Ed Greenwood Presents Elminster’s Forgotten Realms, Ed spoke about the book’s lack of an index.

“My original outline that was approved for the book had a four page index at the end, and [the editors] said, ‘Four pages on an index? Come on! That’s four pages of stuff!’” Ed is not so misguided as Wizards staff. He goes on to say, “I would have rather had the index.”

By trading index pages for content, editors may have their readers’ interests at heart, but they only serve readers who never use their products in play. Should game books be intended for play, or just to be browsed and forgotten?

Create play aids

A play aid can include anything ranging from a timeline and a list of characters for the dungeon master, to player’s handouts and maps. Scourge of the Sword Coast seemed so desperate for a player’s handout that I created one. Why should I have to? In a PDF-only product, the editors cannot blame a limited page count. In the early days of the hobby, virtually every game included reference sheets, but they rarely do now. Living Forgotten Realms adventures, authored by volunteers, typically do better job of including player handouts. Could this be because the volunteer authors spend more time running their own adventures than the pros?

What goes wrong? Authors get no glory for creating play aids, unless they write for organized play and join the game masters who bring their adventures to the public game table.

User hostile: How to make a good game book painful to use

Dreams of the Red Wizards: Scourge of the Sword Coast has the seeds of a solid adventure. While characters visit the town of Daggerfall, they investigate mysteries like a theft and a suicide. Leads take them to a variety of dungeon sites in the region, mostly overrun with evil humanoids. At the conclusion, they can learn the secrets that tie the threads together. Recently, I finished running the adventure for Dungeons & Dragons Encounters. See “Converting Scourge of the Sword Coast from D&D next to fourth edition” for more.

Scourge of the Sword Coast

Scourge of the Sword Coast

As an adventure, Scourge of the Sword Coast may be solid, but the product plumbs a low for usability in play.

When I reach a such a damning conclusion, I begin to question my adequacy as a dungeon master. Perhaps, an adequate DM can spend a couple of hours perusing the 75 pages, understand all the nuances, and recount details 10 weeks later when players uncover answers.

But I am not alone in my conclusions.

Ace convention DM Ed Kabara writes, “As a GM I felt things were too cluttered with important information being mixed with bits of encounters. I felt like the story needed a diagram to really help me to organize my thoughts regarding the plot.”

On the The Tome Show podcast, the round-table reviewers ask for more attention to formatting and organization, cite the need for a more help running the adventure, and suggest adding a timeline.

For a taste of what makes Scourge so difficult to run, imagine your players finish a key encounter, and you face this line on page 63, “If the characters save Shalendra, they can learn the story of Baazka and the specific location of Bloodgate Keep.”

First, you cannot actually reveal the specific location of Bloodgate Keep, because that lies in the next adventure. If you look for something more specific than “in the Forlorn Hills,” then you will waste time.

Page 15 from Scourge of the Sword Coast. Can you find anything?

Page 15 from Scourge of the Sword Coast. Quick! Find Baazka’s story.

Second, suppose you cannot remember all the details of Baazka’s story, so you page back through the text looking. Page 23 includes a “Baazka” subhead, but not his story, so you keep paging back. Meanwhile, you have lost your players attention. On page 15, you face this page with a “Shalendra Floshin” heading atop a column of undifferentiated text. Perhaps that hides the information she tells the players. Should your start skimming, or try the adventure background on page 3? Quick, find Baazka’s story before you lose everyone to their smartphones or to chatter.

I wish my example came from a single bump, but every time I reference this text, I find myself hunting. Every time, I wind up thinking that I remember seeing more about that, but I have no idea where.

Some of the challenge stems from the authors’ ambition. Scourge combines a sandbox with a plot, as multiple villains scheme even as the characters adventure. Like any sandbox, the text organizes around locations and characters, but all the details of the story lay threaded through these descriptions. This is why reviewers keep pleading for diagrams and timelines and advice on running the adventure.

I wish Scourge of the Sword Coast stood out as an anomaly, but it just represents another low as Wizards of the Coast grows increasingly indifferent to the usability of their products. The adventures that preceded it were just as bad. Dead in Thay mostly consists of keyed dungeon locations, but piecing together the information for my players’ handout seemed like a detective’s job.

How does Wizards of the Coast take perfectly good game content and make a book that creates hassles at the table? I suspect they focus on cramming as much content as possible into a book’s page budget, without allocating pages to indexes or other usability improvements, without scheduling the necessary drudgery of adding cross references, play aids, and index entries. I think the authors and editor approach game books as they might a novel, something to be read from start to finish. I think the typesetters and designers approach game books as a magazine that must lure potential buyers at a newsstand. Neither group of artists seems to have accepted a bitter truth. You produce technical documentation. Your stories will only come alive if you create documents that enable players to bring them to life at the table.

Next: Five ways to create more usable game books

Is it found? How to handle a search

Speed through the obvious by summarizing simple search efforts

Game masters often speed past the uninteresting parts of the game—the parts with few decisions or obvious decisions—with a simple summary of activity. Most game masters will use a summary to skip past a search of a place containing nothing of interest, but the technique also works during the players’ first examination of a cluttered laboratory or dusty crypt.

When you conduct the routine parts of a search, summarize the obvious actions the party might take to perform a quick, initial search. This summary from the game master brings two advantages:

  • You, as the game master, and the characters in the game world have a clearer picture of the location than the players.
  • You can summarize the results of the most simple, obvious search efforts without slowing play with back-and-forth discussion as the players describe their actions.

In your summary, mention the obvious items in the location and any simple steps required to search around and inside them. You might also mention things the characters don’t do, either because the actions could be risky or time consuming. For example, “As you look, you leave the books on the shelves and the furniture in place.”

Parable of the Hidden Treasure by Rembrandt

Hidden Treasure

Avoid giving the results of this summary, in case the players wish to change some the actions that you outline. For example, “No, none of us go near the dark altar.”

This description will give the players a more vivid picture of the contents of the room, and will suggest things that deserve further checking.

Once you finish a summary of an initial search, the players can agree to proceed, you can share the outcome, and then the players can describe anything they want to do to take a closer look.

This method only works if you limit your description of the party’s search to obvious efforts. Do not make the players feel usurped by the game master. If the players enter the Garden of a Thousand Stings, where any misstep brings painful death, have them spell out every action. If the players enter Acererak’s throne room, and they prefer to describe every nuance of their search, they can—they should.

Search procedure

When the players ask to search a location, and they have limited time to search, use the following method:

  1. Ask if the characters will touch, move or open things as they search. If traps seem plausible, ask how the characters divide the responsibilities of opening and moving. If the room appears on a battlemap, you can ask the players to place their figures in the region they intend to search. During this step, you establish which characters could possibly trigger any traps or hazards that may exist.
  2. Summarize the obvious actions the party might take to perform a quick, initial search. This description will give the players a more vivid picture of the contents of the room, and will suggest things that deserve further checking.
  3. If the players have no objections, then tell the result of their initial search. The characters might find the keys on the bodies, coins in the sofa, and the monsters under the bed. They will find anything in plain view. If they open and move objects, they will also find anything not carefully hidden.If you feel uncertain whether something hidden would be noticed in this first, quick search, call for a search check from the entire group, but only consider the result from the character searching the area with the hidden object. Many things in the location may still need a closer look or more actions to find.
  4. If the players think some features deserve more thorough investigation, let them describe closer checks. For example, “I want to check that empty chest for hidden catches or compartments.”“I wonder what’s behind the bookcase. Is it built into the wall?”
“In most cases, you need to tell the DM where you are looking in order for him or her to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Intelligence (Search) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.” – Dungeons &Dragons Next playtest

In step 4, the characters’ specific search actions may call for search checks, or they may yield discoveries without a roll. As the characters’ search actions grow more specific, they may make some or all search rolls irrelevant. If the ceiling contains a hidden trap door and someone starts rapping the ceiling with a 10′ pole, just tell about the hollow-sounding spot that reveals the door.

Searching and tedium

This search procedure typically applies when the characters face some time constraints, when they must decide whether to keep searching, or whether to press on before, say, a patrol comes or the dark ritual begins.

When characters can search without time pressure or risk, but you, as the game master, make the players either roll or narrate their search process, you can introduce frustration. The players know if they waste enough real-world time rolling checks or describing how their characters probe, sift, and break down every object, they will eventually find everything that can be found. The search’s success hinges on the players’ patience for drudgery.

In the classic dungeon expedition, the threat of wandering monsters discouraged this sort of grind. In original Dungeons & Dragons, searching a 10 foot section of wall for a secret door required a 10-minute turn. Each turn, the referee checked for wandering monsters, and the players faced a 1 in 6 chance of attack. Players focused their searches on the most promising features, and then moved ahead. See “Three unexpected ways wandering monsters improve D&D play” for more.

Third edition acknowledged the tension between tedious play and exhaustive searches by introducing the option to take 20. Taking 20 allows players to find everything the characters could possibly find, without testing anyone’s patience.

Searching without game-world time limits

Fourth edition and D&D Next both dropped the rule for taking 20, while old-school games include no rules for checks at all. However, the players don’t need to say, “We take 20,” for you to cut past tedium.

Anytime players can search without time pressure, they will find everything that can be found.

If players search without time constraints, and they’re determined to finding whatever can be found, let them find it. Skip the rolls and skip the rote recitals of how and where they look. Just tell the players everything they’re capable of finding.

Although this guideline lets you provide a search’s outcome in seconds, the guideline applies when the players wish to invest what could be hours of game-world time in an exhaustive search. If the players show no particular interest in a thorough investigation, then just summarize the outcome of a simple search and let them follow up as they choose.

In unusual cases, the characters may not be capable of finding everything. For example, a perfectly concealed door may require a search DC higher than 20 plus the search skill of the party’s best searcher.

Time and search

Most versions of Dungeons & Dragons tend to leave the time demanded by a search to the discretion of the dungeon master. Advanced Dungeons & Dragons offers the best guidelines: “mapping, and casually examining a 20’×20’ area” requires a 10-minute turn, and then thoroughly searching the 20’×20’ area after the initial examination requires another 10 minutes. Actual time varies depending on the amount of stuff in the area. Characters must spend much more time to finish an exhaustive search that finds everything that can be found, and rules out any possibility of missing something.

Newer versions of the game calculate search times with an interest in making searching feasible during combat. Third edition lets you search a 5’×5’ area as a full-round action. Pathfinder lets you search it as a move action. I can’t even find my keys in a 5×5 inch basket that fast. These times only seem applicable to a relatively empty battlefield square, and not a wizard’s junk drawer.

“Time spent searching for anything (secret passages, hidden treasure, etc.), loading treasure, listening, ESPing, hiding, will be adjudged by the referee as to what portion of a turn will be used by the activity.” –Dungeons & Dragons Underworld and Wilderness Adventures p.8

In play, when time matters, keep a rough accounting of the time characters invest in a search, and share the totals with the players. You may need to keep them appraised of the risks of spending more time.

How to run listen.

This one is easy. Everyone forms a line and takes turns putting an ear to the door, and then rolling. Meanwhile, the dungeon master rolls to see who is listening when something awful comes through the door. For instance, Beholders can drift soundlessly and open doors with telekinesis.