Category Archives: D&D fifth edition

The D&D fifth edition Basic Rules Introduction

The toughest part of writing the core rules for a role-playing game comes on page one, when duty and tradition force the author to describe how to play a role-playing game. When you sit at a table and see a RPG played, it makes sense, but try describing the activity to someone who has only seen chess and Monopoly.

Advanced Dungeons & Dragons First Quest The Introduction to Role-Playing Games

Advanced Dungeons & Dragons First Quest – The Introduction to Role-Playing Games

Although most new players enter the RPG hobby through Dungeons & Dragons, the D&D books tended to do the worst job on explaining role playing. In the brown books, Gary Gygax did not even bother. In the first basic game, J. Eric Holmes devotes two paragraphs to convincing you to play and to shop for more TSR products. The original game had to spread gamer to gamer, like the best con crud ever. Since then, the how-to-play section in D&D has gone something like this: “Players, you create a character. Dungeon masters, you create a dungeon. Now read this long glossary.” Other games work a bit harder, typically by making some comparisons to children’s make believe and then replacing the glossary with an explanation of funny dice. Among D&D releases, the second edition First Quest box does the best of explaining the game. Third edition consciously delegated the chore to the starter set, which offered a offered a programmed adventure rather than an explanation.

The Introduction in the D&D’s fifth edition Basic Rules does a far better job of describing how to play a tabletop role-playing game than any other introduction I’ve seen. This is the Mona Lisa, Beethoven’s ninth, and Die Hard of the seldom appreciated-genre of “How to play an RPG.” Instead of dumping a two-thousand word example of play, this introduction explains the game with a couple of concise examples. Instead of “create a character and then tell the DM what you want to do,” the “How to Play” section explains play in three numbered steps. At last, a D&D writer thinks like technical writer to help players.

The introduction explains, “There’s no winning and losing in Dungeons & Dragons.” To gamers who grew up immersed in World of Warcraft and Minecraft, this may seem like an odd point to make. In the late 70s, when I started playing, the the first question folks asked me about D&D was, “How do you win?” Back then, a game had to be a competition. If a game failed to produce a winner and a loser, what was the point? Such questions, more than anything else, reveal the gulf between now and how people thought of games in 1974. Such questions show just how revolutionary D&D was. For more, see “But how do you win?

Now, almost everyone has seen a video game where you play a character and finish rather than win. Virtually every computer game owes a debt to D&D. Almost everyone has seen D&D played on The Big Bang Theory or Community or in E.T. the Extra-Terrestrial. We hardly need an introduction this good. But they could really use it in 1974.

Three more observations:

  • The “Worlds of Adventure” section seems like a nod toward the strategy that elevates D&D from a mere tabletop role-playing game to a multi-platform brand for stories and worlds. You may grumble, but we can credit this effort to sell D&D as a brand for the resources and patience Hasbro has granted to developing the fifth edition.
  • The “Game Dice” section explains how to roll a d100. Fourth edition eliminated percentile dice, but apparently they make a return in fifth.
  • Even pages of the basic rules are labeled V0.1, while odd pages are 1.0. This means that if you want to play the official game, you can only use rules on odd pages.

Dungeons & Dragons fifth-edition Basic Rules, an annotated page 1

Wizards of the Coast has released the Dungeons & Dragons basic rules as a free download. I have yet to read past the first page, but even that invites comments.

The July 3 basic rules are labeled, version 0.1, but that does not mean that the playtest has restarted. It indicates that more basic rules will come. In “A Bit More on the Basic Rules for D&D,” lead designer Mike Mearls wrote, “As the Monster Manual and Dungeon Master’s Guide near completion, we’ll add to the basic rules with more material to grow it into a complete game. Our goal is to continue to make updates to the basic rules for D&D until the end of the year, at which point it will be feature complete.

In “Five ways to create more usable game books,” I mentioned the love game publishers have for tiny, 8-point text. True to form, the PDF features tiny, 8-point text, presumably to save pages. In a PDF. Speaking to the page-layout staff on behalf of those of us in the reading glasses and bifocal demographic, I say, “Your time will come.” That’s way nicer than what I considered saying.

As for page layout, the staff at Wizards continues to make me doubt their competence. The original download included a parchment-colored background to pointlessly tax your ink or toner supply. Wizards has since added a printer-friendly version. Even in this version, if you duplex print, the page numbers and chapter titles appear on the inside of the page rather than on the outside where they can be easily spotted.

The credits cite contributors throughout the history of D&D. You probably know of E. Gary Gygax and Dave Arneson, the game’s original creators. Brian Blume, Rob Kuntz, and James Ward served as co-authors on the four supplements to the original game. Don Kay was Gary’s original partner at Tactical Studies Rules, later known as TSR.

The disclaimer on the first page is a hoot.

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?”

The great green devil face from Tomb of Horrors

The great, green devil from Tomb of Horrors

The leering green devil face refers to the face of the great, green devil from the original Tomb of Horrors.

The dinner invitation refers to The Keep on the Borderlands, which featured this location:

BUGBEAR LAIR: The group of bugbears is not numerous, but what it lacks in numbers, it makes up for in strength and cunning. There are signs beside the entrance cave in kobold, orcish, goblin, etc. Each says: “Safety, security and repose for all humanoids who enter — WELCOME! (Come in and report to the first guard on the left for a hot meal and bed assignment.)”

The feast hall refers to the great hall in the Steading of the Hill Giant Chief, which includes the following monsters:

Chief Nosnra & wife: HP.: 65, 41 (he fights as a frost giant, she as a male hill giant)
Sub-chief: HP.: 49
Cloud giant: HP.: 63
3 Stone giants: HP.: 51, 48, 43
22 Hill giants: HP.: 44, 3 x 40,39,5 x 38,5 x 37, 3 x 36, 33, 30, 2 x 27
8 Ogres: HP.: 31, 29, 3 x 28, 27, 26, 20
Cave bear: (beneath chiefs table) HP.: 43

Hint: Do not storm the great hall without a very good plan.

Just last week, I asked a player at a D&D Encounters table, “Are you really sure you want to do that?” The younger players at the table failed to see the warning, but their fathers sure noticed it.

That covers page 1. When I started this blog, I worried that I would run out of things to write about.

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.

Converting Scourge of the Sword Coast from D&D next to fourth edition

The regular players at my regular Dungeons & Dragons Encounters games include a mix of fourth-edition loyalists and folks indifferent to edition. Although I would happily run D&D next, I have bowed to the group and still run Encounters in 4E. That means converting the current Encounters season, Scourge of the Sword Coast, to 4E. The conversion creates a few challenges beyond just finding fourth edition stats for the monsters.

Pacing

Combats in D&D next take far less time than in fourth edition.

Scourge of the Sword Coast

Scourge of the Sword Coast

Scourge of the Sword Coast lasts 12 encounters sessions. The season starts with two sessions introducing players to their home base of Daggerford and another session for the finale, leaving 9 weeks for the bulk of the adventure. Typical parties will visit four adventure sites, each with 20 or more numbered locations. The adventure budgets two sessions per site. In each site, most parties must win several battles to meet their objectives.

In D&D next, a party can role-play, explore, and finish a few fights in a 2-hour session. In 4E, not a chance. At most, players can drop a sentry, and finish one battle.

My fourth-edition time budget means that I have to cut locations, enemies, and material like a sailor jettisons weight as my ship takes water. I must condense each location to a couple of key encounters, and two fights. (If a session fails to include at least one battle, some of my players will leave disappointed.)

The surplus of material brings one benefit: Because Scourge of the Sword Coast includes far more material than I can play through, I can give the players plenty of choices, confident that their path leads to something in the text.

Encounter scale

In D&D next, every combat encounter taxes the party’s resources, while in fourth edition, only big encounters challenge a party.

Unlike characters in D&D next, 4E characters typically regain all their hit points and most of their spells and powers after a fight. Some attrition comes as they slowly lose healing surges, but 4E characters rarely run out of healing surges. Characters’ encounter powers make them more powerful during the first rounds of a fight. Characters can focus encounter powers on outnumbered enemies, leaving few survivors to return attacks. After the encounter, characters regain all that firepower without meaningful losses. They might even gain action points and grow stronger. No 4E player will waste a daily on a small encounter, so even that small element of attrition never factors in. In 4E, small fights just add flavor without challenge.

Between battles, fourth-edition characters regain most of their resources. This design aims to encourage players to adventure on instead of resting after a five-minute work day. While 4E removed some built-in reasons for players to quit early, the best reasons for pressing on still come from the adventure’s narrative, or at least from wandering monsters.

Smaller combat encounters dominate Scourge of the Sword Coast. In the adventure sites, D&D next players must pick and choose their battles, perhaps avoiding some. The sites have organized defenders, which means if the characters retreat, they face pursuit and give the monsters a chance to reinforce. In D&D next, this adventure design works.

For fourth edition, I’ve focused each site on a couple of big fights. The organized defenders make this change reasonable. Once a fight begins, the monsters can rally guards from other locations. One battle featured the party pursueing monsters through a network of cellars, struggling to prevent the fleeing goblinoids from joining more waves of reinforcements.

Adapting difficulty

Fourth-edition D&D makes preparing monsters and encounters easy.

This conversion process highlight one of my favorite aspects of fourth edition. The game makes adjusting monster and encounter difficulty simple. The Adventure Tools’ Monster Builder allows me to search a list of all the monsters published for the game. I can find suitable replacements for creatures in the adventure. The original monster level hardly matters, because the tool lets me add or subtract levels. The tool automatically adjust hit points, defenses, damage and so on. I favor fourth edition’s approach of building encounters with a mix of monsters in different roles. So even if Scourge of the Sword Coast only lists vanilla goblins at a location, I pick a variety of goblins for my encounter.

As much as I like the scalability of 4e monsters, the demands of organized play have forced authors to rely on scaling more than I like. Later Living Forgotten Realms adventures typically scale the same monsters across an entire tier. I once ran an adventure that pitted my table’s first-level party against a group of trolls, including minions. Somehow, seeing new characters one-shotting hulking trolls offended my D&D sensibilities.

On the high end, I ran a battle interactive that scaled kobolds to eighteenth level for my high-paragon table. Flavor aside, the mathematical adjustments utterly failed to make these kobolds into anything more than an opportunity for players to demonstrate their powers. Even the most elite kobolds in the entire world cannot hope to challenge 18th-level heroes.

I’m not criticizing the volunteer authors of these adventures. The job of creating adventures that scale across 10 or 20 levels poses enough challenges without requiring different types of monsters at different levels.

Fourth edition also makes balanced encounters easy. Include one monster per character. Optionally, add as many minions as you have figures—minions never swing the tide of battle. When running the organized defenses of Scourge, I often start with a few defenders and then add extras as the battle develops. Even against waves of attacks, 4E characters prove resilient enough to escape defeat.

A short history of perception in Dungeons & Dragons

Through second edition, Dungeons & Dragons handled perception with a mix of mechanics: To find hidden objects, players said where they wanted to look, and the dungeon master said if something was there. To find secret doors, the DM rolled a d6, and then considered the character’s elven parentage. Listening also hinges on a d6, with everyone but humans gaining an advantage. To spot an ambush, the DM resorted to the surprise system, which by AD&D, no one understood.

Runequest second edition

Runequest second edition

Third edition D&D would replace this mess with a system taken from Runequest (1978). Except from prior editions of D&D, Runequest serves as the dominant influence on third edition. RQ based perception on three skills: Listen, Spot Hidden Item, and Spot Trap, which became Listen, Scan, and Search in the game’s 1985 edition. A character’s intelligence boosted these skills.

When the 3E designers adopted Runequest’s perception skills as Listen, Spot, and Search, they had to decide which ability scores would match the skills. Runequest used Intelligence, and for Search, that fit. But how did intelligence help you listen? Does intelligence make you more alert?

Wisdom makes you alert

Unlike Runequest, D&D possessed a Wisdom score. Although Wisdom improved some saves, virtually no skills relied on it. The 3E designers saw a chance of broaden Wisdom’s portfolio of traits to include an awareness of more than the spiritual, but also of the hushed voices in the next room and the flash of steel through a window. While this interpretation strained the dictionary definition of Wisdom, it improved the game by making the value of Wisdom match the other ability scores.

Like RQ, third edition continued to base Search on Intelligence, but Listen and Spot stemmed from Wisdom.

Both D&D’s fourth edition and Pathfinder’s designers dispensed with the distinction. In both games, Search, Spot, and Listen all become a single Perception skill based on Wisdom. While I understand the urge to simply, Spot and Search get used frequently enough to merit separate skills. Search isn’t Use Rope.

The advantages of Search and Spot

D&D Next undoes some of the simplification by splitting Perception into two skills: Search, based on Intelligence, and Perception, based on Wisdom. The D&D Next Perception combines Listen and Spot. The rules make the analogy of comparing Search to Sherlock Holmes’ use of intellect to observe clues, and comparing Next’s Perception to Tarzan’s alertness.

I think the Next designers erred by calling the combination of Listen and Spot “Perception.” The skill shares a name with 4E and Pathfinder’s Perception, but it covers fewer tasks. It should have been called Awareness or something. To further compound the confusion, the section of the playtest document covering Perception and Search is titled “Perception.” When the final rules appear, I will rate the editors’ performance on whether this stands.

Having separate Perception (Awareness) and Search skills offers two advantages:

  • Both Wisdom and Intelligence gain value as they boost the most frequent, non-combat checks in the game. Without a Search skill, Intelligence only contributes to knowledge checks, which someone in the party will probably make anyway.

  • The two skills more closely simulate the real world of brilliant but inattentive professors and of alert creatures with animal intelligence. Some dogs notice the smallest disturbance, but can’t find the kibble making a lump under the rug, even though they smell it somewhere.

On the other hand, Listen remains part of Perception (Awareness), an improvement on 3E. When Listen and Spot exist as separate skills, they can apply to the same situation, leading to confusion. For example, when you might both see someone creeping in the shadows and hear them, do you make a Listen check, a Spot check, or both?

By settling on Search and Perception, D&D Next finds the optimal set of perception skills, if not optimal names.

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.

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.