Category Archives: Role-playing game design

3 benefits of letting die rolls shape your game world’s reality

The other day, I read a playtest version of a Dungeons & Dragons Adventurers League Excursion. Instead of the usual linear series of encounters, this adventure introduced an unprecedented element of chance. From the start, random encounters lead players onto different courses. The final showdown can occur in a randomly-determined location. Much of the combat comes from random confrontations with 1d4 of this or 1d6+1 of that.

dice_oldThis unusual element of chance led me to consider the benefits of giving the dice control over much of a role-playing game characters’ fate.

Random chance increases replay value. From the seeded worlds in Minecraft to the random dungeons in Diablo, replay value concerns video games more than tabletop games. In D&D, only the most devoted organized-play participants replay adventures. For those folks, letting the dice shape the game yields variety from a single adventure.

Random chance creates surprises for the game master. The dice can add unexpected ingredients to the game master’s plan for a session. This can add to the fun. Plus, adding the unexpected—or just working to make sense of it—leads GMs to inspiration. For example, during a session where my players traveled by boat, the random combination of a waterfall and drowned ghouls forged a memorable encounter.

Nonetheless, when I serve as game master, my players’ choices create enough surprises for me. If your players never surprise you, then you probably haven’t given them enough freedom.

In role-playing games, much of the players’ fun comes from weighing choices. Before you let a die roll plot an adventure, ask whether the players’ decisions could provide the same spin. For example, rather than having the players randomly meet a faction in the dungeon, let them uncover enough clues to choose which faction to pursue. Or on a small scale, if a charging demon faces many ripe targets, ask if anyone wants to taunt the creature. Arrange choices so that even you cannot imagine which the players will select. Practice by splitting slices of cake to share, and then giving your kid brother first pick.

Random chance separates the players’ success or failure from the game master’s fiat. In a role-playing game, no one wants the GM to control the characters’ fate. When player characters succeed, the players want credit for the victory; when PCs fail, the game master wants the dice to take the blame. To assure my players that I don’t meddle with their characters’ fortunes, I roll dice in plain sight. A good GM acts as a facilitator and impartial referee, not as a Fate who controls destiny.

As a game master, do you ever roll a die to check which player character a monster will target? Years ago, as I plotted my monster’s tactics, I left the players to figure out the creatures’ motivations. If I rolled a die to choose a target, I did it secretly.

My secret approach led players to complain that I singled out their characters for attack. Apparently, all the players felt singled out, and they were especially singled out when they rushed into a crowd of monsters. (I never single out players. Unless they boast that they never take damage. Then maybe a little.) So I switched my approach. Now I help players understand why they get targeted. Sometimes the clues come in character. The monsters say, “You hurt Grog, so now you die,” or “Slay that accursed priest first, so he cannot heal the others.” This peek into the monsters’ choices gradually improved the players’ tactics.

When monsters lacked an obvious target, I started rolling in plain sight to decide. The die roll may cost a bit of immersion, but players cannot accuse the die of playing favorites.

To impartially settle questions about the game world, many GMs use die rolls. For instance, when the player of a drow asked whether burning wreckage on the battlefield made enough smoke to shroud his PC from the sun. I rolled. “On a 1 to 3, then yes.”

Random rolls reduce the GM’s power to control the game. In a sense, these rolls unite game master and players in a shared enterprise. Everyone watches the roll of the dice together and shares the surprise when the result shows where fate will take them.

Next: Random encounters

The obvious innovation in fifth-edition Dungeons & Dragons that no designer saw before

Stirrups. Zero. Shipping containers. Luggage with wheels. All these innovations seem obvious in hindsight. But they went undiscovered for millennia, until someone’s bright idea changed the world—or at least put airport porters out of work. Even those hotel shower rods that curve out made someone rich.

Fifth edition Dungeons & Dragons includes one obvious-in-hindsight innovation that Gary and the game’s other past designers failed to spot. Alas, it won’t make anyone rich.

Way back in my analysis of bounded accuracy, I explained how attackers in D&D Next tended to hit harder as they leveled up, rather than hitting more often. In “Changing the balance of power,” I wrote that fighters suffered from this new design. “The accuracy-for-damage trade matters most to fighters. Fireball and Blade Barrier work as well as ever. The rogue remains content to sneak up on the goblin king.” But if the Queen of Battle confronts a goblin horde, and she only makes one attack per turn, no amount of extra damage matters, because she can only fell one goblin per turn. “Fighter-types should hew through the rabble like grass until, bloodied and battle worn, they stand triumphant. Instead, they wind up muffing to-hit rolls against one mook.

Sverrir by ArboEarlier editions of the game offer a solution, a solution so odious that I hesitate to mention it. If fighters gain multiple attacks per round, the misses matter less because there’s more where that came from!

Multiple attacks seemed bad because they always brought awkward memory demands and calculation. “D&D’s designers have struggled to parcel out extra attacks as fighters gain levels. Jumping from one attack directly to two results in a rather sudden leap in power. Instead, AD&D gave fighters extra half attacks, and a need to remember half attacks. Third edition traded half attacks and the memory issue for weaker attacks and fiddly attack penalties. Yuck.

If D&D Next’s designers can find a good way to allow fighters to gain multiple attacks against weaker opponents, then a key piece of the Next design puzzle falls into place.

Late in D&D Next’s creation, the designers compared the benefits each class gained as they leveled and noticed that wizards leap in power at 5th and at 11th levels. These jumps come from quirks of a spell list that dates to the beginning of the game. At 5th level, wizards gain potent attack spells like Fireball, plus unbalancing buffs like Haste. At 11th level, wizards gain 6th-level spells, which bring save-or-die effects like Disintegrate. At the 9th spell level, Gary Gygax felt comfortable stashing world-altering spells like Wish and Time Stop, because his players never reached 17th level and never gained free access to them.

Earlier editions of D&D aimed to parcel out benefits smoothly as characters leveled up. Those edition’s designers ignored the leaps in power certain spells brought; the fifth-edition designers embraced the leaps.

This brought the obvious-in-hindsight innovation: Rather than offering fighters half attacks or fiddly attack penalties, 5E matches the leaps in power brought by additional attacks to the leaps brought by 3rd, 6th, and 9th-level spells. Fighters gain extra attacks as wizards gain these spells. At the same levels, other classes make similar leaps, such as the rogue’s Uncanny Dodge ability.

Third and fourth editions arbitrarily aligned the game’s tiers with 10th and 20th levels, because of round numbers. Fifth edition aligns the game’s tiers with the leaps in power brought by 3rd, 6th, and 9th-level wizard spells. The designers finessed the other classes so they gain benefits to match the wizards’ gains.

It seems obvious now. Designer Mike Mearls says that a lot of innovations in game design work that way.

Dungeons & Dragons stopped giving XP for gold, but the insane economy remains

In “Why D&D characters get tons of gold and nowhere to spend it,” I showed why Dungeons & Dragons player characters get tons of gold through their career:

  1. Originally, D&D awarded experience points for gold to motivate players to act like Conan, Fafhrd and the Gray Mouser, and the other picaresque heroes of Appendix N.
  2. D&D lured players to more challenging dungeon levels by roughly doubling the treasure and experience available for each level deeper.
  3. The riches of the dungeon gave PCs enough wealth to become leaders who raise armies, launch fleets, and build castles.

Swords Against WizardryThis plan unraveled when nobody chose to abandon the dungeon-crawling fun of their D&D game to put their characters in a different, miniature-battle game. Characters never spent their wealth on armies, fleets, and castles.

In the pulp-fantasy adventures that inspired Gary Gygax, heroes who came upon a windfall tended to spend it on debauchery or lose it to “The Two Best Thieves in Lankhmar.” This put the heroes back on the road to adventure, chasing their next score.

When Gary saw no players retire to stronghold building, he sought to restore D&D worlds to match Appendix N—and to economic sense. In the Advanced Dungeons & Dragons Dungeon Master’s Guide (1979), he wrote, “It is important in most campaigns to take excess monies away from player characters,” AD&D’s XP-for-gold system meant Gary couldn’t just impose the obvious solution: Stop giving characters so much loot.

Stronghold Builders GuidebookSo Gary found ways to take gold away. For characters ready to level, AD&D requires weeks for training accompanied by massive expenses. A master thief must spend 2,000 gold per level per week on training, just for tools and equipment. Master thieves demand pearl-encrusted crowbars. If these expenses fail to take enough, Gary suggests taxes. Remember that Conan yarn where the Cimmerian paid taxes? Nope. Few dungeon masters levied taxes because the punishing tedium of tax payments sucks the fun out of the game more quickly than it drains PCs of excess monies. Gary spent a page arguing that taxes add realism, forgetting that no sensible tax collector targets a powerful band of killers, especially if they sometimes prove useful finding missing heirs, thwarting attempts to summon demon gods, and whatnot.

Ultimately, none of the revenue-draining schemes lasted, because D&D players hate losing cash with nearly as much venom as they hate losing magical gear.

Richie Rich DiamondsBy third edition, the game had lost all the original reasons for awarding PCs tons of gold. Nonetheless, the designers followed tradition, so the game still awarded players enough loot to pile Richie Rich-style mountains of diamonds. The Stronghold Builder’s Guidebook tried to raise enthusiasm for the end game, but even the authors write, “Lounging about the stronghold day and night, engaging in the domestic dramas of daily life isn’t the sort of thing that stirs the blood of great heroes.” At least the heroes enjoy pampered luxury; players just experience hiring, expenses, and building management. A few players liked it, but I prefer not to work that hard without a dental benefit plan.

The fourth edition designers decided to deal with the problem of wealth by letting characters spend freely on magic items. Instead of hiring caravans of armored wagons, epic-level players could spend gold on a +6 sword. In this new spirit of player empowerment, magical gear appeared in the Player’s Handbook. Now when an epic-level adventurer wanted to upgrade from a +5 weapon to a +6, she could trade in her old blade and an extra 125 tons of gold for the new item. Call ahead. Ye Olde Magick Shoppe might need to special order some less popular weapons. In fourth edition, a single level-30 weapon matches the value of a fleet of 312 ships or 41,660 horses, a quantity typically referred to as “all of them.” And epic-level characters need more than a single weapon; they require protective gear and other magic with a value comparable to 1,000 ships.

The prices may seem silly, but they worked in play. Epic-level items are best described as priceless, because no one in a game world could pay cash for them. The prices just exist as a game measure for exchange.

Most players ignored the mind-bending economics, but a magic-item trade creates other problems:

Loss of wonder. In the original D&D, Gary meant to restrict descriptions of magic items to dungeon masters so their players could enjoy the thrill of discovery as they found items and learned their powers. Of course, players read all the rules, making this plan untenable. As magic items moved from being secret, to items awarded by the DM, to commodities in the Player’s Handbook, magic items changed from sources of wonder to appliances.

Power creep. When more and more fourth-edition books saw print and PCs gained options and access to more combinations, the game’s balance of power tilted to the players. When one appliance—or combination—proves best, everyone buys it. Soon, dungeon masters yearned for the days when they could limit characters by limiting the magic that entered their game.

Design limitations. In an Escapist interview, Mike Mearls explained D&D Essentials’ magic-item rarities. “If players can buy anything, it really limits the design space you can put out there.” Fourth-edition designers avoided creating magic items that would change the style of the game by, for example, allowing every character to fly or teleport. “If the entire party can fly, it’s much easier to dominate encounters or dungeons or adventures.” Players empowered to buy any item can transform the game. “It turns the game into almost a superhero game. Which is fine, if that’s your style, but it’s not necessarily the default.”

Mike notes that limiting items can put PCs in more interesting predicaments. “If one character can fly, you’re more likely to get in more trouble that you can’t get out of when you can fly ahead of the rest of the party and get surrounded by ogres or something.”

In light of these problems, fifth edition abandoned the magic-item trade. The rules explain, “Aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.”

Still, D&D’s tradition led players to expect mountains of gold. These riches originally lured players deeper into multi-level dungeons that few ran anymore. These riches built to an end game that no one ever played.

The fifth-edition game holds to the tradition of making PCs rich, so DMs running campaigns and organizers of public play face the challenge of making gold good for something—or breaking tradition.

Next: What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?

How fifth edition keeps familiar spells and a Vancian feel without breaking D&D

In my last post, I described the how Dungeons & Dragons tended to break once players gathered too many magic items or certain combinations of items. Earlier editions included several rules that worked to prevent the problem, but fifth edition’s attunement rule and rarity system provide the best measures yet.

Of course not all game-breaking magic comes from magic items. Spells can create problems too. Gary Gygax invented virtually all of D&D’s familiar spells when folks played in a much narrower style: Player characters kept to the dungeon. Non-player characters attacked on sight. Plots never developed. Characters died or retired (mostly died) before they could cast spells above sixth level. As the game blossomed, many spells that seemed fun, or that only appeared on scrolls, started spoiling games.

In “Spells that ruin adventures,” I wrote about individual spells that tended to disrupt play. In “Scry and fry,” I explained how a climactic battle can become a quick ambush. And in “Designing for spells that spoil adventures,” I told D&D Next’s designers how to design around problem spells. In a future post, I will look back at my advice.

Spell combos

Not every problem comes from an individual spell, play can suffer when players stack spells. In third edition, higher-level parties might enter a fight blanketed with spells like Haste, Invisibility, Fly, Blur, Polymorph Self, Resist Elements, and on and on. These parties would fly to the dungeon’s treasure vault, invisible and in ghostform. Parties traveled optimized by maximized ability buffs. Players needed spreadsheets to track their bonuses, while the DM struggled to create any challenge.

Combined spells did more than allow character to float past adventures, spell combos could also buy a cheap victory. Just lock down a battlefield with Evard’s Black Tentacles, and the clear it with Cloudkill. Used in one fight, this strategy makes a memorable story; repeated, the other players wonder why they showed up.

Of course, third edition could remain playable at high levels, but only when players chose not to use strategies that strained the system’s limits.

Doctor Strange, Sorcerer Supreme Annual Vol 1 2Some players argue that a dungeon master can counter these measures by pitting players against villains able to use dispel magic and a suite of magical countermeasures. While true, this approach suffers drawbacks:

  • DMs can no longer challenge parties with published adventures, or really any monsters other than spellcasters.
  • DMs will know the players’ magical tricks, so the villains’ countermeasures will invite the players to suspect that the DM used privileged information to thwart them.
  • Mainly though, D&D stops feeling like D&D and starts to resemble a superhero game, with characters flying around, ignoring walls, untouched by mundane threats. Most folks who want the feel of a superhero game, play a superhero game.

To avoid the problem, fourth edition either rewrote or dropped the spells that caused problems. This worked. Even at epic levels, the game never mutates into a chess match between the Sinister Spellcasters and the Legion of Fantasy Heroes. However, 4E’s lack of familiar spells fueled the accusations that 4E no longer resembled D&D.

When fifth edition’s designers faced the problem of overlapping magical effects, they knew that earlier solutions had proven flawed. They returned familiar spells and they adopted an ingenious new fix: concentration.

Concentration

Many spells now require their caster to maintain concentration to keep their magic going. Critically, a spellcaster can only concentrate on one spell at a time. Now rather than layering Haste, Invisibility, Fly, Blur, Resistance, and a few others, a caster must pick one. Wizards who really want to be blurry and invisible, need a second spellcaster’s help. To combine black tentacles and a poison cloud, parties need two spellcasters, and neither will cast while flying invisible over the battle. To the design team, this counts as teamwork rather than, “I beat another encounter for you. You’re welcome!”

Concentration limits the power of high-level spellcasters. In earlier editions of the game, the Vancian magic system awarded advancing wizards far more power than characters in other classes. They gained more spells per day, of greater power, plus even their lower-level spells increased in power. Concentration stands as one way fifth edition keeps wizards in line with their peers.

Too much magic kept breaking Dungeons & Dragons—how fifth edition fixes it

Part of the fun of Dungeons & Dragons comes from increasing your character’s power. Some of that added power comes from magic: spellcasters gain more and more powerful spells and everyone gains magic items.

He's just my characters henchman

He is just my character’s henchman

From the beginning, the game’s designers struggled to grant players magical powers without making them so powerful that the game lost its challenge. In the original Dungeon Master’s Guide, Gary Gygax mocked PCs who gained too much magic. “These god-like characters boast and strut about with retinues of ultra-powerful servants and scores of mighty magic items, artifacts, relics adorning them as if they were Christmas trees decked out with tinsel and ornaments.” Still today, gamers compare over-equipped characters to Christmas trees.

As a remedy, Dungeons & Dragons imposed a few limits on what magic items could combine effects. For example, rings of protection did not stack with magical armor. Mostly though, Gary asked dungeon masters to award fewer magic items. In practice, DMs rarely noticed that their players had gained too much magic until the game broke.

Even shrewd DMs might overlook problems caused by the right combination of items. In second edition, a girdle of giant strength could add its strength bonus to another bonus from gauntlets of ogre power. (Note to new players: A girdle is a belt, and 5E now includes a belt of giant strength, depriving new players of the obvious, juvenile gags that we old-timers relished.) The combination turned dart-throwing fighters into living Maxim guns. A dart just inflicted 1-3 damage, so even though characters could throw three darts in an attack, darts seemed weak. However, a fighter could use their multiple attacks to throw a lot of darts, and they added their strength bonus to each dart’s damage. If a fighter gained a few strength enhancements, every encounter became the Saint Valentine’s Day Massacre. The Dungeon Master’s Guide even hinted at the combo. “Gauntlets [of ogre power] are particularly desirable when combined with a girdle of giant strength and a hurled weapon.” The exploit just required DMs as careless as the game’s designers and fighters able to tolerate the embarrassment of relying on darts.

In third edition, the designers added a fix: they cut the rate of fire for darts. Plus, they worked for wider improvements.

Typed bonuses

Combinations like the girdle and gauntlets showed how stacking bonuses could break the game’s math. The old fix would add the girdle—now belt—and gauntlets to a list of items that did not combine, right after rings of protection. The designers recognized that such a case-by-case treatment would create problems as the game grew. Instead, third edition introduced a system of typed bonuses. Bonuses of the same type never added, so an enhancement bonus would add to a morale bonus, but not another enhancement bonus. Now the belt and gauntlets both added enhancement bonuses, which did not add.

Players needed vigilance to notice that, say, a bonus from a spell overlapped with a bonus from a magic item. Even well-meaning players occasionally made mistakes when they applied bonuses. Few players liked to keep track of it all.

In 3E, the scheme could have worked better if the designers had managed to settle on a small set of bonus types, and then stick to them. But as the game expanded, the number of bonus types grew too. Each new type opened another opportunity for min-maxers.

Despite the flaws of typed bonuses, the system worked well enough to reappear in the fourth edition. Presumably, the designers pledged to hold to a short list of types.

Item slots

One limitation reduced the decorations on Christmas-tree PCs by limiting magic items to one per body part. This restriction relied on common sense until third edition’s Magic Item Compendium quantified body parts as item slots.

Fourth edition reduced the number of item slots and linked types of enhancements to specific slots. For example, any enhancement to armor class had to come from armor, while items in the neck slot improved other defenses. The ring of protection became the neck slot’s amulet of protection, but amulets could no longer enhance AC. The game added cloth armor so Wizards could gain an AC bonus.

Item slots worked perfectly, but once players added boons from powers and abilities, the game allowed extreme optimizations. I once ran a convention game for a paragon-tier table that included a defender optimized for maximum defense. Monsters could only hit him on a roll of 20. Even their lucky blows dealt negligible damage. The battles all started with the defender using a power to lock down all the monsters, forcing them to thrash uselessly at his invincible defenses. The rest of the party could attack with impunity. As the adventure continued, I added enemies to the battles, but utterly failed to challenge the party. Did anyone have fun? A few players enjoy D&D games that fail to challenge them. They relish the chance to step into a character able to steamroll any opposition. Certainly the defender’s player felt he had triumphed over D&D. I could only hope that the other players enjoyed a chance to romp through combat encounters, but I doubt they all did. Does a player deserve any blame for bringing a character that makes the game less fun for other party members?

Scarcity

In 1979, Gary told dungeon masters to limit the magic items players gained, but he offered nothing more than tough love. The game needed a simple way for DMs to assess the power of the items they gained.

“Third Edition replaced loosey-goosey guidelines with very clear ones—clear almost to the point of being rules,” James Wyatt wrote. “There was an expected progression of treasure for characters, expressed as gold piece value but translating directly to magic item value.”

DMs tracked the cash value of the treasure they awarded. In principle, DMs never had to worry about which magic items players owned, just their total value.

Fourth edition was optimized for players who enjoyed customizing characters and then showing off their abilities on the battlefield. For maximum customization, players had to control every aspect of character building, including magical equipment. Magic items moved to the Player’s Handbook and became easy to buy and trade. The designers supposed that if players held to the item budgets, gameplay would remain balanced. Eventually, the burgeoning 4E game broke the budget system. As new magical catalogs reached stores, PCs gained options and access to more combinations. Soon, dungeon masters missed the days when they could limit characters by limiting the magic that entered their game.

D&D Essentials added a rarity system to 4E’s original scheme. Players still picked common items, but the DM controlled rare items. In organized play, the rarity system offered a simple way to limit the number of powerful, rare items owned by a single PC.

Fifth edition’s solutions

When fifth edition’s designers faced the old problem of saving the game from too much magic, they knew that earlier solutions had proven flawed. So they scrapped typed bonuses and item slots. Instead, they revisited item rarities and adopted an ingenious new fix: attunement.

Attunement

Powerful magic items require characters to create a magical bond called attunement with the item. Without becoming attuned, characters only gain an item’s mundane benefits, so that ring of invisibility just dresses up your finger. A item can be attuned to only one character at a time and the character can be attuned to more than three magic items at once.

Attuning an item takes as long as a short rest, reducing any temptation to carry golf bags of magic swords or staffs.

The three-item limit deters combinations of magic items from breaking the game. For example, rings require attunement, so even if you dress all 10 fingers in Rings of Protection, you can only benefit from three, yielding a +3 bonus to armor class. Three items may allow some combinations, but the designers learned from past mistakes. You can attune both gauntlets of ogre power and a belt of giant strength, but each pegs your Strength at a fixed number. And darts no longer have a rate of fire.

The attunement system eliminates a need for strict item slots. Instead the Dungeon Master’s Guide says, “Use common sense to determine more than one of a given kind of magic item can be worn.” See page 141.

The attunement system prevents the game from breaking under the weight of too many magic items. As long as designers avoid putting game-breaking combinations of items into the game, it works.

Rarity

In fifth edition, attunement limits the number of powerful magical items that benefit a character, but many items work without attunement. A player who stacks enough items can strain the game’s math. To help dungeon masters avoid problems, the game adopts a version of fourth edition’s rarity system. In a game with a typical amount of magic, the rules suggest that players not gain any very rare items until they reach level 11.

How does this work in play? With unlimited access to magic, and three items attuned, a character could gain a 29 armor class from equipment: +3 plate (very rare), +3 shield (very rare), +1 ring of protection (rare, attunement), +3 defender weapon (legendary, attunement), +1 ioun stone (rare, attunement).

The 5E Dungeon Master’s Guide never spells out how much magic characters should get, but on page 38, the Starting Equipment table offers a suggestion.

In a game with a standard amount of magic, a new, 17th-level PC will own one rare magic item. Even in a high-magic game, that PC gets two rare items and one very rare +3 item. The legendary defender weapon ranks above very rare—an extraordinary find in a high-level, high-magic game. If any DMs allow a player to gain the five items needed for a 29 AC, their game has mutated into the gonzo of Neutronium Golems and the Dread Vampusa. (Can I sit in on that game?)

The Dungeon Master’s Guide provides few guidelines for how much magic to award. On page 135, a table suggest the levels PCs should reach before they gain items of a particular rarity. The book never tells how many items PCs should be getting as they level. Perhaps the authors felt any suggestions would be received as rules, and preferred to leave quantities to a DM’s taste. Perhaps the authors just ran out of time. Either way, I hope the designers move to fill the gap.

Next: Another way magic breaks D&D

The fifth-edition Dungeon Master’s Guide joins the battle against excessive backstory

When I got my copy of the Dungeon Master’s Guide, I first looked at topics that overlap with posts I plan for this blog. If the DMG already said it, I will work on something else. Turns out, as good as the book is, I still have things to add.

In chapter 3, “Creating Adventures,” the book lists “Elements of a Great Adventure.” The list covers familiar ground, but one entry surprised me. Great adventures should put a clear focus of the present. “Instead of dealing with what happened in the past, an adventure should focus on describing the present situation.” The author wisely lists positive elements to aim toward, rather than negatives to avoid, but I see the negative: backstory. Avoid weighing your adventure with history and background that players either cannot see or don’t care about. This surprised me because Dungeon magazine once ranked as the number one perpetrator of excessive backstory.

Dungeon magazine 25For a paragon of superfluous backstory, see this room description from Dungeon 25. “Trophy Room. This room once contained trophies of war. Swords, spears, and armor of all kinds were dedicated here to the everlasting glory of the fallen orc leaders. Centuries ago, the walls were draped with elven banners, dwarves sigils, gnome heraldry, and the flags and standards of men, goblins, and various orc tribes. The moonorc leaders have stripped the room of anything useful in order to outfit the tribe. The weapons and armor were quickly divided among the warriors, while the flags and banners were torn down and used for blankets or ripped apart and resewn into bags, sacks, and clothing. The room now contains only refuse and rusty, unusable equipment.” The description could just list “refuse and rusty, unusable equipment,” but adds 100 words of fluff that cannot possibly come into play.

The quote comes via Bryce Lynch’s crabby, entertaining reviews of Dungeon magazine adventures on tenfootpole.org.

Of course, most backstory appears in the front of adventures under the heading “Adventure Background,” and starting with the words, “A century ago…,” followed by three more pages of background. For anything more complicated than goblin raiders, authors feel obligated to start their background a millennium ago.

Some backstory improves a game. Anyone building a world—or just a dungeon—must imagine the history of the place to make it consistent. Creating a backstory can inspire ideas. When players notice a little history, the game world feels more connected and vibrant.

But adventures never arrive light on backstory. I feel annoyed when an adventure makes me trudge through pages of phony history to run a game session. Judging by Bryce Lynch’s reviews of Dungeon magazine adventures, I feel pretty sure backstory killed his parents.

Why do authors weigh down adventures with superfluous backstory? I count three reasons:

  • Forgetting that adventures exist to be played. Unnecessary backstory seemed to peak in the era of the campaign setting, what James Maliszewski calls D&D’s Bronze Age (1990-1995). During this era, TSR seemed to produce products to be read more than played. They published seven campaign settings supported by mountains of supporting material and novels. Nobody could play a fraction of it all. If an adventure exists more to be read than played, then backstory adds as much as playable content.
    I have the theory that the folks who write role-playing adventures do it because they like to write. I know, crazy. You would think they would do it for the cash and girls. Some writers seem to discover that simply writing RPG products scratches the same creative itch that once led them to play role-playing games. Over time, the writing assignments pile up, their gaming buddies move on, and these writers find themselves writing for role-playing games, but not playing them. During this same bronze age, I seem to recall a lot of designers admitting that they no longer played the games they wrote for.
  • An obligation to justify the elements of the adventure. Dungeons have changed from the original monster hotels peppered with rooms plucked from a lethal funhouse. Even in a fantasy world, players and DMs expect things to make sense. In Backstory and Adventure Design, Gus L writes, “One of the best parts of wonder, strangeness and exploration is figuring out why and how something is in the game world and how it connects to the rest of that world. Without context, a dungeon is just a series of puzzles, rewards and enemies.” In this spirit, I offered “5 reasons someone might build a dungeon filled with clues and tests.”
     
    Remember when your math teacher insisted that you show your work? I’m a DM. I just want answers—just the history that enhances play. I appreciate if you can justify every detail of an adventure with some torturous back story, but you can keep most of it to yourself. I don’t need the history of Krypton to enjoy a Superman tale.
     

     
    When your creative process leads you to create an elaborate history that the players will never learn, the game will still benefit. An unseen backstory will inspire telling details that make the game world more vivid. That history will lend the setting and characters a consistency that they would otherwise lack. 
  • A desire to share the creative work that led to the adventure. Most authors who create a detailed history as part of their creative process cannot bear to leave it untold. So they write thousands of words under “Adventure Background” and force me to sift the nuggets that will enter play. Like every writer, adventure authors must murder their darlings. (Or at least put them in colored insets as I do.)

Next: When and how to introduce backstory

How cover and tool proficiency reveal choices in fifth-edition design

In order to create a simpler, more elegant, version of Dungeons & Dragons, the designers eliminated most of the situational modifiers that appeared in earlier editions. See “How D&D Next moves toward a simpler core game.” While these modifiers appealed to players who favored simulation, they slowed play and were often forgotten. Besides, simulation has never been D&D’s strength.

Combat modifiers in edition 3.5

Combat modifiers in edition 3.5

In fifth edition, when someone gains an edge, they gain advantage. When someone suffers a handicap, they suffer disadvantage. Most of the rarely-meaningful and frequently-forgotten pluses and minuses disappear.

But as the designers worked to purge situational modifiers, D&D, thieves tools presented a problem. In earlier editions, Rogues used thieves’ tools because they granted a +2 bonus thievery checks. But this new design had no room for that +2 bonus. Still, thieves’ tools have appeared in equipment lists since the early days. I’m certain the designers felt compelled to keep the tools in the game. But without a bonus, why should a rogue bother spending for the toolkit?

The designers arrived at an ingenious solution: tool proficiencies. By making the use of thieves’ tools a proficiency rather a skill, rogues still need to buy the tools to pick locks and disable traps.

When the designers worked so hard to eliminate the +2 for tool use, why did they bother preserving the +2 and +5 bonuses to AC gained by cover? These bonuses stand as virtually the only situational modifiers in the game. Why not just give disadvantage to someone attacking a target behind cover?

The modifiers remain because they combine with disadvantage. Multiple instances of disadvantage do not stack. If you suffer disadvantage from two sources you still only have one disadvantage. So if an archer suffered disadvantage because she targeted someone behind cover, and if she also suffered disadvantage from long range, she would still only suffer one disadvantage. The fifth-edition designers favored simplicity over simulation, but they weren’t ready to make hitting someone behind cover at long range exactly as hard as hitting someone just at long range.

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.

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.