Monday, January 31, 2011

The Eye of Traldar and House Rules

Some of my players and I played some of The Eye of Traldar this past weekend and it got me thinking.



The Eye of Traldar is one of the rarer modules for "Basic" Dungeons & Dragons. It was written as a part of their "Challenger" series of introductory modules that expanded the Troy Denning boxed set. The story behind the module is relatively straightforward. The Iron Ring, a nefarious band of slavers under the leadership of Baron Ludwig von Hendriks, has acquired a potent magic item called the Eye of Traldar and brought it into their stronghold of Fort Doom. The Baron and his chief magical advisor are currently patrolling the borders of the Barony and evaluating the military strengths of their neighbors. Should the Baron and his advisor return to the Fort and discover how to unleash the power of the Eye, the Baron will be able to increase his domain and subjugate entire populations to his will with the mind coercing powers of the Eye.

It is up to our stalwart band of adventurers to infiltrate Fort Doom, through its "underdungeons," and retrieve the Eye before that can happen. It sounds like exciting -- if standard -- stuff, and it is...after the first act full on narrative railroading has passed.

Carl Sargent has presented a perfectly entertaining scenario, but it suffers from two key flaws. The first flaw is in the presentation of the narrative. The second flaw is a common "flaw" in "Basic" Dungeons & Dragons itself, and is what gave rise to this post in the first place.

In an attempt to start the adventure in medias res, Sargent begins the module with the players encountering a man named Alexei who is fleeing the Iron Ring. Within seconds of Alexei's arrival in their camp, the Iron Ring arrives. The encounter clearly establishes who the good guys and the bad guys are, and quickly involves the PCs in the dangerous business of combat related "action" (more on this in flaw 2). After the encounter is complete though, the adventure provides no opportunity for the players to abandon the rest of the quest. They are forced from encounter to encounter, with no options to decline to aid Alexei. It is possible for a DM to "wing it" and have the necessary encounters happen as a result of them not helping Alexei, but even then the players will feel railroaded into a forced narrative. Essentially, the players must endure three ambuscades before they begin their quest proper -- whether they want to or not. Given the difficulty of the first encounter, I think many groups might decide that abandoning the life of adventure is the higher calling.

Which brings me to what I view is the adventure's second flaw -- and a flaw in "Basic" Dungeons & Dragons -- its shear lethality.




Let's take the first encounter as an example. The players meet a 2nd level Fighter named Alexei and must face his pursuers which include 3 1st Level Fighters, 2 1st Level Thieves, and a 1st Level Elf (a fighter/magic-user hybrid in "Basic").

Let's assume a typical party of a 1st Level Cleric, a 1st Level Magic User, a 1st Level Thief, and 2 1st Level Fighters -- this wasn't the make up of the group playing. My group had a Cleric, a Fighter, and a Magic User.

Let's also assume that the characters have 2 statistics valued at 14-15, which is actually pretty good in a roll 3d6 in order char gen system, associated with their class (I'll also show my player's actual characters) and average hit points rolled for their respective class. This will give us characters that look roughly like the following:


Average Party
Name Armor Class Hit Points THACO High Stats Weapon
Cleric 2 5 19 Wis/Con Warhammer 1d6
Magic User 9 4 19 Int/Con Dagger 1d4
Thief 6 4 19/18 Dex/Con Short Sword 1d6
Fighter 2 6 18 Str/Con Longsword 1d8+1
Fighter 2 6 18 Str/Con Longsword 1d8+1

Opponents
Name Armor Class Hit Points THACO High Stats Weapon
Fighters 5 5 19 none Longsword 1d8
Elf 4 6 18 Str/Dex Longbow 1d6/Longsword 1d8
Thieves 6 4 19 none Short Sword 1d6

A quick look at these charts, as well as a basic understanding of D&D, reveals that the average "Opponent" Fighter has the following chances to hit the Average party.


Opponents
Character Type Attacked Percent Hit Avg Damage Avg Hits to Kill
Fighters 20% 5 2
Mages 55% 5 1
Clerics 20% 5 1
Thieves 40% 5 1

As you can see, the average "non-Fighter" 1st Level character dies the first time that they are hit and Fighters are killed on the second hit. This is modified by the percentage chance to be hit. If we look at it as a Damage Per Round Equation (DPR = %toHit*AvgDam), we can determine the average number of rounds of combat a particular character will survive at First Level.

Opponents
Character Type Attacked Percent Hit Avg Damage DPR DPR/HP
Fighters 20% 5 1 6
Mages 55% 5 2.75 1+
Clerics 20% 5 1 5
Thieves 40% 5 2 2

This demonstrates a couple of things. While your average Fighter can only take 2 hits before being killed, he is still likely to last 6 rounds due to his low likelihood of being hit. Clerics are also have a fair chance of staying around for a while in a fight. Magic Users and Thieves, on the other hand, drop like flies.

Which brings my to my group on Saturday. It consisted of a Cleric, a Fighter, and a Magic User. The module specifically states that the Elf aims at any non-armored individuals with his Longbow. In this particular case, he had a 60% chance of hitting the Mage and his average damage was enough to kill the Mage outright -- and that's what happened.

For some, the fragility of low level characters isn't a problem. For them, the lethality of "Basic" D&D is one of its charms. I am not one of these people. I love the simplicity of the "Basic" system, but I also like to have my characters feel heroic. For me role playing games are about telling a story and having fun. Having your character killed in the first round of combat might be fun for some people, but it wasn't fun for my player. I had rolled the damage in "public view" and couldn't fudge the damage done, so this led me to institute one of my old house rules -- a house rule that I believe vital to "Basic."

DAMAGE HOUSE RULE #1 (0 HP Is Incapacitated Not Dead -- Unless a Coup de Grace is Delivered)

One of the things that led me to instituting this house rule was that some of the most "lethal" role playing games, Warhammer Fantasy and Dragon Warriors come quickly to mind, have systems that do not allow for low level characters to be "one hit killed." Instead they have "Fate Points" which can be spent to avoid death, or starting hit point totals that are greater than a single blow can deal in damage.

I don't mind players being incapacitated, so both of these are out. What I have ruled is that when I am running a "Basic" game, no character dies until the end of an encounter. If you are at zero or fewer hit points at the end of a combat, then you are dead. If you are healed before the last opponent is defeated/flees, then you can participate until you are incapacitated again. Given that the only way to heal a character in "Basic" is with magic items or spells, this isn't too "forgiving" of a rule, but it did allow our party to treat the mage's wound with a potion of healing and kept the player involved.

HOUSE RULE #2 (The 1st Rolled Hit that Does Damage Against PCs Doesn't Count Rule)

This isn't a rule that I used last night, but it is one that I am considering using. Given the fragility of "Basic" characters, it might be nice to give them a chance to automatically take zero damage from the first attack that hits them. Each player essentially has one "ablative" hit that cancels the first time they are struck in combat. This way players can feel heroic, after all they survived the first hit against them this combat, without being too powerful. This has the added effect of having diminishing value as the characters go higher in level. Higher level creatures tend to have more attacks and PCs have higher hit points so giving an additional hit doesn't alter the fear of death too much.

Since Fighters, Clerics, and similar Classes are so hard to hit in the first place, I might limit this to just Magic Users. It could be a class feature called "protective ward" or some such. Since Magic Users have such a low survivability rate at low levels, this seems a natural addition.

Mind you, if your group doesn't have a problem with one hit kills and finds that challenge rewarding than these rules aren't for you. I will be using them with my group though.

Friday, January 28, 2011

30 Days of "Oscar Nominee..." -- A Fun Tradition

Every year during Oscar Season TCM runs its annual "30 Days of Oscar" programming. During this time viewers are treated with a wonderful romp through the history of film. Viewers know they are watching the best of the best and can watch the films that inspired great filmmakers -- past and present.

At my house, we have a slightly different tradition. It's a game I call it "Oscar Nominee/Winner...," and it is wonderful fun and makes for its own kind of viewing pleasure. The rules of the game are simple. Make a calendar of films or TV shows featuring this year's nominees for Best Actor, Best Actress, Best Supporting Actor, Best Supporting Actress, and Best Director. The films themselves must not be the "best of the best." In fact, the quirkier the film or TV show the more amusing the calendar. After compiling your list, you share it with friends, vote for which films or TV shows your will all watch, and share the experience by discussing the merits of the films/talents during an Oscar viewing party. For example, if Tom Hanks and Hilary Swank were up for Oscars this year your list might include Bachelor Party and The Next Karate Kid. In this case, you would discuss how Hanks' performance in Bachelor Party prepared him for his nominated role etc.

One might think that this tradition is merely as a way to make light of Oscar nominees, but that would be incorrect.

The thing I respect more from talent working in the industry (in front of and behind the camera) is hard work. Maybe it's the blue collar kid in me, but I really admire people who crank out the work like the studio system actors used to do. I find that Hong Kong actors and British actors often have some of the "deepest" work filmographies. I don't like pretentious actors who spend to much time talking about "craft," I prefer those who consider acting work. Some of the best performances aren't always those in important films and the ability to work hard in smaller -- less serious -- projects is a demonstration of character.

So... what are my entries in this year's calendar?


BEST ACTOR

Actor "Classic Role"
Jesse Eisenberg Cursed
Colin Firth The Last Legion
James Franco Flyboys
Jeff Bridges Stick It
Javier Bardem Perdita Durango

BEST ACTRESS

Actress "Classic Role"
Natalie Portman Mars Attacks
Nicole Kidman Days of Thunder
Jennifer Lawrence The Bill Engvall Show
Michelle Williams Halloween H20
Annette Bening The Great Outdoors

BEST SUPPORTING ACTOR

Actor "Classic Role"
Christian Bale Reign of Fire
Geoffrey Rush House on Haunted Hill
Jeremy Renner S.W.A.T.
John Hawkes From Dusk 'Til Dawn
Mark Ruffalo 54


BEST SUPPORTING ACTRESS

Actress "Classic Role"
Melissa Leo Deadtime Stories
Helena Bonham Carter Planet of the Apes
Amy Adams Psycho Beach Party
Hailee Steinfeld Back to You
Jacki Weaver Cosi

BEST PICTURE

Director "Classic Project"
Darren Aronofsky The Fountain
David Fincher Alien³
Tom Hooper The Damned United
David O. Russell Spanking the Monkey
Ethan Coen & Joel Coen Raising Arizona

That's my list and I think it looks entertainingly watchable. It actually has a couple of my favorite films and favorite guilty pleasures.

What's your list?

Thursday, January 27, 2011

One Reason Kurt Suzuki (C -- Oakland A's) is So Impressive

Work ethic.



Have you ever tried to jump out of 3 1/2 feet of water onto a pool deck 43" tall? Me either because I would fail. The kind of work ethic it takes to develop that kind of leg strength is impressive, but it is that kind of work ethic that Kurt Suzuki embodies. Catcher is one of the toughest positions in baseball for a player who wants to perform consistently as a hitter. Even good hitters can feel the weight of their legs pulling at them, slowing them down, affecting their timing as a game (or even more profoundly the season) drains their energy.

Kurt Suzuki's 2010 season saw a small drop in number of games played, a large drop in batting average, but little change in number of strikeouts or walks to plate appearances. Given the added reduction in doubles, but not home runs, it is possible that Suzuki's performance at the plate was affected by fatigue. It also appears that Suzuki is taking the time this off season to make sure that he can return to the solid numbers he produced in his first two full seasons in the Majors.

When I first saw Suzuki playing for the Sacramento River Cats, I could see that I was watching a remarkably talented player. He is a 1st Team All-American our of Cal-State Fullerton, winner of the Johnny Bench Award, and a joy to watch play.

Zombies, Robots, GI Joe, and Star Trek?

Um...

Dan Abnett is officially my favorite person.



It appears that comic book publisher IDW has released their first "Universe Spanning Crisis Like Event," and it is so high concept that my mind is about to explode. Here's the company's description.

It begins here! The first-ever IDW event, which affects the Transformers, G.I. Joe, Ghostbusters, and Star Trek universes! This dimensions-spanning storyline begins with a specially priced 40-page story by Abnett & Lanning (The Thanos Imperative) and David Messina (True Blood). Something goes horribly awry in the Zombies vs Robots universe, threatening to tear many of IDW’s biggest realities asunder! Don’t miss the IDW event ten years in the making!

James T. Kirk, Optimus Prime, Snake Eyes, and Venkman vs. Zombies!

I'm overwhelmed.

All that remains is to begin stating up the "Infestation" using Wizards of the Coasts' Gamma World rules set. I think it should do quite nicely for the task. Either that, or Savage Worlds...or the Pacesetter system from Chill/Timemaster/Star Ace...or Risus

Which game system gets your vote?

Wednesday, January 26, 2011

The Obligatory Open Letter to Wizards of the Coast (Hasbro) Regarding Dungeonand Dragon Magazines

Dear Wizards of the Coast and Hasbro,

Like most of your fans, I read your recent Ampersand column where your revealed some of what we have in store for us this year with regard to your Dungeons and Dragons line of products. There were some things that I liked -- Heroes of Shadow is going to be a hard back -- and there were some things that were disappointing -- the end of miniatures sales -- but I was grateful that you gave us some hints as to what are going on.

I understand that you are a corporation and as such have to worry about things like Net Present Value and Return on Investment. I know that you want the best for the product line for all stakeholders -- investors, employees, and consumers -- and that this can lead to some decisions that consumers may find confusing. I also understand that you are dealing with the changing modes of product delivery that are emerging in the new century. I know that you value me as a fan, but that as a publicly traded company you cannot always tell me everything that is going on.

When you let the Paizo license to publish Dragon and Dungeon magazines expire, it disappointed a lot of people. I wasn't as shocked. After all, Paizo had been positioning themselves as a competitor in this particular market segment and it isn't really good business practice to give an emerging competitor more money. I was also impressed with your initial digital offerings. Over the past couple of years there have been inconsistent months, but that is true of any magazine. I would like to see more published submissions and less staff writing, but I wonder if the internet (and companies like Open Design) haven't diluted the pool of possible quality submissions. There are some excellent gaming companies, and gaming support companies releasing products and that has to affect the number of submissions you are receiving.

I also have to say that with the focus on adapting your online content delivery model, which included your recent cancellation of the online version of Dungeon and Dragon magazine, I wonder if you aren't overlooking an opportunity.

I think it is important that you generate revenue and provide content for gamers, and I am perfectly content to have that content delivered through your website absent the magazines themselves as digital Wizards products. Over the past two years, Dungeon and Dragon behaved less like magazines and more like web content updates as it was. You have the numbers on single article vs. issue downloads and I am sure made a rational decision based on that data. Digital products work differently than print ones. With a print product, you get everything at once. With a digital one, you update it continuously. I can see favoring digital over print, or "print behavior" digital. So I fully understand why Wizards will no longer be collecting Dungeon and Dragon articles into "digital issues."

That doesn't mean I don't have a recommendation. I do.

While it would be foolishness of the highest order to license the two magazines back to Paizo, a major competitor, have you considered licensing Dungeon and Dragon magazines to another provider? I think that Goodman Games or Open Design could do a bang up job producing the magazines as print magazines. Licensing them out again wouldn't affect your bottom line, we'll still subscribe to DDI with its product offerings. I'm liking how the new Web Based Character Builder is developing -- it isn't "there" yet, but I love where it is heading and can see how well it is integrating into your other tools. The official updates adventures and rules on your website will be read regularly by me and other subscribers to your online service whether or not the content areas are called Dungeon and Dragon.

So let someone else use those names to publish magazines that support your material. Let fans submit to a company that is more agile and "closer" to the customer. As hard as you try, as a major corporation we'll always feel distant from you. We'll love your products and your employees, but most of management will be alien to us. Let the magazines find a new home that is friendly to you, and that can do some grassroots promotion for you in ways that a large corporation cannot.

Just an idea.

I'm looking forward to seeing your upcoming products this year and from what I've read of the "Mistwatch" article I'm happy that you've moved the Nentir Vale Gazetteer into the digital world.

Christian Lindke

Friday, January 21, 2011

In Memory of Robert E Howard -- Jan 22, 1906 to June 11, 1936

When I saw the first Conan movie (1982) I had never heard of Robert E Howard. Even after that movie inspired me to purchase a couple of Conan paperbacks at the local paperback exchange, the name of Conan's creator was unknown to me as the books I purchased were of the pastiche variety. It wasn't until the Christmas after I had seen the film when my parents bought me the Dungeon Master's Guide and I read Gary Gygax's famous "Appendix N" that I remember encountering the name. I quickly found copies of Conan stories that were written by Howard, though the editions also contained some "co-written" stories, and I could instantly see a difference between the dark prose of Howard and the more juvenile writing of the imitators. There was something more to the Howard stories (as I have written before). They weren't the immature wish fulfillment tales of a lusty and violent young man in a loincloth of some of the imitators. Contrary to the Schwarzenegger portrayal, Howard's Conan was cunning, quick witted, joyful and somber.

It wasn't long before I was hunting down everything I could find written by Howard. Eventually, I stumbled upon my favorite Howard character Solomon Kane. The wrathful puritan's tales combined horror and action in a way that sparked my imagination.




In recent years, I have read a good deal of Howard's fiction as more publishers release collections of his writings. Recently, I have been paging through Del Rey's The Horror Stories of Robert E. Howard and came across a story that is wonderfully Poe-esque. In honor of Howard's 105th birthday, here is a sample of "The Touch of Death."

Old Adam Farrel lay dead in the house wherein he had lived alone for the last twenty years. A silent, churlish recluse, in his life he had known no friends, and only two men had watched his passing.

Dr. Stein rose and glanced out the window into the gathering dusk.
"You think you can spend the night here, then?" he asked his companion.
This man, Falred by name, assented.
"Yes, certainly. I guess it's up to me."
"Rather a useless and primitive custom, sitting up with the dead," commented the doctor, preparing to depart, "but I suppose in common decency we will have to bow to precedence. Maybe I can find some one who'll come over here and help you with your vigil."
Falred shrugged his shoulders. "I doubt it. Farrel wasn't liked -- wasn't known by many people. I scarcely knew him myself, but I don't mind sitting up with a corpse."
Dr. Stein was removing his rubber gloves and Falred watched the process with an interest that almost amounted to fascination. A slight, involuntary shudder shook him at the memory of touching these gloves -- slick, cold, clammy things, like the touch of death.

The story proceeds from this opening to a perfectly rewarding Twilight Zone style resolution. The tone has been set.

I often wonder at what tales Howard would have written had he lived beyond the age of 30. Sadly, we can only speculate.

Thursday, January 20, 2011

Interactive Gamma World Character Sheet and How Even When They Do Some Thing Awesome WotC Drops the Communication Ball

One of the best games of 2010 was Wizards of the Coast's latest edition of Gamma World. The game not only demonstrated how adaptable the 4th Edition D&D rules were to new settings, it also ably demonstrated how easy those rules are to learn. I have raved about Gamma World in the past, discussed how it makes an excellent superhero game with very little modification, and included it in my top ten games of 2010.




Wizards of the Coast has done a bang up job with the game, provided excellent follow up products, and allowed for an engaged fan base to create aids and material for the game on their boards.

Oh...they also created an excellent interactive character sheet that can make characters for the game that is fully updated to include the latest supplement.

You might have missed the article announcing the tool. I know I did. I found it one day when rifling through the site as I am wont to do from time to time.

The character sheet was released online on 12/21/2010, right about the time that Wizards became very quiet about their plans for 2011 and when products were falling off of their Product Schedule.

There was little fan fare and the fan base was spending so much time scrutinizing every Twitter post by Wizards employees in speculation regarding the fate of D&D. So much so that they missed this awesome tool. Fans have every right to complain about the new Online Digital Character Creation tool, but they have no excuse to have missed this spot where Wizards got it exactly right.

Well...exactly right except for the effective communication part.

The product isn't behind the pay wall. It includes all the character types from both rules booklet and it's web based without the need for unique plug-ins. It's exactly what players of Gamma World need...

Okay, it doesn't save the characters and isn't downloadable, but I don't care. It's awesome and I can make 20 Gamma World characters in less than three minutes.

I wish they had promoted it a little more boldly.