dnd
Old School Hack: Weapon Types and Arenas
Recently, Rob Schwalb wrote a post on the D&D Next community site asking the community if they thought weapons should have damage types.
[T]he game has handled weapon damage in different ways over its long life. In the early editions, tables reflected how weapons fared against armor types and if a monster had a special resistance to the damage, the information lived in the monster’s description. Later, to unify the tech, weapons dealt damage of a particular type (bludgeoning, piercing, or slashing), and the most recent incarnation treated all weapon damage as being effectively the same.
Schwalb, Robert J. Weapon Damage Types
While I realize that D&D Next probably isn't about creating new solutions to old problems, the discussions around this post reminded me of a mechanic I really liked in Old School Hack. In that game, instead of tying weapons to particular kinds of monsters, the most weapon types are tied to the different arenas. The two exceptions are very heavy weapons which are a special benefit in themselves and the neutral arena.
| Weapon Type | Bonus | Arena |
|---|---|---|
| Light Weapon - Examples shortswords, rapiers, one-handed maces, daggers, truncheons, nunchucks, clawed gloves |
+2 bonus when used in | Tight Arena - Narrow places that often limit your mobility somehow. |
| Reach Weapon - Examples quarterstaff, poleaxe, spear, flail, net-and-trident, sword-and-chain |
+2 bonus when used in | Hazardous Arena - Places where footing is difficult or visibility is limited and requires care. |
| Ranged Weapon | +2 bonus when target is in | Open Arena - Stark, wide-open areas where there is little to no cover. |
| Heavy Weapon | +2 bonus when used in | Dense Arena - A crowded environment that has lots of fiddly but smashable bits that might get in the way |
Robinson, Kirin. Old School Hack Beta v1.0, p.12.
In my experience, the ties between weapon type and arena made combat more dynamic and made it easier for me to determine my first move in an encounter. If I had a weapon with a connection to a particular arena, I chose opponents in that arena first.
The other nice thing it did was spread out the group and provide natural spotlights. Instead of four or five PCs bunched in one area, we spread out a fair bit more. So even if a bunch of us were just making melee attacks, we were often doing it to different targets in different areas.
Unlike having monster traits that resist or are vulnerable to certain types of damage, this is likely to matter in each encounter. It gives players choices whereas players often don't have a choice in what monsters they face. While I'd have to test it out to be sure, my gut tells me that it's less likely that players will load up on a golf bag full of weapons in this system, since they won't be penalized for not having the right kind of weapon and they are likely to see some benefit in most encounters unless the DM isn't doing a good job of setting up arenas.
As someone who might run the game, I like how it naturally lends me to think about setting up diverse arenas within one encounter. It forces me to think about terrain and to include different terrain types, especially if I want to reward my players' decisions. However, it doesn't give them or me so many choices that I feel overwhelmed as a relatively new DM.
It also encourages thinking about what demarcates the various arenas, leading to richer descriptions in my experience. One example would be a theater. Much of the building is taken up with seats which can be thought of as either dense or hazardous. The stage would probably be either open or neutral. Backstage, with its wandering passages, could be tight.
Finally, the arenas lend themselves to an easy way to physically represent the encounter without drawing out a grid-based map. This is important to me because I often have a hard time remembering things for the short term, especially things that were spoken to me and I didn't write down. I could easily use differently colored pieces of paper or index cards to represent each arena and use everything from minis to glass beads to represent the various characters.
I think, with a little work, this could be layered on top of D&D. What do you think?
More of This Please
With the announcement of D&D Next, I hope to talk about issues of inclusivity and how a game can foster a more friendly environment for non-traditional fans. Over the past two weeks or so, I've been using Pinterest to collect images that are closer to the style and content that I really enjoy. I've also been trying to be more conscious of the media I consume, looking for things that really appeal to them and thinking about why. I hope to do more of these posts in the future but for now, here are a few that stood out to me.
Knight Exemplar
Knight Exemplar from Magic: The Gathering
What I love:
- She's part of the army. The card just reads Knight Exemplar. I have no reason to believe that there aren't more female knight exemplars.
- While her breastplate is given extra room for her anatomy, it doesn't emphasize her breasts. They are just a part of her, not objects to look at.
- She's looking at the camera. While she has an aura of confidence otherwise, she's riding with her back straight and shoulders back and is properly equipped, looking into the camera contributes to this feeling of self-assuredness.
Arctic Druid
Arctic Druid by Gary Gill (via Deviant Art)
What I love:
- Somehow she has been able to get a polar bear, a wolf, and a snow owl all to follow her and not go after each other.
- She's wearing something other than Western European clothing. It makes me wonder more about what her culture and her life are like.
- It's a scene out of her life. She and her animal friends are going ice fishing so they can fill their stomachs.
Elven Archer
- An action shot where a woman character is going up against multiple foes. What isn't there to love?
- It's hard to tell for sure, but it looks like she is protecting a fallen ally. I love when women are shown as martial protectors, not just the people who need to be rescued.
- She's determined. I don't think she'll give up without a fight.
The Conscripted Girl Soldier
I love the TV show, Once Upon A Time, for a number of reasons. One of the big ones is that it often passes the Bechdel Test by having two or more women on screen without talking about men or a man. What I love even more is that it doesn't do so at the exclusion of the romantic element.
One scene that got me really excited happened in the episode "Desperate Souls." The episode centers on Rumplestilskin's origin story, the lengths he went to to save his son for being conscripted into the army at the tender age of 14 and how they changed him. It opens with the duke's people conscripting another child into service. However, instead of a boy, they take a girl. Not only that, there's no discussion about whether or not a girl would make a good soldier. The default is gender equality and the focus is on their young age.
Fantasy Racial Tensions
Some of you may have seen my tweets regarding the importance of race-based mechanics in D&D, and, if we had to have them what form they should take. My thoughts came as a result of a D&D Next blog post that Monte Cook posted last week. To me, the important part was the following.
Do dwarves have to have special familiarity or even a bonus to use axes for the statement “dwarves favor axes” to be true? Without some kind of mechanical benefit to using axes, many players will ignore the flavor. Others will use axes based only on the story aspect. And if most dwarves end up with longswords because there is no mechanical incentive to choose axes, is that so terrible?
Background
In my experience, this paragraph highlights fault lines in the D&D community that goes deeper than any edition division ever does.
Resource Management and Storytelling
Part of the desire for race-based mechanics comes from the games long-standing war gaming roots. War games tend to model combat, real or imagined, and these models require doing away with the individual differences between units to create a mechanic to represent people or unit of any particular type. You then combine these units to overcome a challenge, usually another opponent but sometimes a specific scenario such as the Battle of the Bulge. Each choice, then, needs to have meaning and have defined pros and cons. We can see these sorts of war game mechanics in many games including Civilization, Age of Empires, and SimCity.
However, much of what made D&D different from war gaming was the shift of emphasis on the group to the individual. As a player, you no longer controlled legions; you played just one character. As players explore this new game, people became attached to these individuals in ways that they hadn’t with war games. They wanted their character to be able to go from scenario to scenario while still retaining what he had learned. They wanted a character growth track. They wanted to know, in more detail, what the life of their character would have been like.
Optimizers and Game Balance
Some people are really good at taking a bunch of rules and finding the combination of rules that let them do incredible things. Often, but not always, it’s a product of having a fantastic memory, solid knowledge of the rules, and some time to read everything. One of the reasons we often don’t let players pick from everything is the fear that people who are good at this will create characters that seem like gods when compared to the rest of the party.
Stereotypes and Outliers
Race-based mechanics have been part of D&D for a long time. Originally, they were just classes, along with fighting-man, we had elf and dwarf. Eventually, the designers decided that elves and dwarves could have classes too, and full equality was achieved. Well, almost. For many, the unique flavor of each non-human race is something that they love and feel needs to be preserved. A dwarf with a sword is, well, no dwarf at all.
Yet the game has changed over the years, as has our society. Fantasy monocultures were brought to us by the same game that had gender and age-basd rules. For some, it feels wrong to summarize an entire race with a few attributes here, maybe a power or racial feats there. Any group of people might lean a certain way, but even within that group there are likely to be outliers. The protagonists in many fantasy stories are often the outliers, they just haven’t always figured it out yet.
Support for outliers also has been around for a long time. Dark Sun turns around many of the tropes of D&D. Instead of being lucky and happy, Halflings are feral, cannibalistic creatures intent on making a meal out of your character. Even within core D&D, someone inevitably provides a way to get around the race limitations, often by creating a new sub-culture where things are just a little bit off. Steve Winter describes this on his blog post about illusory math:
- Dwarves get +1 to hit with axes.
- Some people who like dwarves want to play against type and use spears, but they feel they're being punished for not using axes (as, in fact, they are). So ...
- The rules inject a slight tweak that lets dwarves get +1 with spears if they never braid their beards.
Checking the Community’s Pulse
The D&D Next post also had a poll asking readers to choose between these options:
- Flavor stands independent of mechanics.
- Flavor should be backed up by game rules.
Each time I’ve checked the results, the second option had the most votes, with about 60-62% of the total responses. It’s easy to say, well the second item “won” the vote, so that’s what we are going to get. However, I feel that’s too simplistic of a view to take. If the goal is to unite the most fans as possible, we can’t leave out approximately 40% of the audience. Besides, there might be a large, middle of the road audience that this poll fails to capture but should have their needs met as well.
Instead, this poll went to the extremes for a reason. I think the designers and others wanted a gut check to see whether what they thought they should do when they had to choose one over the other. At least, that’s what I use polls like this for in my day job. And if I saw a split this close over a question that should drive people one way or another, I’d be looking at new solutions that would work for both groups.
This post is long as it is so I’ll write about my suggestions for race soon. I’m also interested in what you think of this look at the tensions in the community and the results of the poll.
Thoughts on Skills
Each edition seems to have its own way of dealing with skills. While I haven’t had time to study each edition, I think I’ve had enough experience with each of the systems I discuss here to give general impressions about the system and some observations on how I react to each.
Before I talk about expressions of skills in each of these editions, I'd like to lay out two ways skills are often used in a D&D game.
Skills as Resources
For some, skills constitute a resource that players invest in or not. When used this way, the DM generally presents a more generic challenge to the PCs, such as traveling a long distance through the wilderness. If no one in the party chose skills to help with such a challenge, the hope is that the characters spent other resources, such as silver and gold, to obtain resources to help them through, such as a map, rations, camp equipment, hiring skilled allies, and the like. If they didn’t, then they often suffer the consequences of their choices by getting sick, starving, not resting well, and the like.
Skills as Adventure/World Building
For others, the skill choices serve as a menu, allowing the player to tell the DM what sort of world they expect. In this play style, if no characters took wilderness survival skills, it’s possible that the DM won’t ask the players to play through a survival scenario unless the scenario was very important. Why would a group of people untrained in the arts of the wilderness enter it when they could do x, y, or z instead. Likewise, if a player takes a skill such as blacksmithing, that’s a clear message that the player is interested in having that trade be part of the game. Additionally, this way of handling skill choices can make it easier to game with a smaller group without adding the complication of henchmen and other skilled NPC allies.
Not all games will be one or the other. Some skills lend themselves more one style over the other, for instance, a skill such as balance might be something we want to view as a resource a player either invested in or didn’t whereas sailing would be part of adventure or world building.
Expressions of Skills
In the Fellowship of the Tweet games I was in, we used OD&D (Rules Cyclopedia). In that game, the only defined skills I could remember were set by class, with the thief having the majority of them. For instance, when we wanted to climb, I believe just the player of the thief made the check for the entire group.
Observations:
• When limiting skills to a particular class or character build decision, they can become more memorable. I didn’t read all of the rules and we only played a few sessions yet I remember this about our game.
• In a game where you combat should be a component but not the focus of the game, having characters that are poor in combat but useful outside of it helps spread the game’s emphasis since the DM must run non-combat scenarios to ensure the spotlight spreads around to all players.
• If the skills are only available to certain classes or character builds, the game may become too limited for many players. Furthermore, it may force a player in the group to play a character class he or she doesn’t want to because the group would be missing a crucial skill otherwise. The most frequently cited example is people feeling they had to play the healer.
• It may be difficult, if not impossible, to use skill choice as a world/adventure building engine in this system since other factors are much more likely to enter into the decision of which class to pick. The presence of particular skills has less bearing on whether or not the player is interested in playing out that skill.
• For new and casual players, the system may be easier for them to use. It’s also might help players who are used to more clearly delineated races and classes.
Another skill system I have experience with is the skill ranks system from 3.x. In this system, the skills are, for the most part, codified in one place instead of being mixed in with the various classes and other character build options. Every character has access to every skill. Classes favor certain skills, giving the player a bonus for taking them. Players start out with a certain number of skill ranks when they start the game and gain additional ones each level. Some skills can only be used while trained.
Observations:
• This system supports both skills as a resource and skills as part of world/adventure building.
• The combinations are limitless. Players can go deep in a small set of skills or cast a wide net.
• World building skills are mixed in with necessary combat and other play skills, making it harder on both a DM and player since participating in world building might come at the expense of effectiveness within the party.
• Not all players want the depth of choices nor do they want to revisit skill selection at each level. Since the skill system touches so many different levels of the game, it serves as a barrier to entry for some players.
• The system needs to set limits on how much advancement in a particular skill a character can have compared to its level.
The system I’m most familiar with is the 4e system. In 4e, we have a stripped down skill list with many skills from earlier editions combined into one, such as Spot and Listen becoming Perception and many of the Knowledge checks becoming part of History, Arcana, Religion, and the like. During character creation, players decide which skills they want to train in and skill modifiers go up by ½ level throughout the character’s career. Generally, class choice decides which skills are available to a character, although that may be modified through themes and feats among others.
Observations:
• The system is a simple yet flexible framework to help DMs adjudicate non-combat and even some combat actions.
• The training system and automatic leveling makes the game easier for new and casual players since a player makes the skills decision once instead of each time the character levels. The skill system is also tied into fewer other parts of the character so it’s easier for a new or casual player to make an informed choice.
• The system lacks depth for invested players and training in new skills requires a player to expend resources that might be used to produce a more effective character for combat.
• The skills available are spread across the classes, akin to the OD&D model but a few character build options open up other skills to characters.
My Preferences for D&D Next
I’ve spent a lot of time over the past week or so thinking about these. They each seem to be on a continuum of complexity. For new players or those who don’t want to invest a lot of time into skills, do something more akin to the OD&D model. For each class and race, provide some skills that they would be trained in. No decisions need to be made by the players. For other players, do the trained/untrained model with auto-advancement. Finally, for those players who really enjoy the complexity, let them move around the points as they wish, still keeping some limits on the highest some skills can get in relation to level.
I’d also love a discussion of the two ways to use skills and a vocabulary to help the DM and the players communicate the sort of game they want or expect. I suggest that some skills might only be made available on an adventure or setting basis. If an adventure or setting is likely to call for a sailing skill then it will be present, but if the game is in the middle of a desert, then it’s not listed. In addition to class, I'd love skills to be tied to the character's background and culture.
Finally, I’d love to see tools for the DM to use to make skill use more important in the game. In a resource management scenario, such as a survival game, rolls regarding food finding might be pretty important since lack of food might trigger starvation or other effects. On the other hand, I’ve been in plenty of games where no one wanted to play that out, and instead wanted to concentrate on other areas of tension and story.
So that’s where I’m at with skills. How about you?
D&D Next!
In case you haven't already heard, today Wizards of the Coast announced that they are developing the next iteration of Dungeons & Dragons. The announcement has been covered on a number of sites, including CNN, EN World, NY Times, and Forbes. In fact, Forbes has a nice roundup of links if you are interested in reading even more.
While there are a lot more questions than answers at this point, one of the big things to note about this new iteration is that the goal is to provide an experience that all fans of D&D, regardless of when they started, will find familiar and comfortable. Now, I realize this is a lofty goal, but, to be honest, I don't think it's insurmountable.
As discussed in a variety of Legends & Lore columns (commonly abbreviated to L&L), a modular game system is key to this. This causes fear in some people, how can one game system cover so many game styles and preferences. But currently, don't we already have that with all the various editions of the game as it is? Don't people who like particular play styles tend to prefer particular editions over others? I know people who play 0e, others who play 2e, and many who play 3x and 4e. Currently, the edition is often the shorthand for the play style desired. But why keep it that way? Why not create language to help people communicate their preferences and provide tools to achieve those goals? As an added bonus, if most of this shares a common base, this means players, DMs, and designers don't have to remember 4+ different rules system when moving between play styles.
And if that is where Wizards of the Coast is going with this, I couldn't be happier. While I love 4e, I've often felt sad that many of my D&D playing friends didn't feel like they had a home in my edition. Hell, I've been mad on a number of occasions over the whole concept of the walls between editions. We have so much more in common than those differences would have us believe.
What I love even more than this new, inclusive vision of D&D is that they are gathering the thoughts and opinions of the fans through play tests, the Legends & Lore column, and other venues. This is relatively new ground for them and I'm really excited to see them try it out. Will there be some speed bumps along the way? Absolutely. But at the end of the day, I think we'll both get a better product out of it as well as an informed and supportive community.
Beyond that, why am I so excited? Well part of it is that I was fortunate enough to do a play test session of it in early December. I can't talk about specifics for a number of reasons, but even in that incredibly early play test I saw a lot in there that people had been asking for. So right away that told me that they are listening to their fans and trying to provide a game that will make as many people as possible happy while still being D&D.
If you are interested in working with Wizards of the Coast in creating something we can all call our D&D, add your name to the play test group. They also created a community group for D&D Next. If you are on twitter, many people are using the #dndnext hash tag to continue the discussion there.
So, without a ton of detail about the new game to talk about, that's where I'm at. How do you feel? What excites you about D&D Next? What do you want to see?
Help Me Celebrate the D&D Community
I have some great news to share with all of you and a huge favor to ask.
The short version:
Good News: Wizards of the Coast is starting a new column on their website to highlight the contributions of the D&D community.
Better News: I get to write it!
Best News: You get to take part!
Every two weeks, half of my column will be about a topic, like modern fairy tales or gamer resolutions, that touches on our community and game, directly or indirectly. The other half will be links to articles, resources, videos, etc, often from community members just like you.
I’m really excited about this project and can’t wait to share the articles I’ve been working on. But there’s just one catch. I have no idea what to name it.
That’s where you come in. I’d love to hear your suggestions because at the end of the day, this column is about you and the hard work you put into making the game awesome. Feel free to leave a comment, send a tweet to @sarahdarkmagic, or write an email to tracy@sarahdarkmagic.com. Just get them to me by Sunday, November 20th. If I get too many ideas and can’t choose between them, I’ll create a quick poll and post it here.
Speaking Up
Trigger warning: I talk about harassment and abuse aimed at women online.
Recently, a number of articles have pointed to one of the hard parts of being a woman online; there are a number of people who will say terrible, abusive things to you solely because you are a woman and have an opinion. I recently was interviewed by G*M*S Magazine before the latest round of articles about this phenomena. One of the questions asked was how to get more women into RPG blogging and podcasting and I raised this issue. Please give it a listen when it comes out. For now, this paragraph from another article (written from the male perspective) sums up the situation for me:
I’m a guy who also gets a fair number of abusive emails — I even have a hobby of posting some of them now and then on the web — but there’s a qualitative difference to what I see. I get death threats regularly, but they’re usually of the form “you should get [violent fate] for [hating god, violating crackers, being liberal]“; I don’t get threats of the form, “[Man], I need to [crude sexual assault] you”. As a man, I can get threats for speaking against some cherished dogma, which I can sort of halfway understand, but I don’t get the threats for just being of my sex and speaking out, period. -- Pharyngula
This distinction is usually lost in discussions of the topic. Often the threats come not because the woman says something that threatens the status quo, but because her mere presence, the fact that she has a voice at all, threatens some people. For instance, take this incident of a boy threatening to rape Kat Armstrong's daughter merely because she appeared in a video with her mom.
The video offers further proof of the worry women face by just being active online. The reason her daughter is in the video is because Kat, then community manager at Lockergnome, was loathe to do a video by herself. I empathize with her. During my first GenCon, Trevor Kidd was kind enough to run a few D&D bloggers, including me, through a game of the then-unreleased Castle Ravenloft. At the end, he asked to take a video with our thoughts on the game. I declined because I was so scared that the video would go on YouTube and I would have to deal with the comments. I completely froze up and then apologized profusely. I self-censored myself due to an intense fear of what would be said.
You're just looking for it
Sometimes I get accused of looking for these stories. The problem is, I don't have to look for them. They appear, several times per month, in newspapers and friend's feeds. The people who hurl these abuses often search out women and make themselves known. Take these DMs I received after I asked why someone had a problem with me and then why he followed me if he disliked me so much:
Well, I feel you are just a pretentious bitch. I don't like your feminismistic views and well, I just never liked you.
For the same reason i follow dazedsaveends. Sometimes you guys say shit that makes me angry, and someone has to read it and respond.
If all your followers just kissed your ass all day, it wouldn't be much fun.
How many of these would you have to receive before you questioned if it was all worth it? 5? 10? 20? 100? And then remember that a woman may receive multiples of these when she posts, often more than her male counterparts. Are we really surprised then that women leave the public sphere so often?
Broad Issue
The number of women who have come forward, across topics and genres, is also important to note. This isn't just an issue in the geek community but yet it affects the community just the same. If we want to get more women to participate, we need to know this happens and form ways to combat it. Here are some of my suggestions:
- When women, or well anyone, complain about these behaviors, please stop telling them that if they want to blog or podcast, they'll just have to learn how to deal with it. Abuse should not be the price we pay for simply expressing ourselves. If it is, then don't be surprised if people self-censor themselves.
- Learn the facts of rape, sexual assault, and crime in general so you can see the bigger picture. Stop perpetuating old myths that you need to dress modestly in order to lessen your chances of being raped. You aren't doing anything other than making yourself feel better and you make women even more paranoid and hyper-conscious of what they do. It's near impossible to write or be in public, when a woman has to analyze every outfit, every word choice, for fear that this will be the time she somehow invites unwanted attention. Plus the price of admission to the public sphere should not be the hiding of one's sex or gender, just like we should never ask someone to change his skin tone.
- Speak up. If you see someone bashing someone due to their sex or gender, say something. This is not white knighting. This is caring about your community and taking ownership over what happens in your presence. If you feel uncomfortable speaking up, at least find a way to let the victim know that you support him or her.
This doesn't mean that men don't face some of the same issues; that threats of violence or rape aren't used against men or that, in some areas, just being a man isn't seen as a threat to the status quo. For instance, I know a number of men who feel the same way when they enter zones of traditional female power such as child care websites. This, too, is wrong but outside the scope of this discussion.
More Links
- Harassment aimed at "Skud" in the Open Source Software community
- Geek Feminism Wiki's timeline of sexist incidents in the geek community
- Tweets of women's experiences with sexism using the #mencallmethings hashtag.
- Reports of a man who made a number of women uncomfortable at World Fantasy Con. Looks like they now are working on a anti-harassment policy for future events
Save versus Frustration
After Geek Girl Con, I spent a week hanging out with my friends in Seattle and was able to get in 3 games while out there, The One Ring, 4e, and Pathfinder. Both The One Ring and Pathfinder games had a higher danger threshold than the 4e game and most of the 4e games I've been in in general. In particular, both had their share of save rolls. I know this is something that used to be a bigger part of D&D but my experiences over the week left me feeling a bit mixed on them.
The One Ring
In The One Ring, I played a wood elf. We were chasing down some dwarves and the trail led to a pool's edge where the tracks mysteriously stopped. A bell began to ring and my character fell victim to its enchantments. Down into the pool she went.
This is the first time I've played a character that was compelled to do something. Since this was a one shot for me and I trust the GM completely (Hi Chris!), it really wasn't a big deal. Out into the hallway we went and he quickly described what was happening. I had a few choices to make, do I wait for my party (not knowing if they would come rescue me, I was a new character after all)? Do I try to swim out of there the way I came in? Or do I open the dark door I found down there? None of these choices are an obvious "right" choice but at least the one I chose, wait for the rest of the party, wasn't an instant death sentence, although some of the players in the room thought my character might be dead already.
Now, if my failed save had led to instant character death, I'm not sure how happy I would have been. I mean, there are times where I wouldn't really care and sometimes games with instant death can be fun. A fair number of video games have that type of behavior, where the fun of the game is more in mastering it than playing through an awesome story. But in this case, there wasn't anything that was obvious to me about what I should do. It would have felt arbitrary and unfulfilling. I guess what I mean is that the setback was nice, but being able to recover from it, even if it meant fighting more monsters, was even better.
Pathfinder
My host Stephen was nice enough to run a Pathfinder dungeon crawl/delve for me during my stay at his house. While I hadn't played Pathfinder before, I had been in a few sessions of a 3/3.5 house-ruled game. However, my character really hadn't had to deal with many save situations and definitely none that involved conditions like paralysis or blindness. The Fellowship of the Tweet had dealt with paralysis (and my cleric's inability to Turn Undead versus some ghouls) but I'm still a little scarred by that encounter.
If I'm being honest, I found the save situations in that game a bit more frustrating. Our barbarian became blinded for an hour after he failed his saving throw versus the blindheim and another character got sucked into a gelatinous cube at one point. While I think I can see what the mechanics were trying to model/accomplish and there is nothing inherently wrong about them, they just aren't my preferred way of doing it.
That said, I did see how they encouraged more creative play (although it's not the first time I've noticed it). Particularly in the case of the blindheim, where you have some options to overcome its gaze attack (which in 4e terms can be used both as an aura and as a ranged at-will). Although the dice weren't in my favor, Stephen said yes to my idea of trying to cover the blindheim's eyes with my cloak, which would have helped my party kill it faster.
I wouldn't mind making it clearer in 4e that DMs could allow creative solutions like that in their games, perhaps even in the monster's statblock. We already have this to a degree. For instance, the wraith loses its insubstantial trait until the start of its next turn whenever it takes radiant damage. This might encourage a divine character to choose a less powerful attack with the radiant keyword to give the party a better chance of hitting and killing the creature. However, we could expand this even more and make it more like a trap or hazard where the PCs can take countermeasures to avoid a particularly damaging attack or stop a buff. Spend a standard action and one part of the monster's special powers goes away for a turn.
This might also give space for the people who like to play helper characters. Instead of making certain classes be helpers, individual players can decide how to play out those classes. And while not everyone can necessarily help with every monster, helping isn't limited to a particular class type. This might be more fun and rewarding than the existing aid another rules.
So how would this work? Let's take the blindheim as an example. In 4e, I would make its gaze attack into an aura. Entering or starting your turn in the aura causes you to grant combat advantage and provides a -2 to attack rolls since the creature's gaze is so distracting. If you end the turn in the aura, you have to make a saving throw against becoming blind. (Alternatively, we could do this when you start or enter, with a successful saving throw meaning you grant CA and have the -2 penalty instead of being blinded.)
Since Gaze attacks can't be done while the creature is blinded, players could find ways to blind the creature. Perhaps they have a power that causes blindness or they decide to put a cloth over the creature's eyes. The type of action required (standard or minor) should be determined by the benefit they gain from the action. In the terms of this aura, I'd say they were gaining a pretty big benefit on success, and would require a standard action, since not only would they as an individual benefit but the whole party as well.
What Do You Think?
So, let's say you were faced with a creature like the blindheim. How would you overcome its special powers? How far can we push this while still keeping the rules fairly light? Would you allow someone to spend their standard action, no check, to try to blind the blindheim?
Geek Girl Con Recap
As many of you know, I went to Geek Girl Con last weekend. I had a lot of fun and I thought it went pretty well for a first year con.
Why go?
- To hear a diversity of viewpoints In many of my more geeky pursuits, of which gaming is just one, there tends to be a lack of women. That leads to the unfortunate tendency of labeling the person by her gender; she becomes the "woman" of the group and the views she expresses tend to represent her group. While this can be problematic in pretty narrow groups, like the "sports guy" or the "optimizer," I find it even harder to deal with when one person comes to represent about half of the population. The great part about having so many women in the room is that it becomes impossible to label women by their gender. We have to look beyond their gender to find their unique trait. As a result, the diversity of opinions and viewpoints among women really comes to the forefront. To me, as someone who works and plays in male-dominated spheres, that was freaking awesome. The con had about 1500 attendees and with approximately 70% of the attendees being women.
- To see women presented as experts and leaders In technology and gaming, it feels that women tend not to be out there in leadership roles. At something like Geek Girl Con, they need to be. In addition, at least in US society we often undervalue the contributions of women or think they are incapable of doing things. For instance, in Bossy Pants, Tina Fey discusses a number of stereotypes about women that she had to actively work against including a belief that women could not be funny or that you couldn't put two women comedians out on the stage at the same time. Sometimes similar tendencies crop up in the geeky hobbies. Often, many of the women work behind the scenes, not getting the spotlight for their contributions. Having them step out into the spotlight and show that they know their stuff and are comfortable in their own skin helps change this perception among elements of geekdom that women aren't in geeky pursuits or that they can't hold their own against their male counterparts.
- To learn about some pretty awesome books, movies, and projects I have to admit, I hadn't heard of Ink-Stained Amazon before the con. I went to the panel by Jennifer Kate Stuller and it was really good and I can't wait to buy her book, Ink-Stained Amazons and Cinematic Warriors: Superwomen in Modern Mythology. Womanthology also presented at the con.
- Building networks One thing that often gets overlooked in the discussions of how to get more women into designing is how people get encouragement to put themselves out there. Among my friends who work for gaming companies, I hear a lot of informal encouragement such as "Well, my buddy from high school or college or the guy I hang out with happens to work for the company and encouraged me to apply." In my experience, those groups tend to be more single sex and since many of the designers and developers currently are men, sometimes it's harder for women to break in. Of course, there is a lot of human nature to this, why would you want to work with complete strangers when you can work with friends, but encouraging expanded friendship circles through a con like this seems awesome to me.
Sure, there were some downsides to the con. As a first year con, they had some issues with logistics. Since most people had to pick up their badge the morning of the con, the lines were long. Also, walking between the two main areas made it hard to get to panels on time. Some of the panels were hit and miss. I went to the women of Star Wars panel not realizing they would focus mainly on costuming and parts of the Expanded Universe, which while cool, isn't really my thing. The gaming and exhibitor rooms were pretty small.
I also noticed a lack of gaming companies represented there, which, I have to be honest, made me a little sad. I would have loved to see a panel with women who work in the tabletop industry talk about their experiences and answer questions. Although I missed out on attending it, I loved that there was a Bioware panel and its existence felt like a warm, welcoming hug.
Finally, I wish there were more areas to break out and form ad hoc groups and panels. Among the tech conferences I go to, a favorite thing is "Birds of a Feather" groups. Basically a few rooms are left open for groups to sign out as they desire. If a group wants to get together to talk about say, tabletop gaming or finding and encouraging female artists, they can totally do that. The informal setting sometimes works better for certain topics and gives groups that form during a panel to go to continue the discussion.
Personally, it was awesome seeing a bunch of people, including Logan Bonner ( @loganbonner ), Susan J Morris ( @susanjmorris ) , Liz Smith ( @dammit_liz ), Mike Robles ( @michaelrobles ) and Erin Evans ( @erinmevans ). I also met up with Cathé ( @gamermom1_0 ) and Tim ( @timsmartini ) Post and their adorable daughter who is now my BFF. Meeting Meris ( @merismullaley ) (also my host for the weekend), Michelle, Genevieve ( @thestormycellar ), Tanis, and Jennifer was really awesome. Overall, the best part of the con was just meeting and seeing people while we discussed what happened in the panels. I really enjoyed my time there and hope to go next year.
You've Lost that Lovin' Feelin'
It's easy to dismiss concerns or criticism about rules changes, proposed or implemented, as being a grognard, especially in D&D. "You don't like it because it's different," they'll say, "but you'll just buy it in the end." But my understanding is that with the current state of things, and particular with the Legends & Lore articles, we're supposed to talk about it. It's their way of getting community feedback, good or bad, on what they are working on.
Now I reacted pretty strongly to the most recent Legends & Lore article, Magic and Mystery. Twitter can be great about many things but a nuanced discussion of the issues is often difficult in the space of 140 or so characters, especially when having a discussion with particular people, meaning you have to put their twitter handles in with whatever you're trying to say.
So, now that I have a bit more room, let me first say that I'm in favor of the idea of removing magic items from character advancement. I fully acknowledge that the 4e system made it more difficult to run particular types of campaigns. It's also an issue I've discussed before. I love the inherent bonus system, although it doesn't fix this completely, and just felt we needed more guidance on how to use it properly. I also love the new rarity system on magic items to give a DM guidelines about what might be available and what might not be. Again, it's not perfect, but it does attempt to address some of the issues with the current magic system.
However, whatever rule system we put in place, I would love it if more guidance was provided, especially for newer DMs. When I started DMing, I didn't realize that the 4e system required magic items as part of advancement. Given the story and the group, this meant I didn't hand out as many magic items as I should have. While we didn't advance far enough for this problem to become apparent, it wasn't a big deal. But it would have been nice if things were stated a bit more explicitly.
So, it's not the suggested rule change that made me react strongly. I'm in favor, and have been in favor of it for over a year. It's the larger context of the article that made me wonder if I was being trolled by a well-known and well-loved D&D designer and whether or not I should continue to read the articles.
Instead of laying out the issues, the article states that players want a particular type of magic experience from D&D, one in which magic is mysterious. It then goes on to propose that the reason magic is no longer mysterious is that items can no longer do wild and crazy things, in part because they are part of character advancement and also because they are available to players in the form of lists.
Missing from the discussion are the reasons why the system evolved that way. Prior editions where magic wasn't as well codified as 4e had their issues as well. DMs, maybe as a way to bribe their players or under the mistaken impression that adding more cool factor always makes games cooler, frequently gave more magic items than they really should have. They then would try to take those items away from the players, who by that point, thought the DM was playing with them. Trust eroded and the game would become less fun. I personally know of one group that TPK'ed their characters because the game ceased to be fun. (See Monty Haul)
In addition, the old way required DMs to know about the magic items available and put pressure on them to keep up with the books. One of the things I loved about 4e is that each player could tell me what he or she might like and I could keep an eye out for the items that I thought they might want to have. I didn't invest in the Adventurer's Vault series because as a DM, I had enough other stuff to do. I don't want to spend my valuable planning time keeping up with every magic item out there. I just don't. It doesn't mean other DMs don't enjoy it. It just means that there are arguments for allowing players to know what magic items exist and that there isn't one default experience or desire in this area.
Furthermore, there are other just as likely reasons why magic is no longer mysterious that are never explored in the article. After 30 years of playing with magic getting by and large the same treatment, how can it be mysterious for that player? Who is to say that it's not mysterious to the new player who came to the game for the first time within the past two or three years. Maybe there are parts of the magic system that we want to be mysterious and crazy, like the aftereffects of the spell plague in the Forgotten Realms or an artifact lost to the world for thousands of years, but other items, like common spells and prayers should be, well, known.
Rather than seduce us with nostalgia or bash on players for, gods forbid, salivating over an item that perfectly fits their character concept, perhaps we should explore these issues. Also, I find it a bit difficult to talk about solutions to the magic problem only with people who primarily DM. Regardless of which book the magic items end up in, they will have to know about them in the sort of intimate detail that makes mysterious harder if not impossible. Anyway, that's where I'm coming from.

