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

Pathfinder Beginner Box - Teaching New GMs

In my last post, I wrote a bit about what's in the new Pathfinder Beginner Box for players. However, my favorite part of the box has to be the GM stuff, especially the Game Master's book. While I love anything that helps new players try out the game, I'm especially interested in products to help new game masters. We need new players in the hobby for sure, but to be honest, it's rare to find someone who wants to play a tabletop RPG who hasn't played a video or computer RPG in the past. Sure, there are differences between the types of RPGs, but if you've played a video or computer RPG, you can probably pick up the basics of a game like Pathfinder pretty easily, especially if you're given a pregenerated character. However, the game master position is unique to tabletop games. There's rarely an analog in the digital world; the computer generally acts as the game master.

Adventure Awaits

The adventure starts on page 3. I love this because it makes the adventure feel more approachable. I happen to love GMing and I spend a fair amount of time convincing others to give it a try. One of the most common excuses I hear is that they don't know the rules well enough. As with the Hero's book, the rules are given as needed. So, in the first encounter they describe how initiative works and the parts of a turn and round in combat. The next three encounters focus on exploration, with instructions on how skill checks, traps, and the like all work. In many ways, the adventure provided works like the intro quest of many video game RPGs. Each introduces a new concept or two and then they build on each other so the GM and players learn the basics of the game.

In addition to providing a great beginner adventure full of what I consider to be iconic beginner monsters (all it's missing are some rats), the included flip mat is wonderful. One side of the mat has a dungeon complex, the same one used in the adventure. However, not all of the features in the adventure are on the map, so the GM gets some practice adding things to a map on the fly. The other side is a basic tan mat, ready for whatever the GM thinks up next.

Speaking of what's next, the adventure ends on page 15 with a list of ideas for future adventures. The adventures themselves are an exercise left to the reader.

Introduction to Game Mastering

After the adventure is a great introduction to game mastering. It defines common terms, outlines the duties of the GM, and discusses how to adjust a prewritten adventure for your group. After that, it explains the details of creating your own adventures, everything from drawing maps (common map symbols are on the inside back cover), types of encounters, types of adventures, and simple world building advice. Then it provides an adventure seed for an adventure of your own design, based in the same area as the included adventure and using the town of Sandpoint as the basis. Sandpoint itself is detailed in the back of the book. Finishing that section is information on the types of environments for an adventure, such as dungeons, forests, cities, and the like, along with traps, terrain, and other tips for each.

Additional Tools

After the introduction, the book gives a few more tools for new GMs. Magic items, a mini bestiary with 45 monsters, and a write up of the town of Sandpoint along with some more adventure seeds, are all included. The magic item section details some of the intricacies of potion, scroll, staff and wand use as well as how a character identifies a magic item. in the monster section, the book provides a guide to reading the monster stat block, pictures for each monster, and tables for building random encounters by environment type along with instructions on how to create them. An easy to read conditions table can be found inside the book with the more common conditions on the back cover. With all of these tools and the reusable map, I think new GMs will find a lot to love in the Beginner Box.


Overall, I really love the Pathfinder Beginner Box. I think they did a great job taking a complicated and complex game and boiling it down to something a new player will find more approachable. They also sprinkled lots of advice throughout the book, which is particularly helpful to those of us who don't have an older sibling or cousin to teach us the game.

One thing I hope they do is produce some instructions for the next step, helping new players transition from the beginner box model of the game to the full version. Obviously, with just 64 pages for the Hero's Handbook and 96 for the Game Master's Guide, not everything in the core rulebook made the jump. Existing players and game masters welcoming in players who learned the game through the Beginner Box should have an idea of what parts of the game rules they might not know. But, overall, that's a relatively small matter.

Pathfinder Beginner's Box - First Look

While I was out in Seattle after Geek Girl Con, I stopped by the Paizo offices. Somehow I was able to talk my way into some sweet loot, the Pathfinder beginner's Box. I haven't had the chance to do a full review yet, in part because I'm fairly new to Pathfinder and 3.5 but I want to share some of my initial thoughts.

Choose Your Own Adventure

The box includes a choose your own adventure to introduce new players to the game and its conceits about the world. One of the interesting effects of the depth of the rules is that even relatively small choices, such as the type of weapon one uses against a creature, can matter. For someone unfamiliar with that style of play, the first time she faces a skeleton with a sword can be a frustrating experience. The included adventure highlights that the game includes concepts such as this one in a safe environment.

In addition to introducing the player to a number of specific game concepts, the choose your own adventure does a great job in introducing the player to roleplaying games in general. I really enjoyed that it followed up the solo adventure with an example of play, showing how the story in the solo adventure gets translated to play at the table and how a group works together.

Concise Directions for Building a Character

After a brief introduction to the game rules and an explanation of the dice, the book continues with directions on how to build a character. They did a great job on this. The character sheets provided in the box are coded with letters that correspond to the instructions to make it easy for players to identify where on the character sheet they should put their information. This is something I've struggled with since I started playing D&D. They added these letters not only to the blank character sheets, but also to the pregens. So if a new player is confused about something, he can reference the pregens as an example.

Suggestions for the Finishing Touches

Not only does the book provide a simplified list of skills, feats, and equipment for new players, it provides class-specific suggestions for each of those sections. For a new player who isn't quite sure and is worried that her group will tease her if she makes a poor decision, the suggestions are wonderful. I was nervous about that when I created my first character. Like the rest of the book, these sections have a lot of graphics. Each equipment item has a picture next to it. For some established players or people who grew up looking everything up, this might seem silly. But for a new players and especially younger kids, anything keeps them in the book and not distracted sounds great to me. Plus, sometimes seeing the physical representation right there can fuel the imagination or provide words to a nervous player.

Just What You Need

After that the book has a section on more game rules. At 14 pages, it includes enough information to get a good feel for the game and to play, without being overwhelming. It even includes information for leveling up. One thing I love about this boxed set is that it covers levels 1-5 for the basic classes.

I didn't go over everything, but I hope this gives a good idea of what's in the Beginner's Box for players. I'll write about the DM side of the equation soon. In the meantime, if you'd like to see how they handled character classes, see what the pregens look like, or look at the extra player and DM content they provide (including a beginner's version of the barbarian) check out the Beginner's Box page on their website.

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.


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.


This weekend is Geek Girl Con in Seattle and I'm heading out to it. For those who haven't heard about it, the convention celebrates the contribution of women to geek culture.

This convention is really important to me. Over the weekend, I was lucky enough to attend jQuery Boston and MongoBoston. Both of them were great conferences for learning more about the technologies I use on a day to day basis. Both of them were also overwhelmingly male. This makes sense, I work in a male-dominated field. Heck, I play in one too.

But sometimes it's nice to get the chance to talk to women like me. I don't have to worry about representing all geek women when talking to other geek women. I don't have to worry about being knowledgeable enough or confirming my geek cred. Learning how other women deal with some of the upsides and downsides of being a woman in geekdom helps. And seeing the diversity of experiences and representations is just, well, awesome.

That's why I'm going to Geek Girl Con. It's sometimes hard to find all these awesome women at conventions like GenCon or PAX. And when I do, I'm often dealing with other messages at the convention that make me feel like I'm not the target audience or that I'm something special or rare. Let's be honest, while it's changed a bit over the last few decades, many games assume a heterosexual male audience and the artwork and advertising in particular often reinforces that. I'm hoping that at this con, some of that fades to the background.

Just as importantly, all geeks, regardless of gender, are welcome.

So, I can't wait. The fact I get to hang out for a week afterward is just frosting on the cake. So if you'll be at the con, let me know.

Making D&D More Casual

Sunday, I mentioned that one of the things I love about Ascension is that for beginners it makes it easy to optimize your turn without knowing all of the rules and strategies of the game. The mechanics limit the choices a player has at any one time, in my estimation often between 2-5 options and the random element of the game dampens the effect of player knowledge on the game. Contrast that with 4e D&D where to create a character you make decisions that touch on just about every subsystem in the game (see Heroes of the Fallen Lands, p 33):

  1. Choose Class - determines your powers and available skills and influences what your ability scores will be.
  2. Choose Your Race - determines bonuses to ability scores which in turn affects a bunch of character build elements.
  3. Determine Ability Scores - determines a number of character build elements including defenses and attack and skill modifiers. Also suggests certain feats and powers over others.
  4. Choose Skills - Training gives you bonuses, but you might have no idea if they will be useful in this adventure or campaign.
  5. Choose Powers - Powers provide tactical benefits but, like skills, for some it can be hard to tell if they will be useful in a particular campaign. Others are only useful depending on what other players pick. For instance, the warlord ability that gave bonuses to melee basic attacks often weren't that great pre-Essentials but were killer with certain Essentials builds.
  6. Select Feats - Feats in 4e provide relatively small bonuses that might not be obvious at first.
  7. Select Equipment - The limited mundane equipment lists at 1st level make things a bit easier, but then again I invested in Fine Clothing when I created my first character so there are still easy suboptimal choices.
  8. Fill in the Numbers - Ok, the character builder does most of this for you.
  9. Other Character Details - Alignment, god worshiped, background, personality, appearance, and languages. The DM and/or adventure determine whether or not any of these matter.
  10. In addition, Heroes of the Fallen Lands specifically suggests looking ahead to see what the hero gains in future levels and use that as a guide for making choices now. That's great if you've already committed to playing this game for multiple levels, but what about the person giving this a try for the first time?

    Level 0

    When I started, this process was a bit overwhelming. I had no idea if anything I picked would actually be useful and, in fact, was disappointed when some of my choices didn't work out as well as I had hoped. Now a good DM can work around these problems, but not every group can or will start off with an experienced DM. The rules and guidance should help new DMs as much as new players. This is one of the reasons why I love the Level 0 rules detailed in the Dragon article "A Hero's First Steps".

    Character creation focuses a lot more on your character's story. Then you pick a power source and gain 1 power from that. The flavor text of each power calls attention to what's unique about that source. For instance, the primal at-will mentions the spirits. They also make it clear how ability scores and powers interact. Each power has 4 riders that are triggered by the use of an experience token. These riders are tied to group roles, so during the course of play the player can try on a number of roles to see which one is the best fit for the player and the character. In my opinion, this is really important and mirrors what kids do during play anyway. Class is something the player picks when moving to first level.

    After power source, the player picks the race, gaining the benefits of that race. After that is ability scores, provided as a choice between two arrays. What I love is that instead of just presenting the arrays with no other guidance, each array has a descriptive label, Promising or Prodigy. Then comes skills. The skill lists are tied to the power source and the player only picks 1 of 3. Unlike the normal skills distribution across classes, this one has little repetition. Finally, the player picks feats (if granted by the character's race) and gear which also is extremely limited.

    I love how this reinforces some of the core concepts of the game such as power source and group role. It also lets them try out a bunch of different options while keeping some things static, such as the character's race. The lack of options also makes it easier to play creatively in the game, at times almost forcing one to do so because there isn't the same assumption that they are likely to succeed at this task. They aren't heroes yet after all.

    Lair Assault

    This ability to experiment with the PC is great, but if the adventures themselves are a moving target, it makes it a bit more difficult to see if the changes a player makes deliver the desired results. One thing I love about Lair Assault is that ability to replay the scenario is built in. I'd love to see similar scenarios aimed at newer players where they can test out their characters and with instructions to newer DMs about how to make the environment and NPCs work together to create more and more interesting encounters. Not all of these should be combat oriented either and it would be cool to have a bunch of them for different terrain types (wilderness, city, dungeon, etc) to use as random encounters.

    D&D Encounters

    D&D Encounters is great because it's a set day and they craft the adventures so the same group doesn't have to show up week to week. For someone who isn't quite invested yet, this can be a great setup. Sure there are problems that not everyone has a local gaming store and not everyone can make Wednesdays. But overall, the system seems to work pretty well and it allows for a more casual gaming experience, something that I think is easier to fit into the lives of the people who might want to play D&D but haven't tried it yet. It definitely echoes my experience with new players at cons like PAX East and NYCC. Those potential players have a lot options competing for their time and a longer player experience means D&D is off the table.

    Overall Recommendations

    • Let players start the game making fewer, more focused choices like in the Level 0 rules. Focus those choices on learning some of the basics ideas of the game and make sure the game world is accessible to them. Give tips to DMs on how to convert some related genres and stories, like Harry Potter and Avatar the Last Airbender, to a D&D setting.
    • Come up with some quick and easy scenarios that new DMs can drop into their game and serve to educate and entertain both player and DM. Try to make them easy to replay as well.
    • Keep the games shorter and more casual but at a set time. Allow players to come and go within the group.

Where do you see your character in 5 levels?

"Where do you see your character in 5 levels?"

Early in my experience with D&D, I tried out a 3.x D&D game my friend was in. My friend and I were trying to create my character when he asked that question. I had no idea how to answer it. I barely knew anything about the classes, or well, the system, as it was; I just wanted to play a game, but doing that seemed to require a fair amount of system knowledge. If you don't necessarily see the relative importance of the choices between characters at level 1, how are you supposed to know where you want to be at level 5?

I prefer it when a system can make a lot of these thoughts disappear for newer players while not erasing them fully for experienced players. This is one of the things I love about Ascension, especially the digital version. In my experience, the game grows with you. The game play itself, along with the randomization, helps narrow your focus and your choices, making the game less overwhelming to a newcomer. As you learn the rules, the different strategies surface as a natural part of the game.

Ascension's victory condition is pretty simple. The player with the most honor at the end of the game wins. The most obvious way to gain honor is by defeating monsters. Heroes and constructs can provide honor during the game as well. Honor gained as the result of game play comes from the shared pool and when the pool reaches zero, the game ends at the end of that round. Most heroes and constructs have an honor value that gets added to the player's total at the end of the game. So both how much honor you gain as a result of game play and how much you collect by building your deck matters.

On your first turn, you have 5 hero cards, all of them give you +1 to one of two resources, runes or power. You use the runes to buy heroes or constructs and you use power to defeat monsters. The center row has 6 random cards, each representing one of those 3 sub-types. Whether or not you can buy or defeat any of those middle row cards depends on their cost compared to your resources for the turn. In addition, there are 3 cards in the upper left that are always available to you, a hero that gives you +2 to runes, a hero that gives you +2 to power, and a monster that gives you +1 to honor.

The digital version highlights the cards that are available to you given your resources. I haven't done the math, but it feels like you often only have to choose between 2-5 options each turn. Just as important, the 3 permanent options in the upper left means you can always do something each turn. The limited options along with the randomization means as a new player, you don't have to worry about all of the strategies for success. You can have a satisfactory game, in my opinion, by making the best decision given what you have before you and you still have a chance at winning the game.

The more I played, the more I saw how certain decisions might build upon one another. Cards bought early in the game can have bigger effects on game play than cards bought later in the game. So as the honor pool decreases, my buying strategy often changes to cards with more honor. Unless I have certain constructs in play, such as the one that puts mechana constructs into play when you acquire them, I don't emphasize constructs over heroes. (By the way, that one combined with the one that treats all constructs as if they were mechana creates a bad ass combo.) There are a bunch of these strategies for a player to discover as he gains more experience.

I like this style of learning in games and would love to bring it to D&D. There's an argument that early D&D games did this, particularly with random ability rolls and frequent character death. The current emphasis on long character arcs, often across 3 tiers and 30 levels of adventures makes it harder to experiment with characters and means players have fewer opportunities to try out different styles of play. This means decisions made early in play are built upon and magnified in later levels, especially in 4e where multi-classing and hybrid classes aren't as robust as they could be. However, the ability in earlier editions, such as 3.5, to gain levels in a different class doesn't necessarily help, since those classes often don't interact with one another. Since the systems assume you will make certain decisions to keep up with the system's math, even new players feel a pressure to know where their character will be in 5 levels when, in my opinion, they should be experimenting with the system to learn how the various bits interact.

I think there are ways to bring this to 4e. I'll write about this more tomorrow, but currently I'm thinking about combining aspects of D&D Encounters, Lair Assault, and Phil "The Chatty DM" Menard's Level 0 rules.

Skills without Dice

Monte talked a bit more about his skill system in the new Legends & Lore column, Very Perceptive. Here's an extended example of how I think the proposed word-rank system would work. For this example, I'm assuming a D&D game that only has 10 levels and is a bit more "gritty." This means the difficulty to perform certain tasks might be higher than what we currently expect from a game such as 4e.

Diceless Skill Challenge

Background: The adventurers are trying to take a shortcut into the dungeon they heard about from a kobold they interrogated.

Scene: The smell hits you before you see the tunnel's exit. The sickly sweet smell of decaying garbage and bodies attacks your nostrils. As you exit the tunnel, you notice the object of your search, the door the kobold told you about, the one that gives you access to the secret passageways around the dungeon. Between you and it however, are 30' of vertical rock, made smooth and slick by generations of garbage dumping, and a few other creatures who wouldn't mind a nice helping of fresh meat.

Sheer wall: Expert Athletics
Monsters: Trying to climb the wall while the monsters are about adds a rank to any attempt to get to the door.

Example Solution:
The party decides to deal with the monsters first. They don't have to kill them. If they can put them to sleep or otherwise make them stop fighting, that works too. That reduces the climbing challenge back down to Expert Athletics.

The fighter in the party has an Expert level Athletics skill. He climbs the wall, using the rope and pitons to make it easier for the others to climb. That reduces the Athletics rank down to Journeyman.

The cleric and thief both have Athletics trained at a Journeyman level. They would just climb up the rope but the wizard is only at Novice level. The thief decides to craft a harness for the wizard. Once they all reach the top, they can lift him up. This reduces the climb to Novice level for the wizard. Everyone makes it to the top and no dice were rolled. Just as importantly, no one had to play a game of read the DM's mind to find out there was a secret door or an invisible staircase if you did just the right thing.

If I wrote this system or used it at my table, I would say that whenever the group came upon the same or very similar challenge, they would automatically succeed. As Dean, pointed out on Twitter, Mouse Guard has a similar mechanic.

What do the ranks mean in DC terms?

I find it easier to think of the ranks on a d100 level rather than a d20. We have five ranks: novice, journeyman, expert, master and grandmaster. There's also impossible but that's supposed to be like going to 110%. So if we spread the ranks out evenly, novice is 1-19, journeyman is 20-39, etc. If we use the system Mearls discussed, meaning you had to roll a 15 to succeed on a check of your rank, then to roll a check for the level above yours would be 15 + 20 or 35. It would be pretty rare for someone to have enough modifiers in their current level to make that check and it would result in us adding large numbers together on a pretty consistent basis. Perhaps I'm wrong about this, but that's what I think Monte's system is supposed to reflect.

Reintroducing Rolls

While I happen to prefer less dice rolling, I understand it's not for everyone. However, we could introduce dice rolling back in. My suggestion would be the following. Keep the DC 15 number for checks of your level. Add 5 skill slots to each skill. Have your primary and secondary score, class, and maybe race automatically fill in one slot each rank associated with that item, such as rogues get 1 for thievery. Magic items, rewards from quests or particular challenges, and the like provide other training. Each slot corresponds to a +3 modifier to a check of the same level. When all 5 slots in a skill are filled, you increase your training in that skill by one rank. You lose the bonuses provided by magic items and the like, but keep inherent bonuses. (A downside would be trying to deal with rapid increases in one skill.) If you want to try for one level higher than your current skill, you have to roll a 19 without any modifiers, giving you a 10% chance.

Other Ways to Reward Skill Training

Let's say the group wants to search through the garbage before they continue on to see if they find any treasure. We could create a random table of stuff, let's say using a d20.

1-5 15 coppers
6-10 10 silvers
11-15 5 gold
16-18 10 gold
19 20 gold
20 40 gold

For each rank you have in a skill, you get 1 roll of the d20. The results can be cumulative, meaning you get each item you roll for or the rolls could create a list from which you may pick 1 item. I'm not sure which is better and this might be a place where the DM gets to change depending on the situation.

Send feedback using the contact form or through twitter, @sarahdarkmagic.

Resources for FAQs



Syndicate content