Save or Dies in After Next

Hey, folks.

My work on After Next (and this blog in general) has been completely side-lined this semester, and I apologize for that.  Hopefully I’ll have more time to devote to it in the future, but until I’m more sure, I’ll try to keep posting shorter things that arise out of what I see on forums or my thoughts on network TV shows or who knows what.

Joker from TDK - coin flip

Today I want to talk about Save or Die/Lose spells in games like D&D; an ability (often a spell) which takes out a target in one shot, usually with a lower probability of success than a less lethal ability.  In D&D the target rolls a Saving Throw to try to avoid some or all of the effects of spells, hence the name.  The classic example is the Medusa’s gaze attack which turns on-lookers to stone.  These tend to be somewhat controversial in game circles.  I want to briefly consider some different implementations thereof and talk about the issues they raise for designers and some theoretical implementations that would address some of those issues.

In older editions of D&D as I have come to understand it*, powerful magic, including SoD spells, had a chance of backfiring or otherwise harming the caster.  This dramatically increases the risk associated with using such magic, with the payoff being dramatic, powerful effects like instant death or petrification.  In addition, due to their lower save DCs and higher save bonuses for many classes, SoDs were a large gamble to cast and likely to fail regardless of the risk of backfire.  This about evened-out their utility to casters, PC and NPC alike.

D&D 3.5 ported over the spells from AD&D 2e without much alteration, but changed both the way spell DCs were set (now based on the spell level and caster’s stats) and the risks associated with casting powerful magics; namely, it was all removed.  Casters in 3.5 had the risk removed and the chance of failure increased so that SoD spells were superior to almost any other choice of spell.

So, many people advocate simply going back to the AD&D paradigm, where casting spells was risky and the enemy made their save and negated the attack entirely more often than not.  While that would be a step forward, balance-wise, I think it’s kind of missing the point.  Casters didn’t like how that worked in AD&D, hence 3rd Edition changed it.  By focusing on just the spell’s odds of success/backfiring, we’re either putting arbitrary mechanical frustrations on the caster, or, by removing them, on the targets of those spells.  There’s an alternative way of looking at this problem, which I believe solves all of those problems while simultaneously making the game actually more interesting to boot.

The inspiration for this train of thought came from Extra Credits, which did an episode on a relevant topic a few weeks ago, called “Counter Play.”
The main thrust of the idea is this:

When designing an ability or a mechanic, you can’t only be thinking about how to make that ability or mechanic interesting for the player who gets to use it, you also have to think about how its interesting for the players its used on. And on a more rigorous level, it’s the idea that a mechanic or ability in a multiplayer game should increase the number of meaningful choices available both to the player using it and the player its being used on.

TTRPGs are not considered multiplayer games, but the psychology and importance of this principle is true because at the combat round level, they function exactly like one; the DM is one player controlling a single monster on any given turn (mostly), and the player is controlling their one character, and they are slinging these abilities back and forth in a way that is essentially indistinguishable from a competitive multiplayer game.

This tactical genius leaves grown men crying. Don’t ask about the grown elves.

EC goes on to make the point that abilities that are an interesting tactical option for the user but not for the target is a good way to create frustrated targets. However, when you consider both sides of that equation, you create a richer play experience for both. So the question of whether or not SoDs are cool for the SoD-user is not the only consideration we have to take into account when designing SoDs. We also have to account for the SoD receiver’s experience and what options SoDs provide to them. Obviously, the only tactical implication of a traditional SoD for a target is “jack up that save modifier in your build!” That is one-dimensional (it’s not really a choice if it’s the only way) and irrelevant in combat (the decision is made outside of combat and nothing in combat will change it). This is not an enriching option as-is.

So SoDs need to be counter-able by the party, whether that’s by beginning an SoD at the end of one turn and then casting on the next and where taking any damage in-between either negates or greatly diminishes its effect if cast, SoDs only working on targets below a certain HP threshold, or something else that gives the opposing party/character an actual tactical option it can take in the midst of combat to attempt to prevent or counter it.

A third consideration for these mechanics in a TTRPG, I would say, is how it interacts with the user’s allies. You want abilities that interlock with the roles/actions of others, and gives them interesting options on their turns, too. The mundane half of the party’s contribution to the battle can’t be meaningless with one successful SoD. The mundanes have to contribute to SoDs somehow, whether that’s as simple as protecting the caster from having their concentration broken during casting, or contributing to meeting the necessary HP threshold for the spell to work, or some other combination of tactics.

Also, giving mundanes SoD abilities certainly couldn’t hurt, either. At some point a rogue should be able to just sneak up and stab a guy through the heart, and the fighter should be able to cut off the monster’s head with one mighty blow, so long as those have tactically interesting mechanics backing them up.

I’ll come out with some samples, but first I think I want to talk about the tactical mini-game. Grid-less tactical mini-game, as has been described previously.

*My understanding of the specifics of older D&D editions, I admit, is pretty lacking, so this is going off of what I have come to understand from others.

After Next Core

I know last time I said I was going to go into some resource management systems, but I realized that in order to do that, I need to lay down the ground rules of how the basics of the game work. Don’t worry, they’re coming. But first, the core mechanics of D&D After Next:

Like all d20 games, AN will primarily use a d20 + modifiers to resolve actions. I’m going with the standard 6 Abilities, with their modifiers as-is. The three familiar saving throws are joined by a fourth, Perception, which keys off of Wisdom. I’m still debating if these will be rolled every time or be a static 10+ Ability mod defense value. Both of these approaches have their advantages; rolled saves make it more interesting for the PCs and helps them feel like they have ownership over their fate, while static defenses help speed things up and make things easier for the DM. My first instinct is to go with the latter, but I’m starting to fear that I haven’t given players much reason to pay any attention on other’s turns, and this is one thing that will keep them engaged throughout the combat. I’ll keep stewing on that one. Feel free to leave a comment and share your thoughts.

Going one step further into new territory, Healing Surges will be renamed Stamina, and be equal to your Constitution score for now. These are not recovered after a night’s rest and serve as a long-term, strategic-level resource (you might recover 1 per night’s rest, I’m thinking). As in 4e, expending Stamina allows you to heal outside of combat, trigger a second wind, and also powers certain abilities. One ability is to expend Stamina to replace a natural d20 roll’s result with the relevant Ability score value*. So if you roll a 4 on your Stealth check, you can spend one point of Stamina to replace that nat 4 with your Dexterity score, likely 10 or more. I’m still not sure if using this ability will trigger, say, a critical hit on an attack roll. If you have an opinion on this, leave a comment. This mechanic helps to mitigate the effects of using the d20 as an RNG: You can get lucky and roll high, but if you find yourself on the other end of that probability distribution, you can spend a Stamina to do better when faced with a situation that’s too dire for failure.

After Next will use a version of the popular Vitality/Wounds variant rule. Instead of having HP, characters and monsters have Vitality Points and Wound Points. Vitality Points represent your ability to avoid the worst of a blow, as well as shake off minor bumps and scratches, while Wound Points represent your tolerance of more serious injuries. Vitality is easier both to lose and to recover than Wounds. Normal attacks only deal Vitality damage; only crits deal Wound damage. When a character runs out of Vitality, they pass out but are not in danger of bleeding out unless they have less than half of their Wound points remaining. Any damage they take like that is dealt in Wounds. A full night’s rest completely restores your Vitality, but only 1 Wound (possibly 2 or more with a successful Healing check). Right now Vitality is calculated by class (max + 1 HD at level 1) + CON mod, while Wounds are equal to your CON score.

OK, now the larger steps away. I’m going to break AC into Defense and Armor. Defense is the static number that represents your ability to parry, weave away from, or otherwise stop or avoid your opponent’s blows. Armor, on the other hand, is what helps absorb some of the blows that hit and protect you from hits that connect solidly, aka critical hits.

Here’s what I mean; Defense is equal to 10 + Base Attack Bonus + Dex modifier + Shield bonus. The BAB is added to represent a skilled fighter’s ability to parry or otherwise use his weapon to protect himself. Also, it means that a fighting-type’s defense scales along with its offense, something missing in previous editions. When your attack roll overcomes your target’s Defense, you deal a static amount of damage based on your weapon, + STR modifier. If you roll much higher than your target’s Defense, you can increase your damage. Medium and Heavy Armors typically soak some of this damage. If you roll a successful crit, your target makes an Armor check; d20 + Armor bonus + Fortitude, against a DC set by your weapon. If they fail the Armor check, then you roll your weapon’s crit die (d4, d6, d8, d10, or d12), and add your STR modifier; this is how many Wound points the target loses. Again, their Armor’s soak applies (unless they fail their Armor check by a lot).

This is the core chassis that this game will be running on, combined with the ideas talked about last time (Areas, static initiative, active defense, simultaneous action, etc.). Very soon I’ll be able to put up the resource management systems I’m fiddling with, which will begin to shed some light on what different classes will look like. Leave a comment if you have any suggestions or see any glaring issues with the above.

*If this proves to be too limited in use, or too easy to abuse, I can just make it a re-roll, take the better result. I guess I could just add 10 for a point of Stamina, but I’m trying to avoid temporary arithmetic modifiers as much as I can.

Devil in the Die Rolls

So, previously I talked about what I want to see in a new D&D, which I’m calling D&D After Next. One of my primary goals for After Next is to speed up play; I want to be able to run a full mid-size adventure in a single 2-3 hour session. D&D will never be a party game, but I want it to be something you can convince your friends to try once and actually show off how an adventure goes, complete with an ending. I don’t want D&D to necessarily be an entire evening’s project. I want gamers to play an adventure in D&D, but then still have time to play an hour or two of Smash or Halo or some other game. The TTRPG demographic tends to be a bit older; we have a lot going on. School, work, friends, family, watching hours upon hours of syndicated television on Netflix, getting on the internet and complaining about games, etc., etc. Anyways, enough of the why, let’s talk about the how.

How do you make D&D a 2-hour affair? The answer is simple; combat. Combat in D&D came from table-top wargames, and was born in era when hobby games didn’t have much competition. So combat in D&D looks and feels like a wargame, complete with complex turns, measurements that need to be accounted for, and a long list of specific effects which must be learned independently. While much of the industry has moved away from this, the poster boy for the entire genre, Dungeons & Dragons, languishes in the past because it is convinced that it just needs to recapture some elusive, mystical quality from its glory days by going back to those mechanics. I disagree; the real secret to D&D’s early success, besides the absolute lack of competition, was Gary Gygax’s salesmanship. I will save more on that for another article about marketing your game, but for now here’s my brilliant theory; what makes D&D familiar is not what makes it fun. D&D needs to be willing to re-examine some of its fundamental assumptions and discard ones that don’t help it get where it wants to be. One of those old assumptions is the complex combat, which focused on tactical decisions to the point that it takes a very long time to kill 5 kobolds.

The major contributors to D&D combat’s sluggish resolution time are as follows;

  • Initiative; rolling it and keeping track of it (or more, forgetting it and having to remember whose turn it is, and ‘oh, we skipped so-and-so, let’s go back,’ and such)
  • Turn structure; between movement and combat maneuvers and spells and free actions, swift and/or immediate actions, standard actions, full-round actions, you are going through 5-6 lists of stuff you can do and choosing one from each list to make the optimal combination. Keeping track of all these actions and phases is not difficult, but it does take time.
  • Die rolls; A bog standard attack takes at least two rolls – to-hit and damage – and a crit takes many more than that. That’s not counting Opportunity Attacks, or multiple attacks on a turn, or grappling.

These have largely remained untouched for decades of D&D’s history, and I don’t think that’s healthy.

After Next’s combat system will not be grid-based, initiative order will not be so quickly forgotten, it will have a simplified turn structure, and it will reduce the number of dice you have to roll. Let’s take these each separately.

Non-grid-based Combat

The grid was a perfectly fine way to make D&D for wargamers who had the stuff to make grids handy. That is a much smaller portion of the D&D-playing populace now, though, so we need a new way of seeing the combat. Many modern RPGs have highly abstract location systems, where there is literally no objective way to tell how far one thing is from another; it’s entirely based on how the player/GM is imagining it. When those two disagree, though, confusion and sometimes conflict ensues. So, we need an objective way of seeing everything; Areas.

Areas just mean that the environment is chopped up into different regions or zones or whatever you want to call them, and that is the finest level of positioning detail we care about. Not all areas will be the same size; an area may be as small as a narrow staircase or as large as a spacious field, and that’s OK. The borders of an area will be based on the features of the map; walls, hallways, possibly furnishings or other stones, anything that breaks up an even surface.

A character in any given Area will be able to melee against any target in that Area, no matter how many people he might walk by in doing so. The idea is that the characters in an Area are not at fixed, stationary positions, but rather are moving around in reaction to the other combatants, so you can attack who you like. Now, you still need the idea of a front-line and a back-line, so let characters in melee form up and essentially hold the aggro of a number of foes. As long as there aren’t more melee enemies on the Area than that formation can hold, the enemies can’t attack the ones the formation are protecting.

For instance, if a Wizard, Paladin, Barbarian, and Ranger are in one party, and they’re fighting a bunch of goblins, then the Paladin and Barbarian could form a line, protecting the Wizard and Ranger, and prevent goblin attackers from being able to attack the latter two. For now I will tentatively set the limit that N number of melee characters in a formation can prevent 2N-1 enemy attackers from targeting the back line. In layman’s terms, the front-line can hold off anything less than twice their own number, but more than that can get past them. So a 1-man line can hold off 1 opponent, a 2-man line can hold off 3, a 3-man line can hold off 5, etc. Of course there would be feats or abilities which increase this. That’s enough for formations now, but I have more ideas for them later.

Initiative & Turn Structure

Rolling up new Initiative every fight is really just a time-waster. It randomizes the slight tactical advantage that going first brings with it, but I don’t think it’s worth the time we waste rolling it, figuring out the order, and then forgetting it and figuring it out again multiple times per fight. So, to keep it simple, we could just make Initiative a static number. Then suggest that the players would sit in order of initiative, so we can just go around the table. That’s an option, in case you really want to speed up play. Your total initiative bonus is now just your initiative, so if Bob goes before Sally and after Paul in one fight, the order is still Paul, Bob, Sally in the next fight.

As for turn structure, we’ll lay the ground rule that a round is not 6 seconds of combat, it’s a single narrative beat, which might be 2-3 seconds or 30 seconds or more. During this round you typically get 1 significant action. Whether that’s an attack, a spell, or breaking down a door or climbing up a rope or moving into a new Area, you can do one thing this turn. Now, there’ll probably be several ways to cheat on this rule, and that’s fine; if you Charge you can move into a new Area and attack, for example. Anything less than that – switching weapons, moving around in your Area, grabbing an item (if uncontested), talking, etc., are simply free actions.

On your turn, you first resolve any on-going effects, like taking poison or environmental damage, rolling to resist a charm or other debuff, etc., then take your action, attacking or moving or whatever it may be. This way there is only one phase of the turn where you have to remember what conditions are affecting you, and the exciting part of your turn, the action, is also the climax.

Rolling the Dice

Choose your Weapon - Dice

All the above is nice, but it still falls short of really bringing a typical combat down to the 15-minute benchmark. When I’m late for something and I need to cut down on transit time, I try to speed, even though I know that the # of lights is a far greater indicator of how long it takes to arrive. If I really want to cut out chunks of my travel time, I need to cut out the number of lights on my route. Similarly, in After Next, to really cut down combat time, we need to cut out die rolls.

The easiest thing is to do away with separate to-hit and damage rolls. I don’t think damage rolls contribute that much in the first place; yes, it’s kind of exciting to roll max damage, but it’s also really frustrating to only get a 1 or a 2 on your d8 or d12. So, I think moving to fixed damage values for weapons, +STR mod, works just fine. Now this isn’t the whole story, as I plan to implement degrees of success; beat the enemy’s AC by enough and you deal more damage, so there is still some variance to how much damage you deal, but it only requires one roll.

Another problem is critical hits. I have a critical hit system that changes some fundamental aspects of the game, taking a hint or two from The One Ring, the latest Lord of the Rings RPG, which I’ll explain in the next article in this series, but suffice it to say that crits won’t take 4-6 rolls (attack roll, crit confirm roll, damage roll, damage roll 2, damage roll 3, etc.) anymore.

Those two things will cut down on resolution time, but there’s two more larger changes that will have far-reaching implications for the combat engine. First, allow what I call ‘Active Defense.’ When you are attacked by an opponent, you have the option to sacrifice your next turn to roll an attack against your assailant, opposing their own attack. These two attacks are rolled simultaneously and whoever wins deals damage and whatever else their hit does as normal, and play proceeds. This will go through 2 turns in 1, It changes the dynamics of the combat somewhat, but I think it’s a solid idea to build on.

The second game-changer is the option to jointly attack a single target. If everyone is going to attack the big troll anyway, just have them roll it all simultaneously. There are a few strings attached, namely that you can only do this on the turn of the last participating character in initiative order. So if Paul, Sally, and Bob all want to attack the dragon, they can all do so, acting on Sally’s turn (the last in the initiative order established previously), and resolve their actions simultaneously. This way you can resolve three turns in the space of one (give or take).

In addition, attacking with others will bring more added benefits. Has anyone ever played Chrono Cross? In that game, each character had special abilities that only they could perform, and when they were in the party with certain other characters, those special abilities were converted into Dual or Triple Techniques, for a big boost in power. After Next would give little incentives for attacking with other characters, since you have to use the lowest initiative score. These would be class-based, and you’ll be able to purchase different effects. For instance, a Fighter might be able to add his STR bonus to the damage of characters attacking with him, or a Warlord might give companions a bonus to the attack roll, a rogue might get an automatic sneak attack, a sorceror might change the damage others deal to fire damage or simply add fire damage on top, and a Cleric might bless or heal those who attack with him. Of course the lower level effects would be the weaker ones, and the higher level effects would be more powerful. This would accelerate combats, as you’re basically folding a lot of buffs and things into an attack action.

It sounds pretty impressively powerful right now, and it would require a lot of number-crunching in order to find the right balance points for these things, but I think that these two things would actually help the party feel like it’s working together, give a more visceral, action-packed feel to combat, and most importantly, cut down the time it takes to kill a Minotaur or a Medusa in half.

OK, this one was pretty long, but hey, resolution time is a beast right now. I wanted to cut down as much as I possibly could to leave time for role-playing and socializing, while still having relatively in-depth combats. I think these designs will achieve that. Leave a reply telling me what you think, ideas to use these new approaches in interesting ways, or problems you see rising from them. In my next After Next article I’ll be exploring alternative resource management systems for different classes, to create a unique feel for different types of characters which are all fun, not just picking a place on the spectrum between ‘Gouge my eyes out boring’ and ‘Casters: the Accounting.’

D&D’s Next Mistake

My first post on Dungeons & Dragons-

Dungeons & Dragons Adventuring Party

For those of you who know Dungeons & Dragons and D&D Next, skip the first 2 paragraphs.

For those of you who don’t know, Dungeons & Dragons (D&D) is the quintessential table-top role-playing game (TTRPG).  I’ll save the details for an RPG Primer in the future, but the fundamentals are as follows:  In D&D, you create a character and team up with the other players’ characters and go on adventures.  You can do pretty much whatever you want, using your character’s statistics and die rolls to determine success or failure.  You explore cavernous dungeons, evade cunning traps, and fight ferocious monsters, all to either get rich or rescue the princess or whatever else you can imagine.  It’s a free-form game, and one player must be the Dungeon Master (or Game Master, more generically), who designs the dungeons or adventures, and plays all the enemies and other non-player characters (NPCs).

Since its first release in 1974, it has been through many changes in system and rules, all of which have encouraged slightly different ways of playing.  When each new edition is rolled out, many players remain ardently attached to their older, favorite edition, while new players are attracted to the features of a new edition.  Currently, Wizards of the Coast – the company who owns D&D – is making a new 5th edition of D&D, currently called D&D Next.

To be honest, I’m not sure how excited I am for it.  The approach that the designers are taking is, in my opinion, a recipe for failure.  Let me explain what I mean:  Beginning in early 2011, Mike Mearls, the senior manager for research and development of D&D Next, began writing about a new take on some key features of D&D.  He talked about getting back to the basics of D&D while utilizing all the best innovations of later editions.  Polls were used, asking you which ‘option’ you would prefer.  If there weren’t several options discussed in the article, then polls asked how much you agreed with the idea presented in the article.  Then they announced that they would be making a new edition (in case there was anyone who hadn’t figured that out already), and started asking if X idea or Y idea feels more like D&D.  After the first playtest documents were released and tested, they sent out a questionnaire asking you to identify the most iconic spells from a list, again, asking which ones feel most important to your D&D experience.

OK, so what’s the problem?  The problem is, simply, that they are attempting to crowd-source their design goals.  They want the fanbase to tell them what they think will make a good D&D,  which means they are not pursuing any single vision of a good game.

In a nutshell, this:

Penny Arcade "The Way Forward"

This approach, I fear, will lead to a smattering of features and rules that are all over the place; the designers have even said themselves that the feel of the rules must trump the math of the system.  I don’t even know how you can choose between a feel and the math, since it seems to me that the math creates the feel, but that attitude, that non-commitment to a solid rule-set, combined with the idea that fans on the internet will give them a good vision for where the next edition needs to go, is terrible leadership on display.

Businesses need visionary leadership.  Steve Jobs was opposed to market research because he thought “People don’t know what they want until you show it to them.”*  While not everyone can, like Jobs, be right about that, the lesson to be learned is that customers don’t necessarily know what will make a good product:  Customers can identify issues, but rarely can they accurately identify solutions, and certainly not unanimously.  It’s up to Mike Mearls to listen to his user base and then have the knowledge and intuition to know how to solve those problems – possibly in ways no one on the internet has even thought of – and lead his team to execute those ideas.

But before you even get to that point, you need a clear foundation of goals you’re attempting to achieve.  The current generation of D&D, 4th Edition, actually had those; execution was very spotty, and some of their goals were incompatible or ill-advised, but they at least had a clear vision for the game.  So far, 5e has asked people on the internet to build its foundation while the team develops bits and pieces before it’s even in place.  I think that’ll end up as bad as it sounds.

That being said, 5e has already come out with some interesting new mechanics; Hit Dice, Advantage/Disadvantage, and the Fighter’s new Combat Superiority mechanic are all good starting places for great ideas.  But they are just means to no apparent end; WotC is on a wild goose chase, trying to satisfy all fans of all editions. The key rhetoric they’ve been using in promotional events and interviews is that this edition will unite the splintered fanbase by making it all things to all people. As Bill Cosby said, “I don’t know the key to success, but the key to failure is trying to please everybody.”

With that in mind, I’ll be dedicating some of these posts to what my design goals would be for a new edition, and talk about ways to achieve them.  Some of these will be good, some won’t.  Much of my game design philosophy and knowledge comes from The Gaming Den, so feel free to check that place out, but be warned; it can be an unfriendly place.  As I go forward, please comment with your perspectives and ideas; your thoughts may inspire me or others to make great things in the future.

*That’s an extreme example, where he had the best creative minds in the world creating whole new products and platforms, making disruptive innovations, so market research wasn’t really that applicable.  WotC is not in that position with D&D Next, but compared to what’s happening, I’d welcome some managerial risk-taking.