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.