Monday, December 10, 2012

Compelling Encounter Design Part III : Examples

I won't be recapping previous things, just jumping straight to the topic. In general, this is straightforward enough that even if you haven't read any of the earlier posts, well, it still makes sense! (hopefully...)

Note that All of the following Encounters use a fairly Civilised Setting.

1) Sahuagin Boarding Party 

Background
The Heroes are on board a ship in stormy weather, and they take cover in the hold. While they are below deck, the Sahuagin raiding party board the ship.

DM Plan
There are 5 crewmen, and the Sahuagin will start to attack them. As the number reduces the more likely the ship will eventually sink even if they beat the Sahuagin, since the Heroes simply do not have the capability to sail a ship in a storm on their own. The Heroes will be faced with a dilemma of remaining in the hold or going up and facing a terrain disadvantage. 
If they refuse to go upstairs, the Crew will all die and the Deathrattle Viper will enter through a pothole, distract the Heroes so the rest of the Sahuagin can enter. 

Set Up
Heroes : 6x Lv 5-6 Heroes in the hold of the ship : Ardent, Mage, 2 Rangers (both Greatbow), Rogue (crossbow), Knight
Sahuagin : They arrive on the Deck of the ship. 2 Priests (Lv 8), 2 Sahuagin Raiders (Lv 7 Soldier), 4 Sahuagin Guards (Lv 7 Mook), 1 Deathrattle Viper (Lv 7 Brute)
Crewmen : 5 Minions on the Deck of the ship. They are hit on a 9+ and fall unconscious. It takes each one of them 3 rounds to die.

Actual Encounter
The Heroes hear cries of alarm and one of them peeks up on deck to see the Sahuagin climbing onto the deck. The crewmen appear to be in fear. He goes back down, tells the rest, and they decide to stay in the hold and wait for the Sahuagin to come to them. They can hear sounds of struggles and finally the sound of munching from above.
They get 1 round of Perception to notice and damage the Deathrattle Viper about to enter the pothole, before the creature bursts into the middle of the Heroes, but the Knight held his ground blocking the Stairway, and as the Sahuagin came down the Wizard placed a Phantom Chasm on the terrain. The rest was a fairly standard fight below deck.
After that, the "Heroes" arrived on deck to see all the crew dead, and the ship is tossing wildly around. They try to man the ship themselves, but their efforts are for naught and it seems clear the ship will sink. They struggle to free the rowboat of its moorings before the ship goes down, but they do not have the capability to. I had intended to drain away most of their Surges as they washed up on the Sea, but they were already talking about their Extended Rest by then. 
Obviously, this was one big "Miss" Encounter, thanks mainly to me not thinking things through. Not least about the consequences if the Ship were to sink.

Hits & Misses

Miss - Roleplay : I hardly roleplayed at all, and the sailors did not even have names. This lack of immersion made the Players not care for the Sailors, and perhaps if I had put a bit more effort into it, with an emotional connection things might have been very different. RP could have been done beforehand, as you can see in the last example later.

Miss - Player Motivation : This group of Players are less heroic oriented and more practical than other groups (see Example 3). Without a strong incentive to aid the crew, they did not do anything, and preferred the more tactical approach. I was trying to get them to be more tactical the previous fights, and guess what? I reaped what I sowed.

Miss - All Hands on Deck : Saving the crew might have been improved if I had the Players on deck engaged in a Skill Challenge, aided by the Sailors to keep the ship afloat, then tossed in the Sahuagin. This was a terribly missed opportunity.

Miss - Letting the Players in on the Consequences : The biggest take home from this however, was how I did not communicate the Consequences to Players. By failing to do so, I virtually gave them no incentive to Save the Crew, and hence ruined the Encounter myself. If you want an Encounter to be more than just combat, do not understate the importance of item 2 in this multipart series : Letting your Players In on Consequences

Miss - Interesting Storm : Every round I could have had every Party Member make a Save, failing which he Falls prone or slides 2 squares in 1 randomised direction. I failed to do so, even when the benefits would be obvious, what with the huge disadvantage the Sahuagin faced coming down into the hold. 

Miss - Contingency Planning : I failed to plan what would happen after all the Crew dies and the Ship sinks. This resulted in the very lame-ass effect when they failed the Skill Challenge that they ended up washed up on the shore, and though they lost surges they simply went to take an Extended Rest. Though I used this delay as a reason for the NPC they were travelling to meet to be out on a Mission, the cause-effect was not clearly shown, and so it is likely that I ended up reinforcing this sort of behavior as "Oh, so they all die? Tsk, like I care." If the consequences of the ship sinking were made clear to the Players, ideally during the Skill challenge before the Sailors actually died, they might have tried a lot harder to save the crew. Not to mention if in this failure someone actually got swept out to sea and drowned, that might also have driven the point across.

Miss - Messed Up Skill Challenge : I don't like Skill Challenges, and I didn't plan for one since I didn't do my Contingency Planning. I barely had my DCs ready. And even then, there is no excuse to run a Skill Challenge poorly. The main skill used was Strength or Athletics, out of which no one except the Knight was trained in. Once per Encounter, though I allowed a mass Aid-Another with Diplomacy through Encouragement, a Religion check to pray for divine aid, and Insight / Nature to figure out a better path to steer the ship towards, the lack of preparation was ghastly and it showed. In fact, if I had actually planned for a Contingency properly, it might not have been a Skill Challenge at all.

2) Warehouse Slaver Raid

Background
It is now night time, and the Heroes have tracked Slaver activities to a Warehouse, and have just fought some guards. The ruckus created was sufficient for those inside to hear and prepare for their arrival. Apart from knowing their enemies were Slavers, the Heroes had no idea they would have to deal with hostages.

DM Plan
The ground floor is well lit but the higher floor that runs around it is in dim light. The Slavers start on the higher platform 10' up, where some crates provide cover or superior cover for the Slavers to hide and fire on the Heroes. 2 Slaves can be kicked down from the higher platform to fall to their deaths below, and 1 more Slave is bound and gagged in a chair ; if the Heroes move to try and free him, the Slavers will drop a crate on top of both of them (which can be noticed to be suspended from the ceiling).
Slavers will threaten to kill the slaves / hostages while the Heroes can try to parley for their lives. Or the Heroes can rush in and engage them, which will likely result in the deaths of the hostages. If all the hostages are dead, when the Village Guard come to investigate and there are no neutral witnesses, the guards could well turn on the Heroes for trespassing on the property of the Slavers. 

Set Up
Heroes : 5x Lv 4 Heroes : Warlock, Shaman, Rogue (Crossbow), Warlord (new player), Wizard
Slavers : 1x Half-Orc Warrior (Brute), 4x Rogues, 1x Elite Halfling (Rogue)
Hostages : 3x Hostages : All are gagged, 1 is tied to the chair, and another 2 bound and lying on the floor near the Platform edges. All are minions, and each gets to fail 2 Death Saving throws.

Actual Encounter
Instead of peeking in first or sneaking in, the Heroes elected to kick the door open and march in the frontdoor, led by none other than the Rogue, and everyone could notice the bound Slave below. The Half-Orc threatened the Heroes to leave or he would kill the hostages, even as the party Shaman noticed there was a large crate above the slave on the chair, and if the rope was cut the crate would fall on the slave, likely killing him.
While still deliberating what to do, the Slaver Rogues fired on the Heroes, causing most of them to charge up the stairs at the side of the platform. Making good his threat, the Half-Orc kicked one slave over the edge, but the Wizard managed to get in a Feather Fall on him (DM Discretion since it is not an Immediate action), causing him to land safely. As both sides opened fire against each other, the elite Halfling emerged, firing on the Heroes, hitting hard enough to catch their attention. The next round, the Half-Orc dropped the crate on the slave in the chair, crushing him to near death, while creating a 5' high "area" that could be used as a "makeshift stairs"
The rest of the Encounter was regular, with the halfling escaping as he shot around. Despite having 2 Leaders, including a very cooperative new Player, the Heroes did not bother to heal the dying man and he died before anyone attended to him. The remaining 2 Hostages were grateful, and when the guards came they managed to help the Heroes avoid getting branded as malicious thugs.
While the Encounter overall was enjoyable, it lost a fair amount of element that could have made it more interesting.

Hits & Misses

Miss - Roleplay : A lot of roleplay was lost by gagging the Hostages. A lot. It was simply such a wasted opportunity. The obvious reason to gag the slave was so they could not point out the crate above, but even if the Heroes did not have a high Perception Character, that was more wasted opportunity than anything else. With the Players unable to relate to the Hostages and focused on defeating the Slavers, this was not as interesting as it should be. Further, when the hostage was dying, if he was not gagged he could have been groaning or some such, or another Slave (the one who had feather fallen beside him) could have yelled for help. Both opportunities were impossible though, since they were both gagged. Maybe I could have made the conscious one managed to bite aside his gag enough to shout for help.

Miss - Poor Action Planning : It was not stated, but the Half-Orc basically managed to make only 1 Attack throughout the entire Encounter. He spent 1 Standard Action kicking a slave down, another Standard slicing a rope, all while being the primary exposed "badguy" that the Heroes thought he was. He went down so fast, the hostages being there taking up his actions made the Encounter much easier than I had planned. This could have been mitigated simply by me preplanning a bit so he could use Minor instead of Standard Actions to deal with the Slaves.

Miss - Poor Negotiation Planning : My planning only went so far as to be like "If the Players hesitate, the Slavers take the chance to shoot them." Frankly, I didn't even know what the Slavers would have wanted if the Players had agreed to leave them alone for a while. This really missed out on what might have been an excellent non-combat Encounter negotiation and from portraying the Slavers as having their own sensible agenda. 

Hit - Misdirection : The Half-Orc successfully misdirected attention to himself, making the Heroes think he is the "head", when actually he was not. In truth, the Halfling is the mastermind running this small operation. In keeping with his personality, he speaks little and does not draw attention to himself in potentially combative situations, until it is time to strike.

Miss - Slavers "destroying" the Evidence : the Slavers might have acted to kill off the slaves when it seemed obvious they could not win. That would have added an urgency in the second part of the fight, making it less grindy, although the slavers were also trying to flee.

Miss - Letting the Players in on the Consequences : Frankly, this was the biggest mistake and what really messed up the whole hostage rescue. The Players probably didn't expect hostages, but even more so, they weren't informed of the consequences of letting them all die (the Village Guard might have turned against the Heroes), nor were they aware that if they had rescued all of them, they would have gained an increase in Reputation, which stands for something in my game. There was really only one viable way of communicating this, that was to have the Slaves talk... again the Gag messed with this.

3) Orc Attack on Village (Detailed Example)

Background
Around that area of the Kingdom, a few villages have been razed and destroyed, presumably by a band of marauding Orcs. The Heroes arrive in the morning to the last village in that vicinity, only to find a depressed military Officer who is trying to get a Militia organised, though he is clearly expecting to lose. When night falls, the Orcs will likely attack.

DM Plan
Before the fight, the Heroes can prepare for the Orc invasion as well, by finding information, gathering the people in the middle of the village so that there'll be less casualties. How well the Militia and Officer listen or ignore the Heroes will also depend on their RP during the day. 
Meantime, the Orcs outnumber the Heroes vastly, effectively just over 2 Encounters worth of Enemies at about EL+1-2. They would attack one of the few cluster of huts along the outskirts of the village so the Players do not know where they'll come from, before carrying on to the centre. In the actual Encounter the Orcs use fire to burn down the huts, causing the civilians to run out where they will butcher them. The Heroes can let the Orcs be naturally distracted by this carnage and take them out piecemeal. The Officer and his ill-trained Militia will support the Heroes as well, if necessary, so the Heroes have a fighting chance against the Orcs, though most of the men will likely die.
The Success and Reputation of the Heroes depend on how many people die in the Encounter, and how much property the Orcs destroy. 

Comments 
Though 4E is primarily combat-based, this Encounter aims to incorporate Roleplay Aspects, and there is a lot of information and advantages the Players can stack on prior to the game.  Though it is a Heroic game, there is a very definitive note in that being Heroic now has a real impact, possibly involving sacrificing the lives of others so you have a chance to win the day, or charging into the Orcs with the foreknowledge that while being Heroic, it could easily result in a TPK.
I knew my Players were into Heroic Fantasy and knew that Reputation would be tracked in the game. A less Heroic party might need more incentive to risk their neck for a poor village.

Pre-Encounter RP
The Heroes Roleplayed to cheer up the Officer, who got angered by a poorly worded question from a party member. The party Warlord stepped in to calm the frayed nerves, and then encouraged the Officer before accompanying him to train his men, gaining their respect and friendship. In describing the Militia I made it clear that they were unlikely to last long against Orcs of any kind. Although the Heroes wanted to ambush the Orcs, they did not know the direction of approach, but the Officer assured them he had men posted on the outskirt perimeters to try and detect them in advance. When asked about the number of the Orcs, the Officer guesses that for they probably arrived by ship from the coast, and their numbers were probably pretty large. The Party and the Officer discussed evacuating the village, but there was nowhere safe to retreat to, and outside of the village they'd be even more vulnerable to being attacked by Orcs.
Finding out from the Officer that the Orcs might use fire, the party Bard decided to do a Fire Safety Talk, and the rest of the Party helped him rounded up the villagers and some militia for the talk. The Bard entertained the Villagers for a time, before sending them back home as the night deepened.
The party Fighter was not satisfied with being unable to anticipate the Orcs' attack, so he climbed to the roof of the 3 storey-inn to see if he might catch glimpses of the Orcs. Although he did not have darkvision, he reasoned that he would be able to see fire being lit from a distance, and the Heroes' reaction would be faster than if a Militia lookout were to come running back to the centre of the village. This paid off later when he saw the Orcs coming before the Officer's men came back to warn the Party.

Encounter Set Up
The actual Encounter took place in a long map, with 6 huts interspersed along the way. The Heroes and Militia were supposed to come in one end, and the Orcs at the other end, albeit with a pre-adjusted low Initiative. 
Heroes : 4 of them. Fighter, Hexblade, Bard, Warlord. Level 8 Characters, mostly unoptimised.
Orcs (single Initiative)
1 Orc Eye of Gruumsh (Lv 10 Leader), 1 Bloodrager (Lv 9 Elite), 8 Orc Warriors (Lv 9 Minion), 6 Orc Spearmen (Lv 9 Minion, with Reach),  5 Orc Grenadiers (Lv 6 Artillery)
AI Limits : The Grenadiers always target clusters of enemies with their Bursts. The Minions generally attack anyone who is nearest. The Eye of Gruumsh makes the Minions especially dangerous.
Allies (single initiative)
Officer : He is effectively a Level 7 Monster with MBA doing 1d8 + 10 damage, has Come & Get It. He gets hit by Orcs on a 12+ and hits on a 8+.
Militia (1 HP): The Militia are Minions, that get hit by Orcs on a 9+. They hit on a 11+ and do 7 damage per hit. From the Fire Safety Training, they can use a Standard Action to grant the Hut a Saving Throw with a +2 modifier, and on a Save the Hut is no longer on fire.
Huts (2 HP): They catch fire easily, when caught in a Grenadiers' Burst Attack, which autohits but does no damage. Once they're set on fire, they make a Save every Turn, failing which it takes 1 point of damage. If attacked by a physical Attack, the Hut gets hit and makes a Save, failing which it takes 1 point of damage. The Huts have a frontdoor and backdoor and have 1d3 Civilians in them.
Civilians (1 HP): Civilians emerge from Huts once it starts to Burn. Unless they are warned from outside, they emerge randomly at any door.  They are hit on a 6+ from any Orc. They also die if they're still in the hut when it collapses. 

Actual Encounter
Due to the Fighter's foresight, the Heroes were able to arrive there sooner than (the DM had) expected. I did not make them roll any Athletics checks, or Diplomacy to convince the Officer to come, they simply all went together. To simulate their advantage, I told them they could automatically win Initiative and be on one side of the Map, or start on any square on the edge of the map and take Initiative as normal. Seeing the map, they chose the second Option, and before they placed themselves, I would place the Orcs first. You could see the looks of shock / surprise on the Player's faces when I placed down all the Orcs down, most of them spaced 1 square apart. They filled about 3/4 of the 8"x11" map I was using back then ( the entire scenario was 32" x 11"). Then I asked the Players where they wished to place themselves first.
Now, many people have different views on RP, but I think this was the first time I saw RP in practice during an Encounter. With the sheer number of Enemies, there was a direct conflict between surviving / winning the fight, and being the Heroes that the Players imagined their Characters to be. There was plenty of terrain for the Orcs to busy themselves with, but this would most certainly translate into loss of lives or at least damage to property. 
The Heroes decided to be Heroic and screw the consequences, so the Fighter and Hexblade entered close to the Orcs, making it easy to cut them off from the huts, while the Leaders kept out of sight, but close enough to heal. The Warlord asked the Officer to lead his men away, to stay hidden and put out fires, to which he assented, except the Officer himself kept reasonably near the Leaders but not within 2 squares. 
The Hexblade went first in Initiative, activating his Emerald Shield, charged for the Eye of Gruumsh. The Fighter expected to back him up, except the Orcs acted first. The Hexblade was faced with the Bloodrager, Eye of Gruumsh, and was completely surrounded by Orcs, but his high AC (and my poor rolls) kept him from going down. A few other Orcs went to pin down the Fighter (he being the closest target to them), and the Grenadiers exploded the area near the 2 Leaders who were within Burst 1 of each other, and the first Hut started burning. 
The Fighter dispatched 2 of the Orcs adjacent to him with Cleave (both of whom used a Death Strike on him), then provoked OA from remaining 1 adjacent Orc to move into position. He then Action Pointed with Come & Get It, pulling Orcs off the Hexblade and onto him. With that AP he took out at least 7 of the Orcs, but they all did a Death Strike on him, mostly with CA, and he promptly went down. 
The Warlord and Bard did their best to take out the Minions, but lacking burst powers there was little they could do, except spread out to avoid the attacks from the Grenadiers and heal the fallen Characters. When the Allies' turn came up, the Officer asked if they'd like his men to come out from hiding, but the Players told him to keep them to putting out fires. They also asked him to get his men to escort the people out of the hut to safety, and their instructions were heeded.
In short, the rest of the Encounter was gripping with many times the Characters were clearly in over their heads and the Officer offered to have his Militia charge the line, but they refused and told him to keep his men back. The Characters did run out of heals with 1 Character down, but they managed to struggle through and triumph. That said, after the initial decision-making, it was a fairly standard Combat Encounter.
During the battle, 2 Huts caught fire, out of which 1 burned down but the other was safely extinguished, and the Militia helped to escort many groups of Civilians off the map. The Characters gained considerable Reputation from their Heroics.

Aftermath
We ended the session after that 1 Encounter because they had taken quite a lot of time doing the pre-Encounter RP, mixing around with the NPCs.  After the game, I asked the Players how they felt about the Encounter, and to better understand their motivation, and did the RP aspect get through.
I asked the Hexblade why he charged in, so he asked me what was the alternative, let them go in and burn huts and hack the villagers? Anyway he thought with his Daily Powers he had a better chance of surviving, so he did it.
I also asked the Fighter why did he Come & Get It such a huge number of Orcs, given that he knew full well that they would all be doing Death Strike on him. He shrugged and said, if he didn't then who should? Anyway he's the Defender, just doing his job, and they're supposed to be Heroes anyway. 
Damn straight they were, and they knew it too.
That said, they all said the Orcs were unexpectedly hard. They knew some would be Minions, but they were surprised at the number of non-Minions and the very painful Grenadiers. The quality of the Orcs were also surprising, that's when I told them that's about 2 Encounters worth of enemies. It was implied they were used to Encounters where the quality of Enemies were adjusted for them.

Hits & Misses


Hit - Roleplay : The Players enjoyed the RP and they felt the RP contributed significantly to the events of the Game. It was clear the Fighter's lookout affected the pace, and I emphasised that without the Fire Safety talk the Militia would not be mentally equipped to handle the burning Huts. (In fact I did not originally have any mechanics in place for the Militia handling the Fire). The Officer also sometimes ignored the Party member who had angered him early in the RP, but overall acted to benefit of the Heroes since the Warlord had befriended him.


Hit - Letting the Players in on the Consequences : The Officer kept the Players officially informed that the Orcs intended to slaughter everyone in the village, as had been deduced from the other villages that had been annhilated. While this did not directly affect the Players, the mental preparation made them more determined to ensure the marauding Orcs did not succeed, and this was emphasised by the Officer's state of despair when they first showed up, fully expecting to perish fighting a battle he could not win, to die for no reason whatsoever at all.

Miss - Heroic Decisions : Though the Players appeared Heroic to me initially, in retrospect it was clear they had expected the large number of Orcs to be adjusted towards the Standard Encounter XP Budget. After the initial foray though, it was clear that they became aware the difficulty had not been watered down, which brings us towards the next point. I could have tried to emphasise the overpowering numbers of the Orcs, perhaps by having 1 survivor from a neighbouring village.

Hit - Heroic Sacrifice : Because the Players realised the Encounter was challenging if tackled head-on, throughout the game they would have to choose between making more Heroic decisions or more tactically sound decisions. This included the Fighter charging into the Orcs and using Come & Get It, and the rest telling the Militia to stay behind while the Melee Characters were being cut down. There was a point in time where the 2 Leaders actually argued about if they should ask the Militia to come in and soak some attacks so they could get the Act back together. By making decisions in an Encounter that factor the well-being of the NPCs and not just those of the Characters themselves, the Encounter became richer and more meaningful.

Hit - Distract the Grenadiers : This is a subset but specific case of Heroic Sacrifice. Basically when the Heroes stopped clustering, the Grenadiers would aim so that they could hit at least 1 target and get a Hut burning. After the Heroes realised this, the two Leaders decided to be close enough to draw Grenadier fire without having more Huts set on fire. It was a difficult decision since the Grenadiers were relatively accurate and hit for decent damage.

Miss - Civilian Interaction : In my mind, part of the fun of the Encounter was to have the Heroes charge in front to try and prevent the Orcs from slaughtering fleeing Civilians. That didn't pan out because of the Heroes positioning, but it was sound plan given that the Players wanted to save the Civilians.

Miss - Use of Terrain : I had planned the Huts would burn down to form DT, providing cover and also funnelling the Orcs into the relatively narrow corridor in the middle of the huts where the Players would have an advance. As per above, the positioning to fight in the open beyond the Huts made this of little consequence, except when the Bard had to Fey Step behind the Orcs line and AP to heal the Hexblade who had fell a second time while out of his Healing range.

Miss - Reputation Rewards : I had planned that once the Encounter was won, with such good outcome as they had there should be a time of celebration and thanks from the Village. Due to time constraints I forgot about this, and the next game the Party decided to go finding the Orc camp in the night, and after that the Celebration was a cursory mention. I also played down the Reputation increase, since the Village was just a remote Village in the large Empire. This failed to play up to the Heroism of the Characters sufficiently and there was no mention of their success in the later part of the game, when it would have served to remind them of the gratitude of the NPCs which in turn would increase their Immersion.

Miss - Choice of Surprise : The decision to let the Players place themselves nearer the Orcs was an impromptu one due to the Fighter being on the lookout, and a Player suggested place themselves near but OFF the map, so as to surprise the Orcs. In retrospect I should have allowed it, it might have made the fight go fairly differently.

Miss - Stage-Based Objectives : The Orc Encounter was really the second Encounter, the first being a relatively simple Bandit fight. Depending on if the Heroes managed to recognise the Bandits were not that bad, they could actually persuade them to help against the Orc invasion. However, this keyed off the party accepting the quest from an NPC and getting it done during the day. The NPC was an arrogant prick who annoyed the Players, and the Players sensibly elected to use the remainder of the day preparing for the Orc invasion instead of doing something else that may weaken them for the later Encounter.

Miss - Different Motivations : Though the scenario was ideal for that group of Players, but it did not appeal to a wide range of Player motivations. I also had a Player comment to me like, "If we're Heroes, why was it so tough?" The difficulty of the Encounter as an introduction to the campaign made a Player who was there to be looked up to as a Hero in-game feel relatively fearful and unsettled. 

Hit - Non-Standard Encounters : The Encounter brought out to the Characters that I did not follow the XP Budget rules, but built the Encounter based on what was felt to be realistic. This put them out of the mindset that the DM would tailor the Encounter difficulty so that they would be able to handle it. In later interactions, they became more careful and unless required they generally did not use Daily Powers.

IN CLOSING

While this was a lot of detail on Hits & Misses throughout the 3 Examples, hope it gets the ideas flowing and also to watch out for such mistakes in what you plan. 

Next up there will be more general Examples, with less details (boy was it tiring writing all this in detail...), more subject matters that might generate some idea, set off some sparks, and a caution on the misses along the way.

Thank you for reading, and here's to a better Game! :)

Sunday, November 25, 2012

Compelling Encounter Design Part II : Finer Details

Recap from Part I

Previously we mentioned on what makes Encounters interesting, and then in broad sweeping strokes, about :
1) Settings & Encounters : how interesting Encounters are dependent on Settings
2) Letting your Players In on Consequences : putting Consequences in and ensuring that the Players know about them
3) Motivations, Roleplay & Creating Empathy : understanding Motivations sufficiently and using Roleplay to draw them out.

Now in this Part II, we move on to more Finer Details :

4) Victory Conditions & Multiple Endings

The first thing to note is that there are no explicit Defeat Conditions. Failure to achieve an objective does not mean Failing the Encounter, but likewise it means there is no Total Victory.

Unless you are running a Lair Assault of some kind, generally in a Campaign an Encounter should have only 1 "mandatory" condition which lets the story continue, and that is so long the Party does not TPK. Everything else can be made Optional, even if it may result in failure or interruption of the Quest.

Other Victory conditions might relate to the following types.

a) Fixed Objectives : Objectives where either the Party succeeds or they don't.
Capturing or Killing the Villain. You either do it or you don't, it is typically as simple as that. Likewise, when rescuing a Hostage, you either Succeed or you don't.

b) Progressive Conditions : Conditions where the situation gets worse, making the fight more difficult or reducing the Benefits in the case of a Win. Note that a Progressive Condition need not be something the Characters act upon ,though perhaps they might be able to act on it. It could be as simple as how quickly they finish off the fight determines how well they Win.
An example might be fighting while a fire billows around the environment, after the 4th round everyone takes 5 fire damage every round. If the Characters triumph before the 6th round they have time to loot, otherwise they are forced to evacuate without any loot. Another might be where there are 7 hostages, and each round the Golem kills a hostage. The more hostages survive, the more Reputation and Rewards the party gets. However, a Player can take the place of a fallen Hostage, and in return gets hit by the Golem instead.

c) Stage Based Objectives : Achieving the Objective helps to make the Next Encounter easier. Example is if the Party can defeat an Enemy this round and take his Device, they might be able to control the traps in the room making the next Encounter involving Waves of Guards rushing in relatively easy to defeat. Another Example is if they manage to retrieve the Tome from the fire before it burns completely, they may find a Ritual that makes the next Part of the Quest easier.

d) Aiding Objectives : Objectives that when achieved make the Encounter less hard than original. A Classic Example include disarming a troublesome trap that does more damage every round. Another example involves defeating Ritualists that channel Energy into the Main Enemy, making that Main Enemy weaker each time they manage to destroy one.

e) Reinforcement Objectives : These Objectives prevent the Enemies from adding to their numbers and making the fight stretch on.
An Example involves 2 Guards arriving from a Door every Round, and managing to kill off the Door Warden and then lets you close and lock it, so more Guards cannot arrive. Another Example is preventing Wraiths from killing Guardsmen and Civilians, since those who are slain rise as another Wraith the following Turn.

f) Puzzle Solving : These are Puzzles that may be required in order to harm the Enemies. The difference between a Trap and a Puzzle is that it involves thinking by Players rather than Characters passing Skill Checks. Skill Checks can however still be used to provide helpful information to the Players.
An example would be a Combination, Tile-triggered Lock where the Characters have to occupy the triggering squares in a certain sequence, or they all take damage.

g) Bonus "RP" Objectives : These are objectives that make sense to the Setting, and if they succeed they get even more Reputation and/or Rewards, or even do nothing but give Players the sense of Satisfaction.
A real example is a large Orc Warband outnumbering the Heroes attacking a village at night, and the Heroes face them off amidst Village huts with slumbering Villagers. The Heroes could take them out piecemeal while the rest burned huts and slaughtered civilians, or charge them to protect the Villagers but in the process take a lot of punishment and risk a TPK.
The freedom of choice in this Example can really create Player satisfaction, and shows that RP is not just in talking, it is also shown in Action in an actual, potentially lethal Encounter.

h) Alternate Win Objectives : These objectives might involve the Players trying to do something else that can end the Encounter completely. The most classic example involves trying to unlock a Door or Gate so they can leave the Enemies behind, or slam the door shut behind them. Another example would involve trying to convince a group of attacking Constables that they were framed and are innocent.

In general, avoid too many Victory Conditions at one time. There should be no more than 2 of these every Encounter, although negotiating a Truce in the middle of a fight can be a suitable Roleplay Tool. Note also that Skill Checks are meant to be flexible, and you can change the required Action so that it is appropriate. In the above Example of negotiating a Truce with the Constables, you might limit it to 1 check per Minor Action, or else the process of communicating is but a Free Action.

Three-Way fights are a special category that fall into many of the categories, notably b) d) g), and I've run them many times and found them enjoyable, memorable and sometimes cumbersome affairs. They are also very fun to RP around, especially if the Characters are trying to convince Soldiers to listen to them, against the instructions of their Officer. I will touch more on these later in Running an Encounter.

When planning, remember that the Characters can and will likely fail one or more Victory conditions. Plan for contingencies so the story can continue, or how to elegantly end off the Quest. Have Multiple Endings in mind, and if there are a lot of Victory Conditions you can list separate outcomes for separate conditions, and how they interact.

As a natural part of Encounter planning, I encourage everyone to also plan for a TPK. This is a good policy, so that even if you know there is NO WAY the story can continue if the Party TPKs - for example if they are defeated by a horde of hungry wolves - at least you, the DM, are mentally prepared to end your Campaign there and then, or to pull out a Deus Ex Machina (I discourage these, but oh well) just so the story can continue after Failure.

5) Mechanics & XP Budget

For things related to Skill Checks , I prefer to use Easy to Moderate DCs if it involves everyone, or Hard DCs if the only likely Character to attempt is one who is actually good at it, for example the one trained in Thievery disarming a Trap.

Assuming it is a full Encounter, I recommend avoiding Skill Challenges that use up Standard Actions. Typically the simplest involve 4 Successes, and if this involves a Player sacrificing Standard Actions every round, he may feel penalised for being good at the Skill and not being able to participate in the Encounter proper.

For interactive RPs, I don't prescribe to a certain number of Successes or Failures. If the Heroes say the right things, they make a Roll (or sometimes they auto-pass if it is the truly right thing to say), and when I think the NPC is convinced, things just move forward. Working with the Skill Challenge format makes more things to track, especially in the middle of a battling Encounter.

Personally, there is another reason for not following Skill Challenges too closely - it makes you more free to Award XP. I suggest awarding XP based on your gut feel, typically no more than that of an Elite the same level, depending how well they did. If a Player did outstandingly well, then award bonus XP.

And if they did not fulfill the Objectives at all, then don't award XP. And this WILL happen if you run such Encounters with frequency, so aren't you glad you did not bother putting that into the XP Budget?

Three-way fights have large variance in assigning XP, especially if the Players did not contribute to that many Kills. Generally, I remove Enemies that the Players did not engage / defeat from the XP Budget, and then divide by number of Players. Occasionally, the Player's Allies contribute a significant amount of damage, in which case I treat the NPC as a Player to Divide up the XP. This is not very much encouraged though as this reduces the awarded XP very significantly. It may make the Players feel more unhappy about 3-way fights because they get to do less during the fight, compete with NPCs for the limelight, typically bear the brunt of attacks by monsters, and end up overshadowed by the NPCs and getting less XP. On the othe hand, if the Players did all the legwork and heroism, you can award them the XP for all the Enemies (as if they had no Allies), and this typically translates into 1.5 to 2.5 Encounter's worth of XP, and if XP matters to the Players they will generally feel good about it.

6) Running the Encounter

Firstly, you should prepare a sketch of the map, if it matters.

Secondly, you should have Stats of all the Monsters. When you are running a large scale Encounter, keep the Monsters simple. Minions and Mooks (2-hit Minions) are ideal, where they are either Up, Bloodied, or Dead.

Note that Rolling the Dice can often be used as an excuse to Control the Encounter.
Rolling Dice, especially if you're behind the DM screen, but it need not mean anything. You decide what happens next and your Players are generally none the wiser.

When running an Encounter I suggest creating a single reference paper, that roughly comprises of 3-4 lines per NPC. These help me a lot even for normal Encounters. Typically I use Notepad for this, below is just my preference, hope it helps.

NAME (description of Mini) - Level & Skills (only include Perception, 1 Escape, and Stealth if applicable)
DEFENCES ; MAX HP ; Current HP
TRAITS, if any (typically only used for Elites or Solos)
*AT WILL ATTACK : +X vs Def ; Hit Effect
*OTHER ACTIONS / ATTACK (Recharge 5+) : +X vs Def ; Effects.
If the Encounter Attack cannot be recharged, I delete it once used.

eg.
TIEFLING DECEIVER (Sword Tiefling) - Lv 10, Per +8 (low light), Acr +11, Stealth +18
23/21/22/22 ; HP 104 / 73
*Dagger MBA : +14 vs AC, 1d6 + 7
*Balefire : Ranged 10, +14 vs Reflex ; 2d6+8 fire, ongoing 5 Fire (SE), slide 1.
*Cloak of Vengeful Escape (Imm Rxn, Enc, recharge 5+ ) : Trigger : Hit by Melee Attack.
Effect : Teleport 5, does Balefire on triggering Enemy with +1d6 extra damage.

More Complex Enemies may have more Traits but max rechargeable 1 Encounter Power, plus something intuitive like a Healing Attack or Second Wind. This reduces your tracking by a lot.
eg. +2d6 damage with CA against the target or an Aura 2 that slows Enemies until End of Next Turn is far easier and more intuitive than tracking 2 Encounter Powers.
For a complex Encounter, I recommend using a single Initiative for all the Monsters.

In a complicated Situation, such as a 3-way Fight, it is very important to understand what the Enemy and your PC's Allies are going to do. Your Player Characters (PCs) are the stars of the show and don't let it be otherwise. And if you take too long to do your thing, Players can lose interest quickly. Hence, apart from Escort-related Encounters where Assassins may target a particular individual, Recommendations would be :

a) If an Enemy can target a PC or an NPC Ally, always target the PC. If an Enemy can target 2 targets and can target a PC and an NPC Ally, target them both, unless the PC is Bloodied, in which case take out the PC.

b) NPCs target bloodied Enemies and Enemies they can gain CA against.

c) Unless the PCs interact with the NPCs in some way, NPCs act on their own and don't generally coordinate with the PCs. If the PCs interact with the NPCs, I generally roll a dice (often for show) to let the NPC Obeys. If the NPC does not obey, the NPC usually Mentions Why not.

d) If a PC wants to jump in the way of an Attack to try to protect an NPC, or taunt an Enemy to come after them instead of an NPC, I generally let it happen. There are exceptions of course (like the aforesaid mentioned Escort-related Encounter).

e) If the PCs try to hide behind the NPCs, the NPCs will go down pretty fast. Again, there are Exceptions, typically in a group of Soldiers I will have 1 Officer who is statted like a Standard Monster.

7) Suggested Frequency

Not all the "interesting" Encounters are going to sit well with Players. More than half may even be relegated into regular hack-&-slash encounters. Well, that's just part of being a DM. You can throw out a lot of things, but be mentally prepared that at least half are simply going to go over the Players' heads.

One of the favorite things I like about such Encounters is that you don't have to sit down to come up with them - you can conceptualise them anywhere. Inspiration can come from anywhere, and if a particular scene or movie sticks with you, I suggest working it into your Encounters.

But back to the question - how frequent should things be? This actually falls back into Setting, or as Adventure Arcs. An Arc is usually a short adventure driven by a certain objective the Characters have to achieve. Typically it is about 3-4 Encounters long, and the last Encounter involves meeting a BBEG or some kind of Climax.

An "interesting" Encounter should typically be at the end of the Arc. Alternatively, if you wish your BBEG to be simply a hard fight, then have the interesting Encounter come in the form of a Puzzle or saving someone or beating the Army etc before you actually fight the BBEG who is trying to save his plan, or just trying to find the source of the disturbance and get rid of it / get his revenge. In any case, this sort of "interesting" Encounter is typically tied together with the Villain's motivations or the Setting, something related to his Lair, so on so forth.

If you have more energy and creative juices, you can throw in another "interesting" Encounters. In general, you can try and make 1 out of every 2 Encounters "interesting", with all kinds of inspiration. Take care to theme it to suit the Setting, rather than forcing an idea on the Players just because you like the idea so much. Also give Players the flexibility of choice to circumvent some elements of it if they foresaw and RPed accordingly. That is how Players feel empowered to Roleplay, not just through bashing through Monsters but setting up for an easier Encounter.

In Closing

The above details are mainly theories and ideas, but practical examples will likely serve better, and hopefully be more thought-provoking.

For Parts III and IV of this series, I'll be posting some examples I've tried out, with Hits & Misses. Admittedly, more Misses than Hits, but it is still good to learn from real examples and they might save you from making my mistakes, hopefuly.

And in meantime, here's to a Better Game!

Saturday, November 24, 2012

Compelling Encounter Design Part I : Putting It Together

What Makes Encounters Interesting?

4E Encounters are basically Players vs Monsters. Eventually, one side wins and the other side loses. Typically, only Players have Heals, and typically Players get rid of monsters one-after-another until there are only so few left, that Victory is a certainty and the rest of the fight is a Formality.

You've probably read this before. If you have, you probably know that altering a mix of Monsters, having interesting Enemies, memorable Terrain, adding a Second Wave of Monsters the works, all makes an Encounter more Interesting.

That's all true, but well, this post isn't about those topics. You will find plenty of references to those everywhere, from the DMG to the online Forums. Instead, we'll be covering the following notes over the next few Posts, tentatively 4 Parts.

Part I : Putting It Together
1) Settings & Encounters
2) Letting your Players In on Consequences
3) Motivations, Roleplay & Creating Empathy

Part II : Finer Details
4) Victory Conditions & Multiple Endings
5) Mechanics & XP Budget
6) Running the Encounter
7) Suggested Frequency

Part III : Live Examples

Part IV : More Live Examples

Live Examples are meant to be more practical and hopefully get your creative juices flowing. They may not just be sharing about Encounters I've Run (or tried to Run and failed miserably), but also about conceptualising ideas and turning them into Encounters, etc.

So without further ado, let's get started on this post proper - Putting It Together.

1) Settings & Encounters

The impact of a Setting on the Encounter should not be underestimated, and typically this may involve immediate concerns like raising the alarm, attracting wandering monsters, to more long term concerns like making an enemy of a noble or king, creating a reputation as a Heroic party, or as ruthless Mercenaries who leave devastation in their wake. And what if the Encounter is not much affected by the Setting? Then it is worth asking yourself - why run the Encounter at all? Just for XP?

Generally there are 2 kinds of "Overall" Location Settings : Wild and Civilised. Just about All Campaign settings use a Mix of this, and they both can impact creating Interesting Encounter Design. For example, in the default D&D 4E Points of Light Setting, the Civilised Setting would be within the "Day" Zone, Hammerfast, Nentir Vale, etc, and the Wild would be basically the "Night" Zone, Dungeons, etc.

In the Wild, Encounter Design would involve terrain, currents, traps, waterfalls, etc. In a Civilised Setting, Encounter Design can involve more elements, such as civilians, soldiers, constables, factions vying for power, hostages, etc. Neither are mutually exclusive, but that said, a Wild setting offers a lot less obvious options, and there are only so many times you can have the Heroes rescue an injured Humanoid before things get old. Plus, there is only so much Roleplaying and reasoning you can do when faced with large pack of beasts, as opposed to intelligent Humanoids with more on their mind than simply wailing on the Heroes.

Hence, I strongly prefer Civilised Settings for the wider range of Options, and I would advocate you consider likewise. It is good also intersperse travel to dungeons or covert operations that take a more "Dungeon Crawl" style even though it is in a Civilised Setting, with Consequences depending on what actions are taken at various parts of the Dungeon Crawl. For example searching some forgotten ruins under a city might at some point trigger a collapse, resulting in the City's Market Square above collapsing down, at least disrupting the City's activities, and at worse causing the deaths of many innocent people.

2) Letting your Players in on Consequences

It is relatively "easy" for a DM to determine that an Encounter has certain Consequences, be it for that Adventure Arc or a Campaign-long impact. In the above example, the Characters may come up with an ingenius way to try and collapse the ruined hallway onto their fearsome enemy, and the DM decides this will result in the aforesaid Market Square collapse. However, this is really only HALF of the story - the other, more difficult part is to impress on Players what the Consequences are, and let them decide which are serious enough not to ignore. Doing this without breaking the Fourth Wall or giving too much away is no easy task. In the above example, perhaps the DM might allow a free group History, Perception, Dungeoneering check for the Party to realize their location, and perhaps even hear the faint bustle of people going about their daily business right above them. In this way, the Players is less likely to feel that the DM is intentionally out to hurt them or discourage them from thinking of creative solutions, and if they fail the check and the catastrophe occurs, they don't feel that it was totally uncalled for.

So what are Consequences? They are incidental things separate from actually beating the Encounter, but which can impact a later part of the Adventure, or have a long term impact overall.
For example, Enemies might try to steal or destroy a mode of Transport that the Heroes have, perhaps a Rowboat which they are using to navigate the River. The consequences that would have to be impressed upon them is that the Rowboat would be important in helping them get to their Destination.

Yes, you as the DM might know the Rowboat is important, but if you are going to affect the Players' actions in the Encounter, they would probably have to know. Preferably in advance by the NPC who sent them on the Quest, so that at worse you would only have to remind them what was said earlier.

To be honest, I've run Encounters where I knew the Consequences of their Actions, but I did not make it clear to the Players. As a result, the Encounter was not as fulfilling or riveting, because the Characters took actions as if it was a regular Encounter.

That said, do not CHEAT the Players. If they do not know the consequences, make it known to them, and let them decide. If you have to, give the Player(s) a free Perception or Insight check to realise what they are doing. It is in Very Poor Taste to have the Players work for Months (real-time) towards an objective and simply fail at the last moment because they decided to do something for self-preservation, which none of them have any chance to know would completely destroy their Objective.

In context of the earlier example, imagine if the Characters let the Rowboat get hijacked / drift off, only to find their Quest has immediately failed. The Players could get very irritated with you.

As a separate note, I personally consider that to mislead Players into working for their Enemy WITHOUT them ever having a chance to realise it is also somewhat in poor taste. Sure, the Enemy may be a Supra-Genius, but then there is no sense of ownership since "We don't know and can't do anything about it." Without the Chance to make Meaningful Choices, Players eventually lose interest in the Campaign. The keyword here is CHANCE, which may include viable alternatives presented.

So as part of conceptualising a compelling Encounter :
a) Create Consequences for Actions other than simply beating up all their Enemies
b) Make Sure that the Players are Aware of these Consequences.

3) Motivations, Roleplay & Creating Empathy

There's 2 general kinds of Motivation among the Players
a) Why the Player(s) comes to play D&D
b) Why the Character(s) get into the Encounter

Ideally, both would be similar, and even much better if everyone playing has the same motivations, but that doesn't happen all the time. Of the two, I would still say Player Motivations matter more in an Encounter.

In my experience, the most compelling Encounters are those that touch the Emotions of the Players, and that is where Roleplaying comes in. Yes, I'm talking about those Detractors who say that 4E has no Roleplaying. Reality is that it has as much RP as we decide to put in, and the most common place to display is in the course of an Encounter.

A simple Example would be a Hostage situation. This is ideal in early Heroic, where there will probably not be immensely complicated Rituals that will destroy cities, and massive arcane traps might not make sense when you're sneaking into a barbarian chieftain's hut. Roleplay comes in depicting the Hostage, the struggles they make, the fear in their eyes, what not. The words of the Villain(s) as they threaten the Heroes and try to make good their Escape. The screams of helpless agony from the Hostages as they are gutted. And how the Heroes react to all of that, of course.

Note that Encounter Details that appeal to Player Motivations and their emotions do NOT NEED to have great consequences involved, but it can lead to Roleplay. Success can lead to Decorations, Reputation, etc.. but if it does not succeed, then it is just that, an unfortunate tragedy. No one need necessarily blame the Heroes, although if the Hostage was important enough, the Hostage's family might abhor them.

This is also ideal when you're first trying out these sorts of Encounters, as they are relatively forgiving when Characters fail to rescue the Hostages in the course of dealing with Villains. Of course, things can be quite different if the Characters were sent to Rescue rather than deal with Villains. The Encounter might even shape the Characters outlook, or more importantly, how the Players see their own Characters. Would they feel obliged to be more Heroic next time, or would they feel indifferent to the deaths of those around them, so long as they win?

Note also that NPC Motivations should also count, and most intelligent NPCs are hardly spoiling for a dangerous fight, especially if it looks like they might get defeated and killed. If the Heroes push all the right buttons making peaceful overtures during the battle, and have taken care to appear peaceful by intentionally knocking out enemies instead of killing them, it may be perfectly fine to let them bypass or to cut short an otherwise violent encounter. That said, the more advantageous numbers and terrain the NPCs have on their side, the less likely they are to simply "Surrender". So go with the flow, reward Roleplay by your Player Characters, and don't be afraid to give up on the idea of making it a Combat Encounter.

For Part II

We'll be moving on to the following, somewhat more technical topics, more specific ideas and recommended guidelines to run such Encounters.

4) Victory Conditions & Multiple Endings
5) Mechanics & XP Budget
6) Running the Encounter
7) Suggested Frequency

Trust this has been a helpful Post for you guys, or for veteran DMs, an interesting post to get your creative juices flowing.

Here's to a Better Game!

Thursday, November 22, 2012

The Threat of Death

Here are Optional Rules about Death Saving Throws to increase the Deadliness of 4E. If gamers have complained that 4E is too safe, here are rules that make it more dangerous.

This is especially a problem in late Paragon / Epic, since there is no point playing further if the Players don't feel any Sense of Danger. This is also a common complaint from Players of earlier Editions. Sure 4E is tactical, but you'd have to be really dumb and unlucky to die...

These Rules are probably most ideal if you don't already resort to Coup De Graces.
Coup De Grace is arguably enough, but not for all Encounters especially if like me, you like using Ranged Enemies, or if your Melee Brutes are already down by the time someone falls Unconscious. It may also be antagonistic to Players, and you may have to be artificially "forgiving" to not be obliged to kill someone prematurely. 
So even if you do, these Optional Rules might help you.

Issues with Death Saving Throws

Issue #1 : No Need for Death Saving Throws

My Party (well, actually it was me, while I was the DM teaching the system) engineered a way around Death Saving Throws. If someone looked like he was going to go down, ie Bloodied, he simply delayed until after the Leader's Turn. If the Leader was the one going to go down, he delayed until after someone (typically a non-Striker) who could bring him back up with Second Wind had gone.

That way, if my Monsters reduced him to 0 HP, he would get healed before his Turn came up, typically stand up (they all have Acrobat Boots on) and carry on as if nothing happened. Apart from expending the Leader's resources and creating a sense of Drama, there isn't even much tactical advantage in downing the Hero.

To add insult to Injury, the Leader typically expends only a Minor Action, and can carry on with his Standard Action as normal. This was less of an issue in earlier Editions, where the Leader typically had to spend a full Turn to cast a Heal, at last taking 1-2 Party Members out of the fight, but with Minor Action Heals, it is different.

Eventually Players may feel that "Reduced to 0 HP? No big deal, happens all the time. Just part of Adventuring, no sweat."

Issue #2 : Unfailable Death Saving Throws

Disciple of Death aside, there are Heroic Feats taken by 1 Character that grant a party-wide +5 bonus to Death Saving Throws. To make things worse, there are items that increase this bonus further!
 Not to mention, Items that totally negate the need for Death Saving Throws, or let you roll 2 Saves and take the better result. And Warforged Resilience, of course.
The List goes on...

Issue #3 : Revenant-Cheese

For those of you who don't know about it, here's how it works :
- Revenants can choose to stay Conscious but Dazed after they are reduced to 0 HP. Once they fail 1 Death Saving Throw, they fall unconscious as normal.
- They still take Death Saving Throws as per normal, but they can typically increase their Death Saving Throw Bonuses so that they only fail on a 1 (or maybe, not even on a 1). See Issue #2
- There are also Items and Epic Destinies that ensure you automatically pass a Death Saving Throw.

Meantime, while they are below 0 HP, they typically benefit from the following Feats, Items & Rules
- Revenant feats, notably at Epic, grant the Revenant Insubstantial and extra Move and Minor Actions while they're below 0 HP. Another Heroic Feat grants a Minor Action.
- Superior Will feat allows them to save against the Daze. Passing this returns them back their "lost" Move and Minor. All-in-all, they get 1 Standard, 2 Moves, 3 Minors, every turn, assuming they pass their Superior Will Save.
- Belt of Sonnlinor Righteousness, presumably meant to keep Characters from dying while unconscious, grants them Resist 20-30 to ALL damage while under 0 HP.

Effectively, the Revenant has to take an insane amount of damage before reaching Negative Bloodied, and it may be impossible to get the Revenant to fail a Death Saving Throw. This takes away a lot of excitement from the game.

Optional Rules

These rules are suggestions. They may be adopted in part or in full, or modified etc.
I tend to keep Rules and Fluff separate, but sometimes it may help in your explanations to your Players, so I've included some mention below.

1) Save against Death whenever Reduced to 0 or Less HP

Whenever you take damage that reduces you to 0 or less HP, you make a Death Saving Throw. Players are likely to be more cautious about going down. But of course, that is no big deal if you literally can't Fail a Death Saving Throw.
Fluff : "The Demon ripped a chunk out of Bolg the Barbarian that should have killed a normal person,  but even as he fell to the ground his innate resilience stood him in good stead. He was still alive, albeit barely, as his guts spilled out around him."

2) Death Saving Throw Bonuses apply only for One Roll until End of your Next Turn

Yes, I know you have +9 to Death Saving Throws, +11 with Potion of Heroism. Yes, I know that you're a Disciple of Death serving the Raven Queen. Yes, I know you are a Warforged.
Since now with (1) you may take more than 1 Death Saving Throw per Round, this rule is that you only get to benefit on the FIRST Roll. Which means when it is time to take your Second Roll (or More, if you are hit by more attacks and take ongoing Damage), you have to take an Unmodified Death Saving Throw, passing only on a Natural 10 or more.

This Rule has a good advantage because it does not overly penalise non-Revenant Characters who stay "dead" or only become a viable target after they are Healed. For Revenants who are targeted by Enemies, after being hit the first time, they have about a 50-50 chance of failing the Death Saving Throw when hit. Not to mention, the Death Saving Throw they have to make at the End of their Next Turn. Put bluntly, it nerfs them hard.

Fluff : "Bolg being her servant, the Raven Queen had helped him survive the deadly blow, but now he had only his own inner reserves to turn to, and the whims of Fate..."

Edit ( 27 Nov 2012) : An alternate House-Rule that is easier to remember might simply be this - Death Saving Throw bonuses are capped at +5. So you always fail on a 4 or less. This would be a lot more elegant than what was originally proposed under Item 2), and makes Item 3) much more Optional.

3) No Other Saves while Unconscious

Apart from Death Saving Throws, how does a Character make a Saving Throw?
Well, RP wise, a Character would have to find some way to get rid of an effect, be it patting out the flames burning him, or stanching a bleeding wound, or shaking his head and trying to snap out of the Domination, etc.

Can a Character do any of these things while Unconscious? No, not at all.
Combined with 1) and 2), this makes ongoing damage an exceptionally useful way of killing off Characters with high bonuses to Death Saving Throws. Even with +9 to Death Saving Throws, the Ongoing Damage uses up the insanely high bonuses that they get initially, forcing them into an unmodified Save they could fail at the end of their Turn.

Note that when Stabilizing a Character under these Rules, it should grant a Save against all other Effects that a Save can End. Otherwise it would take at least 2 Standard Actions to Stabilise a Character taking ongoing damage - first to grant a Saving Throw against ongoing damage, second to Stabilise.
(Credit to Clement for this!)

Fluff : "As Bolg lay on the floor unconscious, the flames lapped at his battered body, and the smell of burning flesh clung thickly in the air."

Other Considerations

Monster Damage based on an average of Lv + 8 has been arranged so that it takes about 4-5 hits to reduce an Average Character gaining 5 HP per Level to 0 HP. Given that typically there are 5-6 Monsters facing off against a party of 5 Adventurers, it is not likely that 1 Character will be dropped in the 1st round.
However, Brutes do about 25% more damage, and can down a Character in only 3-4 Hits, and less if they use Encounter Powers.

By the Time a Character has failed 1-2 Death Saving Throws, it is possible the Character will be fleeing for the exit or repositioning to be hit less.

In terms of practical repercussions, if you want 4E to be just as "easy" (which kind of defeats the purpose if you ask me), you may wish to consider 1 or max 2 of the following
1) Reduce all Monster Damage by 4
2) Select Non-Brute Monsters
3) Use Monsters with Encounter Powers that do less Damage but to more Targets.

To prevent an unexpected TPK, you may wish to start at EL+0 or EL+1 with these Rules initially, and refrain from Knocking Out the Party Leader until you have some Feel for how the Rules impact the game.

Get a feel for your Party's capabilities before upping the Difficulty of the Encounters :)

Here's to a Better Game!

Demise of 4E : Beginning with the End in Mind

Beyond the Demise of 4E

With the advent of D&D Next and the relatively poor reception of D&D 4E by the Player Base (or simply in terms of Sales Figures), it seems quite certain to me that 4E is coming to an end. That said, to date it is still far and away the most tactical game I've ever come across, and I look forward to seeing carry on long after WotC has put the gravestone on it. Though there are likely fewer people playing 4E nowadays, this blog is dedicated to those who still love and enjoy 4E like I do.

4E was exceptional for me, since I found it very easy ( though not always ideal ) to simply create Enemies in 2-3 minutes or so, as and when needed to. As I told my friend, I would never waste my time DMing 2.5E or 3.5E where not knowing some rule somewhere, or failing a critical Save, would mean an Encounter I spent hours building could be blown through in a moment.

This Blog is meant for those who want to see the Tactical gameplay carry on in some form, but with more meaningful Adventures, Player Choices ; Campaign Setting Creation and Tips to make a richly interactive world ; ideas and mechanics to more interesting, deadly or versatile Encounters ; simple and intuitive Tools for Players to create Characters ; and Modular Rules for DMs to try out into their game

I'll also be doing some Light Reviews and comments on Adventures, ideas and scenarios for DMs and Players alike. I'll also be writing Plot Ideas to hopefully spark the interest of readers, and occasionally putting up a short Adventure as and when I get down to it. You can see the Full List after a little about Myself.

Brief Background

A little bit about me, I'm a just-married working adult and studying a part-time postgraduate, living in the fastpaced society of Singapore. I've been a long time fan of D&D, once an avid player and modder of Baldur's Gate 2. There's only a few Table Top groups here (to best of my knowledge), and I was initially reluctant about Table Top Gaming as it was too easy for session spanning a precious few hours session to be wasted as the punching bag for some DM in 2.5E or 3.5E. A friend got me hooked onto Table Top 4E, and to have a less linear Adventure (my DM ran a WotC module) I got started DMing since Feb 2012, and have been running almost every week ever since.  I also carried on playing with my original group, which recently completed the Campaign.

Among other things, I enjoy writing stories, stat blocks, and (recently) reverse-engineering game systems. Since May 2012 with my understanding of Edition Wars where I got tired of people complaining and would much rather come up with a solution, coupled with Announcement of D&D Next, I've started to work on my own RPG, tentatively calling it Unbound.

Game Development

The Premise for all the following work is simple :
1) Compatible : Unbound Characters should be compatible with all 4E Modules. Likewise Unbound Adventures should be compatible with all 4E Characters.
2) Simple Character Creation : It should be simple enough for Players to build and create in under 30 minutes. Feat Tax should be eliminated and Stats made intuitive.
3) Single Source : Each Class should have no more than a single Source of Reference, except for Feats & Items. No more flipping through multiple books or scouring the compendium.
4) Quickplay Classes / Builds : Quickplay Options allow New Players to get started without reading Character Creation Rules, even to the extent of neglecting Stat Selection. Quickbuild Options allow Players to try out new Classes without having to wade through tons of Powers.
5) Quickplay Feats : Quickplay Feats build a simple suite progression that does not sacrifice functional optimisation.
6) Optional Rules : allow larger degree of Balance within the same Role, across Classes. This means that with a few tweaks, Striker Class A need not be inferior to Striker Class B in terms of numbers, etc.
7) Simple Optimisation : Above Items also means it should be relatively Simple to achieve at least a Moderate Optimisation. Working adults should not feel they have to pore for a long time just to understand the premise of Optimising enough for a viable game.
8) Modular Gameplay Rules : these allow large variance in the types of game being run, from Easy to Deadly, based on the Players. The Nature of these Rules should not impact the Encounter Design in any way, though of course Players may build and optimise differently. So far my personal favourite is "Encounter Surges". But yes, even I even intend to include the "Save or Die" which I personally dislike / hate, DMs should still have options if they so wish.
9) Edition Integration : Modular Character Creation Rules allow for Edition integration. There are no Superior Editions, the math is meant to have them work together. Vancian Magic works alongside AEDU works alongside Simple Classes (ie built on At Wills).
10) Evolving Magical Items : growing with the Characters. Not all of them though, and guidelines to control and customise them.
11) Item Bloat Reduction : A Short List of Magical Items & Consumables, and guidelines for customising items along the way.
12) Streamlining Paragon & Epic : more consistent options, less redundant choices, and customising them.
13) Simple XP : One problem from earlier editions from D&D was how irregular all the XP awarded was. Here are some options to reduce the amount of paperwork, tracking, and cross-referencing.

Ideas, Adventures & Plots

Development & Rules Aside, also looking into following  :
1) Deadly Solos : While not all Solos should be devastatingly hard, some are much too weak. I have exceptional Issues with Dragons being the way they are - too easy! Here are some rules and ideas for improving them overall.
2) Deadly Encounters : Short deadly Encounters, meant to be used as Lair Assaults of some sort. They can be used in your persistent campaign with a smaller level gap, and with Intelligence options that let cautious players pre-scout / collect intelligence, and how a Party in a Persistent Campaign can survive the likely Failure, or even try again!
3) Villain Development : Seriously, I absolutely DETEST most of the villains in 4E. They are really very boring. Here are some tips for designing and running Villains, including motivations and backstories at various tiers, and proper foreshadowing for Epic Villains even at Heroic level. As a note, I'm not a fan of the "long monologue" villains, and villains who are powerful enough *should* kill an offending party completely unless they have good reason not to... and how to build that reason.
4) Multi-Path Adventures with Meaningful Choices : I'm an advocate of the Rule of Three, in that Players should generally have 3 Paths forward (though they can gradually eliminate those), and in any dilemma they should have 3 or more Options. I typically present 2 obvious choices, with the 3rd for them to figure out, and anything else they can come up with.
5) The DM Spectator : This is more a Mindset. There are some times when its time to set aside the kiddie gloves, the compass of "I-want-the-plot-to-go-here" and let whatever happen, happen. I swear, some of the best (and funniest) movies I've ever seen occurred at the Gaming Table, and only when I decided to let go of the steering wheel.
6) Encounter Recycling : DMs spend time and energy building Encounters. Smart Characters may find ways to work around them. When Players feel obliged not to circumvent an Encounter, it may spoil the Roleplaying mood of the game, or reduce it to slugfest-after-slugfest. Tips for remaking / re-integrating an Encounter might help DMs feel totally fine if Players Bypass / Work Around them. And it makes the game much more realistic.
7) The Dead Player(s) : Characters will die. They *should* die, if you're putting any sort of meaningful challenge on the Table. That said, everyone's time is precious and no one should feel regret coming to a game, but it is hard not to feel that way after going down in the first 10 minutes of a 2 hour long Encounter. Tips on how to keep that Dead Player in the game, or pre-build a mechanism that can bring them back to life... at a Price (both Mechanical penalties and Plot-related)
8) Splice & Dice : Theme mixing. More for Flavor. Ideas to get the creative juices flowing, since more or less you can come up with your own.
9) Setting Creation : I refrain from using the word "World" Creation, because it is just that, a  Setting. Creating interesting factions and plothooks, aiming for an Ideal Number, and how to fit your Players in while giving them a wide variety of Choices.
10) Novel Encounters : Regular Encounters get stale. Encounters where civilians are running helter-skelter, houses are being burned down, Wraiths flit around slaughtering people and raising more Wraiths, Magical Mirror Mazes, Multi-front Fights, so on. Tips for building them, Plot Hooks, ideas, and also Mathematical Balances so that the Segment of the party that does not have the Leader still has a fighting chance.
11) Evil Campaigns : This is really best used as part of Multi-Path Adventures. At some point, DMs should let Players be Evil, but expect them to be smart too. I think it is better if Players find ways to be Evil of their own accord, and it is good if DMs are prepared to let them do so.
13) Epic Arcs : Most players of 4E have probably played through Paragon and likely into early Epic. I think most Groups stop there. Not sure about others, but I've found the villains to be not as compelling, the story not as interesting. Some Plot Hooks and Ideas here.
14) Armies & Hordes : Some of you may have faced the prospect of entering the castle of the BBEG who supposedly commands armies and hordes... only to find a few scattered groups of enemies. Here's ideas how to incorporate Armies & Hordes into your Encounters (not necessarily on a battle map). 2 Separate options includes hordes as enemies, and army units with Characters leading groups of soldiers, against other Forces. Both Mechanical and Plot Hooks. Typically best for Late Paragon / Early Epic.
15) Player Strongholds : Tips and ideas for Players to acquire and build their own stronghold. Again, great for Late Paragon onwards.
16) Ruling a Kingdom : Self Explanatory. Related to the above few topics, Plot Hooks, and ideas, problems that beset a View from the Top. Maybe even the Party running as Subjects. Influential, but the party is ultimately Split and Vulnerable...
17) Power means XP : It was originally planned as a backbone for an Evil Campaign, but it can be applied elsewhere. Players who are into roleplaying, building, stocking up, can achieve their own personal objectives, or even party-wide objectives. When they do it, let them level up. Let them wield that powerful Staff of Whatever. Well, if the bad guy can build it and level a city, and they interrupt him... what's to stop them from taking it, and learning how to do likewise? And if they manage to do something "true to Character", give XP. Both Plot Hooks, Adventure Ideas, and XP Awarding Tips.
18) Anchormen : You know that Player who always shows up? Whose Character is well run, well built, has a deep backstory, well RPed, and never seems to switch Characters? Yeah, build your story around THAT guy. But then there's problems, and here are some tips how to work around - distributing Player Limelight, Calls of Unfairness, and How to handle Character Death or Player Loss, and when the Player wants to Switch. If you know how to manage it, you're more likely to be able to build a deeper, richer backstory, without worrying that your effort goes up in smoke when the Character / Player is suddenly gone.
19) Apotheosis : This has always bugged me. In a nutshell, it is this - you know bad guys spend thousands of years planning how to be a God, execute their plan, and then the Heroes come along and beat them up, and at the end they suddenly achieve it! Without PLANNING! It's like... eh? I know, it is metagaming, but hey. Tips on switches to Player mindset, and the idea that Players will be looking for ways and means to further their own Ascension, or at the very least, secure their Eternal, Immortal with whichever Patron. This need not be Evil, but it could be...
20) Killing Unkillable Foes : Liches have Phylacteries, yet in most WotC material, you will typically come across it somewhere within the same building, if not exactly the next room so-on-so-forth. This is highly unrealistic, but how else to do it? Then there are other high level enemies probably have ways to return to Life that is not normally available, eg. Discorporation. This section reviews creative ideas where as DM, there is no earthly way of Players knowing how to destroy such enemies... unless some PC / NPC learns about it. Plot Hooks, Side Quests, etc.
21) Tactical Notes & Measuring Optimisation : Notes from observing my Players and being a Player myself, who to act first, who to do what, etc. Also benchmarks for DMs to measure the Party's optimisation and building Encounters so that an Unoptimised Party will not take too long.

Crap the list got too long. Oh well, I'm sure I'll think of other stuff...

These subjects have been worked upon to varying degrees, and those interested can drop me a comment here or PM me your Email and I'll get back to you. It may not be complete, but I can certainly focus my effort towards those that Players are more interested in.

Special Thanks

I would like to thank my friends Andy, Merlvyn, Clement, Shaun, Marcus, and my Players who have been such fun to DM. Special thanks to my first DM who introduced me to D&D 4E gaming.
WotC for coming up with 4E, even if Market Reaction is not quite ideal.
And many, innumerable online blog sources that have been instrumental in providing the continual flow of ideas.

If you come across an idea that I've posted here and was not properly credited to you, PLEASE PLEASE let me know via Email. Doubtless though there will be situations where more than one person came up with the same idea, or maybe even I thought of the same idea as you did.

Special Credit to the Person who came up with Mooks.
If you ever read this, please let me know who you are so I can give Credit and link you. I've been using Mooks to very enjoyable effect in most of my games now.

PS : If anyone knows anyone who is interested to do some Fantasy illustration or artwork, feel free to let me know.