Thursday, November 22, 2012

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.

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