Wednesday, March 20, 2013

The bigger picture... Part 1

Gonna be a good day!


I've been giving thought recently to the title of this blog...playing to win. What does that mean in regards to D&D?

A lot of people struggle with that because they do not look at the mechanical side of D&D. They do not look at the nature of the game itself. Time and time again, I've been in discussions, on message boards or perusing blogs and seen that there is very little understanding about the goal of D&D. Why is this so? Probably because D&D is unlike most other games. There is so much one can do in D&D that it seems impossible to pin down an actual purpose to the game as designed. What we'll do first is dismiss the most common theory...

"The point of D&D is to have fun!"

Wrong. Inaccurate. Mistaken.

The problem with this statement is that it mistakes the ACT of playing Dungeons & Dragons with the play of Dungeons & Dragons.

Follow me? Probably not.

Separate the activity of sitting down with your friends and engaging in a game from the actual game itself. If it helps, consider a game like Call Of Duty.

Uhh...close enough...




Imagine you are sitting with your friend, let's call him Anthony, and you are playing Call Of Duty with him against the computer. Someone comes up to you and says "Hey, why are you playing Call Of Duty?"

...

The answer is obvious right? "It's fun" Clearly, you are taking part in an activity with a friend because you both find it enjoyable. This is pretty much obvious.

Now, same scenario, but this time the person comes over and looks at the game, having never seen the likes of it, and says "What's the point of this game?"

Would you say "To have fun"? Of course not because you'd look like a moron.

You would answer with something like "To shoot all the bad guys" or something of the sort.

Now, realize that Dungeons & Dragons is no different except that far fewer people are familiar with the nature of a game like Dungeons & Dragons than with something like Call Of Duty.

The question "What is the point of Dungeons & Dragons?" could otherwise be stated as "What does the game expect from you?" or "What do you try to achieve in the game?" and this is all part of the design and structure of D&D as a game.

So, that brings us back to the top...



Oh god! My brain!

...how can one understand how to play D&D to win when one doesn't understand what D&D as a game expects of them?

Well, all you need do is understand what the game is designed around: progress & acquisition.

 Progress refers to forward momentum/movement/impetus. Characters move forward through events...they explore...they develop...the world expands. This is a core concept of the game and one that is important to understand both as a player and as a Dungeon Master. If you are stagnating or allowing your players to grow stagnant, the game is going to lose momentum and slow to a crawl or even stop. Ever notice how it's harder to keep a game going when one plays less often? Ever notice how an exceedingly fun campaign demands to be played more and more often? Momentum, my friends. The desire for progress. The players, via their characters, wish to DO more.

But what feeds progress? What creates that hunger for more?

Oh hai, acquisition!
Acquisition FUELS a desire for progress and acquisition is the name of the game when it comes to D&D. Like scoring points in football or winning money in Poker, D&D measures success and achievement. Let's take a look...

Experience points. What more need be said? You kill stuff, you get rewarded. You play the game, you slay some monsters, you get XP. Why? Because you are feeding the beast of acquisition! Whether it's by killing foes or finding treasure, getting rewarded Experience lets a player feed the desire to acquire while simultaneously helping them experience progress as their character gains levels and literal experience within the game milieu.

The game doesn't just stop there though because I mentioned gold right?

Scrooge McDuck enjoying the rewards of a lifetime of adventuring. Seriously, read his history...he's a bad ass!
Adventurers (players) just love getting stuff don't they? Gold...magic weapons...keeps...whatever. They want it and they want as much as you'll give and then some more on top of that! And why? Well that brings us back to progress. Getting something means you did something to get it (hopefully) and having something means you can look at it and say "I got this! (and here's how)". Having something now implies you did not have it before. You have progressed in wealth/material possessions.

Scrooge McDuck is, as mentioned, a high level adventurer. Dunno what class he is...maybe a 17th level Miser? I dunno. 15th level Duck? 20th level Highlander? Whatever. But he earned his money. Now go read a comic with him in it or watch some episodes of Duck Tales and you'll notice a common theme with Scrooge; he counts his money constantly and will go to extreme lengths to get it back when it's missing. Why though? It's actually not simple greed because ANY money would do to replace what he's lost if it was simple greed. Instead, he wants back his money...because he earned it. EARNED IT. The money has sentimental value because Scrooge got it with his blood, sweat and tears.

Your players are no different. Should be no different.

Want to prove it? In a game session, have a thief steal some money (or some other possession...doesn't even have to be that monetarily valuable) from a player and run off. Then watch them pursue that guy as if he'd just taken their soul and insulted their mother. Hell, they'll even pass up OTHER MONEY to get back what is specifically theirs...and for no other reason than because it IS theirs. They earned it and feel entitled to it. They acquired it fair and square by the rules of the game.

Oh and isn't that telling? "By the rules of the game."

The players scrap and hunt and slay to get things...to have stories about getting those things...and to use those things to go kill more things to get more things to repeat the cycle again and again and again!

You said it, buddy!
This is why gaining things like levels are so relevant. They let the mobius strip develop different bumps along the road...which create different stories for the players. It changes their view of their progress...the story of their progress. Instead of simply being "We killed some orcs and got some gold then killed some more orcs and got some gold etc etc" you change out orcs for dragons and gold for platinum and orcs for liches and platinum for gems. The story changes and the players advance and the story unfolds as a by-product of it all.

Kill things and take their shit.

Does it really boil down to just that? Yes and no. When looked at in the simplest terms it really can be just that...when you play in simple ways. We're not here to just talk about the simple ways to play though, are we? No, we want to play at a high level as both DMs and players. Or at least I hope you do if you're reading my craziness.

So we achieve in the game by progressing and acquiring. That gives us a basis for understanding! We have a goal in mind though!

But...how do we pursue it?

And, as DMs, how do we enable it?

And should we enable it?

Oh you absolutely should. You must. In doing so, however, you must not be a simple enabler. Remember, you are not there to make it easy, you are there to make it possible...but that is for part 3. Part 2 will discuss pursuing goals as a player...then part 3 will be about how DMs must put in the work to make it possible for players to do what I just told them to do in Part 2. You can thank me later.

CLASSES: The Ranger

RANGER

HP:
1d10 (minimum 6) until level 12, +3 HP/level after 12
Attack Bonus: +1/level
Attack Rate:     Level 1        1/1 turn
                           Level 9        3/2 turns
                           Level 17    2/1 turn

Weapon Proficiencies:    1 at level 1 + 1 every 3.5 levels (5, 9, 14, 18)
    Non-Proficient Weapon Penalty: -3
Ranger Proficiency: Rangers are wandering woodsman and trained warriors. They start the game with proficiency in a bladed weapon of their choice and a bow of their choice.
Weapon Proficiencies: Rangers may choose from any Weapons.

Talent Proficiencies:     3 at level 1 + 1 every 3 levels (4, 7, 10, 13, 17, 20)
    Non-Proficient Talent Penalty: -3
Ranger Talents: Rangers are men of the wilderness. They start the game with proficiency in the Nature Talent.

Fortitude Save: +2 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
Reflex Save: +2 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
Will Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)

1st Level: Quarry [Use: Swift|Additional Effect on Damage Rolls] - A Ranger is trained in combating beasts and races of the wild. A Ranger may make a Nature check as a Swift action when encountering any animal, magical beast or (savage) humanoid to make them (and all creatures of their type) his Quarry. If successful, the Ranger steps up his weapons damage die by 1 against them until the next time the Ranger wakes from rest. If a Ranger uses Nature to track an animal, magical beast or (savage) humanoid for at least an hour, the Ranger may roll to make them his Quarry as if he had encountered them.  If the Ranger fails the roll, he must wait 24 hours before rolling to make the same type of creature his Quarry. A Ranger may only have one Quarry within a 24-hour period.

2nd Level: Aim [Use: Additional Effect on Power Attack] - At 2nd level and higher, a Ranger can exploit knowledge of his target to attack decisively. When a Ranger attacks his Quarry with a Power Attack, the Ranger may choose to use Power Attack as a Full Round action. If they do, the Ranger uses the higher of the two d20 instead of the lower to determine his attack roll. A Ranger cannot use this ability if wearing heavier than Medium armor.

3rd Level: Insight: [Use: Free] - At 3rd level and higher, a Ranger develops a startling insight into the ways of nature. After having been in a natural environment for 12 hours or more, a Ranger can attempt to gain insight into his surroundings. The Ranger can ask a Yes or No question of the DM in a manner like the Commune spell. These questions are limited to the environments resources, flora, fauna, or other like topics. The Ranger makes an Ability roll vs. Wisdom and, if successful, they receive an answer. If the roll fails, the Ranger knows he cannot determine that information at this time. A Ranger must wait until the next day and must remain in the environment for another 12 hours to attempt to discern an answer to a question they already failed.

4th Level: Guide [Use: Additional Effect on Movement] - At 4th level and higher, a Ranger leaves no trace. When traveling at a standard pace, the penalty to track a Ranger is automatically set to the maximum for the terrain traveled through. Additionally, a Ranger may obscure the trail of up to 2 other individuals per level by making a Nature check as if to obscure his own movement. Those affected by this ability use the Ranger's result as their own. A Ranger cannot use this ability if wearing heavier than Medium armor.
6th Level: Barrage [Use: Additional Effect on Initiative] - At 6th level and higher, a Ranger can ready rapid shots. When rolling Initiative while using a bow, a Ranger may spend their Move action for the round. If they do, they add +5 to their Initiative roll.  A Ranger cannot use this ability if wearing heavier than Medium armor.

8th Level: Terrain Expertise [Use: Additional Effect on Nature rolls] - At 8th level and higher, a Ranger grows increasingly comfortable with terrains. When rolling a Nature check, the Ranger gains a +1 to their Wisdom score for every 24 continuous hours spent in that terrain, to a maximum of +5. If a Ranger leaves a terrain for more than 24 hours, they lose any accumulated terrain bonus for the previous terrain but immediately gain the +1 Terrain Mastery bonus for the new terrain they occupy. A Ranger cannot use this ability if wearing heavier than Medium armor.

12th Level: Fusillade [Use: Additional Effect on Barrage] - At 12th level and higher, a Ranger can fire a hail of arrows. When using Barrage, a Ranger adds +10 to their Initiative roll instead of +5.  A Ranger cannot use this ability if wearing heavier than Medium armor.

16th Level: Terrain Mastery [Use: Additional Effect on Terrain Expertise] - At 16th level and higher, a Ranger has mastered the wilds. A Ranger needs only spend 12 hours in a terrain to gain the +1 bonus to their Wisdom from Terrain Expertise. Additionally, once per day, a Ranger may re-roll a single Nature check while in a terrain where they have at least a +1 bonus from Terrain Expertise. A Ranger cannot use this ability if wearing heavier than Medium armor.

20th Level: Strider [Use: Additional Effect on Initiative | Additional Effect on Terrain Expertise] - At 20th level, a Ranger has mastered himself and his surroundings. A Ranger adds their Terrain Expertise bonus to their Initiative roll. Additionally, a Ranger need only spend 6 hours in a terrain to gain the +1 bonus to their Wisdom from Terrain Expertise.

Ranger Level Ability Attack Bonus CMB Base Armor Class Fort Ref Will














1 WPs, TPs, Ranger Talent, Quarry
+1

+1

10
+2 +2 +1
2 Aim
+2

+2

11
+2 +2 +1
3 Insight
+3

+3

12
+3 +3 +1
4 TP, Guide
+4

+4

13
+3 +3 +2
5 WP
+5

+5

13
+4 +4 +2
6 Barrage
+6

+6

14
+4 +4 +3
7

+7

+7

15
+5 +5 +3
8 Terrain Expertise
+8

+8

16
+5 +5 +3
9 WP
+9

+9

16
+6 +6 +4
10 TP
+10

+10

17
+6 +6 +4
11

+11

+11

18
+7 +7 +5
12 Fusilade
+12

+12

19
+7 +7 +5
13 TP
+13

+13

19
+8 +8 +5
14 WP
+14

+14

20
+8 +8 +6
15

+15

+15

21
+9 +9 +6
16 Terrain Mastery
+16

+16

22
+9 +9 +7
17 TP
+17

+17

22
+10 +10 +7
18 WP
+18

+18

23
+10 +10 +7
19

+19

+19

24
+11 +11 +8
20 TP, Strider
+20

+20

25
+11 +11 +8

 ***

 Busy day today. Here's the Ranger! So who's a Ranger?



Kind of a duh, huh?

Truth be told, this build is something of a mixture of Legolas and Aragorn. The Ranger has discarded a bunch of terrible mechanics from previous editions while maintaining the spirit of them. He is much better for it.

A solid combatant, the Ranger relies on lighter armor and so has weaker defenses than other Warrior classes. He makes up for it by being better with Talents, having good saves and receiving a good number of attacks. In many ways, a Ranger has one foot in Warrior and one in Rogue. Rangers are also fairly powerful offensively, able to lay down some very solid damage when they know what it is they're going up against. This, combined with their knack for ranged combat, helps mitigate their lesser defensive capability.

Powers like Quarry and Terrain Expertise maintain the spirit of abilities like Favored Enemy and Favored Terrain...abilities that pretty much sucked before.

Feedback is appreciated.

CLASSES: The Paladin

PALADIN

HP: 1d10 (minimum 6) until level 12, +3 HP/level after 12
Attack Bonus: +1/level
Attack Rate:     Level 1        1/1 turn
                           Level 11      3/2 turns
Weapon Proficiencies:    3 at level 1 + 1 every 3 levels (4, 7, 10, 13, 16, 19)
    Non-Proficient Weapon Penalty: -2
Weapon Proficiencies: Paladins may choose from any Weapons.

Talent Proficiencies:     3 at level 1 + 1 every 4 levels (5, 9, 13, 17)
    Non-Proficient Talent Penalty: -4
Paladin Talents: Paladins are educated in a particular ethos. They start the game with proficiency in one Knowledge Talent that represents their guiding principals. Common choices include Law, History & Religion.

Fortitude Save: +2 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
Reflex Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)
Will Save: +2 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)
    Paladin Saves: A Paladin may use their Charisma bonus in place of any standard Ability bonus to a  Saving throw. For example, if a Paladin had a +2 Charisma bonus and a +0 Wisdom bonus they could use the +2 from Charisma towards their Will save instead of Wisdom. A Paladin automatically makes any saving throw vs Fear or Disease.

1st Level: Resolve [Use: Varies] – A Paladin has a special reserve of inner power referred to as their Resolve. At level 1, a Paladin has a maximum of 5 points of Resolve. This pool increases by 1 for every level the Paladin gains. While a Paladin has at least one point of Resolve they can use Detect Evil, as the spell, at will. When a Paladin wakes up at the start of the day they replenish their Resolve. A Paladin gains 1 point of Resolve whenever they use the Parry maneuver to defend an adjacent character.

1st Level: Smite [Use: Swift/Additional Effect on Attack & Defense] - A Paladin can direct their righteous might to strike down darkness. As a Swift action, a Paladin designates a target he intends to destroy as the subject of their Smite. A Paladin steps up their weapons damage die by 1 against the target of their Smite. Additionally, the Paladin increases their Shield bonus to AC by 2 against all attacks while under the effects of Smite. A Smite lasts until the target of the Smite is slain or until the Paladin makes an attack roll against a character not targeted with Smite. If the target of a Smite is an Outsider whose alignment is at least 2 steps away from the Paladins, the Paladins critical range is doubled against that target. Using Smite costs 4 points from a Paladin’s Resolve. If a Paladin reduces the target of their Smite to 0 HP, they regain 1 point of Resolve. At level 10, a Paladin steps up their damage die by 2 against the target of their Smite and their Shield bonus increases to 3. At level 18, a Paladin steps up their damage die by 3 against the target of their Smite and their Shield bonus increases to 4.

2nd Level: Lay on Hands [Use: Standard or Swift] – At level 2 and higher, a Paladin can direct their righteous might as healing energy. As a Standard action, a Paladin may heal with a touch. The amount healed is equal to 1 HP per Hit Die of the target. If a Paladin heals themselves in this way, it is a Swift action instead of a Standard action. Using Lay on Hands costs 1 point of Resolve. A Paladin may also Cure Disease as the spell at a cost of 5 points of Resolve.

3rd Level: Aura - A Paladin has a particularly powerful aura corresponding to their alignment & demeanor. While their Aura is active, Detect spells that detect alignment will detect the Paladin as one intensity step higher than would be standard for their hit dice. A Paladin’s Aura extends out to a 10 foot radius. Once per round, any character friendly to the Paladin (as determined by the Paladin) may re-roll a failed  saving throw vs. a Fear effect. A character may only use one re-roll per turn even if affected by multiple Auras. A Paladin may attempt to suppress their Aura as a Standard action with a successful Ability Roll vs. Charisma. Maintaining a suppressed Aura requires a Swift Action every turn. As a Swift action a Paladin may extend their Aura out an additional 20 feet (30 foot total radius). Doing so costs the Paladin 1 point of Resolve per round the Aura is extended. When a Paladin uses their Lay on Hands ability, they augment their Aura so that those affected gain Fast Healing 1 for 2 rounds. A Paladin’s Aura doesn’t operate if the Paladin is unconscious or dead.

4th Level: Zeal [Use: Additional Effect on Smite/Aura] – At 4th level and higher, a Paladin’s Smite brings low even the hardiest foes. A Paladin ignores the Damage Reduction of any subject of their Smite ability. Additionally, when the Paladin uses Smite, they may spend an additional point of Resolve. If they do, while the Paladin’s Smite is in effect, their Aura is augmented so that anyone affected ignores 1 point of Damage Reduction on their attacks.

5th Level: Divine Weapon [Use: Full Round] – At 5th level and higher, a Paladin’s weapon surges with holy might. While the Paladin has at least 1 point in their Resolve, their weapon casts light as if a torch and is considered Good for purposes of by-passing damage reduction. Furthermore, when a Paladin uses Smite, their weapon gains the Holy property (+1d6 Holy damage) against the subject of their Smite. Additionally, when the Paladin uses Smite, they may spend an additional point of Resolve. If they do, while the Paladin’s Smite is in effect, the Paladin’s Aura is augmented so that anyone affected by it treats their weapons as if they were Good for purposes of by-passing damage reduction.

8th Level: Mettle [Use: Additional Effect on Saves] – At 8th level and higher, a Paladin casts off charms and aids his allies in doing so. The Paladin becomes immune to Charm spells. Additionally, the re-roll granted by vs. Fear by the Paladin’s Aura can also be used to re-roll Charm effects in the same way. An ally gets a separate re-roll for both Fear & Charm effects in a round if affected by both.

11th Level: Greater Divinity [Use: Additional Effect on Divine Weapon/Aura] – At 11th level and higher, a Paladin gains a greater understanding of his purpose and, with it, greater strength. A Paladin’s weapon is now considered Lawful & Good for purposes of by-passing damage reduction. When a Paladin uses Smite, their weapon gains the Holy & Axiomatic (+1d6 Holy and +1d6 Axiomatic damage) properties. When a Paladin uses Divine Weapon to augment their Aura, their allies weapons are treated as if Lawful & Good for purposes of by-passing damage reduction. Additionally, when the Paladin uses Lay On Hands to augment their Aura, those affected gain Fast Healing 2 and the duration is 4 rounds instead of 2.

14th level: Righteousness [Use: Additional Effect on Smite] - At 14th level and higher, a Paladin gains amazing resilience in the face of his enemies. While the Paladin has a Smite in effect, he gains Damage Resistance 2 against the subject of his Smite and Damage Resistance 1 against all other attacks.  Additionally, when the Paladin uses Smite, they may spend an additional point of Resolve. If they do, while the Paladin’s Smite is in effect, the Paladin’s Aura is augmented so that anyone affected by it gains Damage Resistance 1 against attacks from the subject of the Paladin's Smite.

17th Level: Hospitaler [Use: Additional Effect on Lay on Hands] - At 17th level and higher, a Paladin can channel greater healing energy. When a Paladin uses Lay On Hands, the target gains Fast Healing 2 for 4 rounds. Additionally, when the Paladin uses Lay On Hands to augment their Aura, those affected gain Fast Healing 3.

20th Level: Divine Champion [Use: Additional Effect on Aura/Righteousness] - At 20th level, a Paladin becomes a beacon of hope. When the Paladin has the option to spend additional Resolve to augment their Aura, they may do so for 0 Resolve. Additionally, when using Righteousness, the Paladin now gains Damage Resistance 3 against the subject of his Smite and Damage Resistance 2 against other attacks.

Paladin Level Ability Attack Bonus CMB Base Armor Class Fort Ref Will














1 WPs, TPs, Smite
+1

+1

10
+2 +1 +2
2 Lay on Hands
+2

+2

11
+2 +1 +2
3 Aura
+3

+3

12
+3 +1 +3
4 Zeal, WP
+4

+4

13
+3 +2 +3
5 TP
+5

+5

13
+4 +2 +4
6 Divine Weapon
+6

+6

14
+4 +3 +4
7 WP
+7

+7

15
+5 +3 +5
8 Mettle
+8

+8

16
+5 +3 +5
9 TP
+9

+9

16
+6 +4 +6
10 WP, Smite+
+10

+10

17
+6 +4 +6
11 Greater Divinity
+11

+11

18
+7 +5 +7
12

+12

+12

19
+7 +5 +7
13 WP, TP
+13

+13

19
+8 +5 +8
14 Righteousness
+14

+14

20
+8 +6 +8
15

+15

+15

21
+9 +6 +9
16 WP
+16

+16

22
+9 +7 +9
17 TP, Hospitaler
+17

+17

22
+10 +7 +10
18 Smite+
+18

+18

23
+10 +7 +10
19 WP
+19

+19

24
+11 +8 +11
20 Divine Champion
+20

+20

25
+11 +8 +11

***

So here we have the Paladin. I tried to strip this class down to it's core concepts and eliminate a lot of the fluff that they've been saddled with for years of design. Ugh. Not easy. By unifying everything into the Resolve mechanic, the class has been immensely streamlined...hopefully for the better.

So we ask the age old question..."What's a Paladin?"


The Avatar from Ultima is a great example of a paladin...uh...at least until the whole series went really wonky. Truthful, forthright, brave and mighty in force of arms and purity of spirit. Yadda yadda.

The Paladin class is designed to be able to stay in the thick of things and slug it out while buffing himself and allies. He does not do huge damage like the Barbarian and he lacks the control of the Fighter, but he makes up for it in longevity. Standing shoulder-to-shoulder with a Paladin also helps pretty much any class thanks to the Paladins Aura and their penchant for blocking attacks to replenish their Resolve.The mechanic to replenish Resolve makes the Paladin a very party-oriented class who benefits from assisting his allies.

In many ways, the Paladin is the flip-side of the Barbarian. The Barbarians lack of defense requires them to end fights quickly or to rely on the support of allies...the Paladins strong defensive options keep them in the fight and allow them to support their allies.

Love to hear peoples thoughts on this. Gonna have the Ranger coming up soon...as well as an article or two.

So yeah...that's a Paladin