I have
played Dungeons and Dragons for more than 15 years. Lately, I have not had access to any other
players and so I have just been kicking around ideas that normally would be in
a game and instead I am just going to post them on my blog. This is going to be a reoccurring thing as I
just keep hammering out things and not all of them can be turned into elements
in my “random fantasy novel ideas” folder.
Last Time and This Week
Last week
we talked about the basics of Defensive mechanics as they exist in 3rd
Edition Dungeons and Dragons. After
exploring some of the ideas from “Unearthed Arcana” the official compendium of
popular rule variations published by Wizards of the Coast.
I pushed the
“Unearthed” suggestions aside as too basic and uninteresting to make up for the
added drag they put on the game’s action I moved on to defining in greater
detail the 8 subcategories of Defense in Dungeons and Dragons (and kind of all
games when you get down to it, there might be something else somewhere but DnD
is such a kitchen-sink approach to gaming that they have to be hitting on
nearly everything).
1)
Defensive Spells
2)
Miss Chance
3)
Armor and Shields
4)
Damage Reduction
5)
Regeneration
6)
Hit Points
7)
Fast Healing
8)
All other forms of Healing
Alternative 2: Classes and Manipulating the Basics
Each of the
above 8 listed defense systems can be manipulated in some regard to produce
characters that have different ways of dealing with danger. By giving the classes access to something
that manipulates one or more of the above (or in the case of spell casters… All
of them) you can serve to distinguish the classes from one another not just in
how they attack (Rage, Sneak Attack, Two-Weapon Fighting, etc.) but you can
also differentiate them by how they avoid harm (which mostly amounts to how high
you can push their AC).
"Must be swift as the coursing river... Be a Man, "With all the Force of a Great Typhoooon...Be a Man, "All the Strength of a Raging Fire... Be a Man, "Mysterious as the Dark Side of the Moon." |
Monks are
the only third edition class that gets a bonus to their armor class as they increase
in level, this increase reflects their ability to dodge or block attacks using
advanced martial arts. In 4th
edition all of the classes get such increases, uniformly… or as it should be
called, “fucking boring”.
Let me talk
about 4th edition and the single best complaint against it: all of
the bonuses to hit and all of the bonuses to defense cancel each other out, it
is boring and insures the only variation is based on level. That is stupid and removes one more thing that
could have been used to differentiate the classes (or races) from one another. It is the biggest contributor to why the game
felt so same-is-same the more you played it.
Much like their bland take on alignment this was a bland take on attack
and defense… IT CAN BE DONE BETTER!
It would
take a tremendous amount of work to point out the numerous variations that
could be done to make each of the classes in 3rd edition play to
have a unique and varied ability to act defensively but let me throw a few out
there.
Category 1: Defensive Spells
Since we
already have a lot of goofy spells this is an area that is ripe for
exploration, but to keep this from being another 4,000+ word blog I am just going
to point out the two I used last week, Sanctuary and Mirror Image.
How about
we let the Bard have a Sanctuary song that he can play? So long as he is playing it everyone has a
Sanctuary effect, so that he can effectively call a time out on the whole
conflict allowing other players to heal up, negotiate, cast some non-lethal
buffs, or just retreat. It seems like a
natural extension of the existing Bardic Music effect of “Fascinate”.
Want a
Mirror Image effect? I want to give this
to the Rogue, but that would require everybody being okay with the Shadow Clone
Jutsu from “Naruto” being a part of the Rouge class abilities. I am cool with giving spell like tricks and
traps to the Rogue class to make them less of a well guided knife, but others
might be rather resistant to giving magical tricks to a class that is
traditionally non-magical. A more
enterprising blogger might go ahead and create a Rouge alternate class that takes
this all into consideration and share that in the comments… Maybe… Probably
not.
Category 2: Miss Chance
This seems
like a perfect place for a bonus to the Ranger Class. A steadily increasing nature magic that
allows them to cloak themselves in mist and shadow couples great with the
camouflage abilities they already have.
Let’s give them a basic bonus of 2% per level (so a 1st level
Ranger would have a 2% miss chance and a 10th level Ranger would
have a 20% miss chance).
Give the
Ranger an additional bonus to the ability based on their Dexterity score of +5%
per Dexterity modifier (so a Dexterity of 12 will grant +5% and a Dexterity of
16 will grant +15%). Add some feats that
emphasize the ability based on what terrain they are in, whether they have
partial cover, based on whether they are flanking. You could grant additional bonuses with
alchemy items, smoke bombs, flash grenades, or weapons that cause limited or
temporary blindness.
You could
have a level 10 ranger with an 18 Dexterity that has a 40% of any attack
against them missing completely. To help
balance this out have the bonus disappear if the character is flat footed, in
much the way sneak attack doesn’t work on a target unless they are flat footed.
This
ability could clearly be added to different classes or even all of them with a
different ratio for each. Rogues, Bards,
Monks, and Rangers having a +2% per level, while Fighters and Barbarians only
get +1% per level, and guys like Clerics and Wizards would only get such
effects via spells (or have it be such a small number that it could be a joke, “Hey,
I am a level 10 Wizard I will remind you, that means he has a 1% chance of
missing me entirely, roll for that first”).
"I am so glad I am not obligated to wear so much armor." "Susan, put some pants on." "Make Me!" |
Miss Chance
is also the best system to play with if you want a game that is more about
Swashbuckling. As armor is just not
going to be much of a thing on the high seas, walking thru a desert, or even in
a steam punk palace. Armor is heavy,
hard to maintain, and was utilized in history less than what it is in the game
of DnD.
Having a
system that is more about people without armor doing their best to not get hit
at all is a good idea from a theatrical standpoint. I am kind of surprised there was never a
supplement “Dashing Heroes” or “Merry Men” that would adapt the D20 system to
account for these kinds of settings.
Category 3: Armor and Shields
Armor and
Shields are already the biggest aspect of this so I would suggest just giving
more thought to each classes ability to access shields and armor. I don’t think Clerics should have access to
heavy armor or shields, the class is already potent, they should be less
flexible with what armor they can have, and since they are primarily a spell
caster they should have a hand free for a holy symbol to cast those spells.
Or a torch. Did anyone else get the vibe that Bethesda did not care for the Vigilants of Stendar? They seem to be the butt-monkeys of Skyrim. |
Conversely
I think Paladins should have more powers related to deflection bonus, a divine
aura that helps to protect them and maybe grants bonuses to those around them
with an even greater bonus against attacks by “Evil” characters. Paladins are supposed to be the defenders of
the innocent and yet have no substantive ability to protect those around them
aside from a very minor collection of healing abilities and the ability to
protect against fear (not useless, but certainly not something that comes up
too often).
Fighters
need more fighter specific feats that give stronger bonuses (or even combat
maneuvers) to them for using shields or taking defensive moves. Characters whose primary defense is supposed
to be their ability to use armor and shields need rules to take advantage of
those things. If a wizard can cast a
spell then the fighter needs to be able to do martial arts that amount to more
than just, “Hit harder, but less accurately”.
If I were
being REALLY AGGRESSIVE to making Armor and Shields more potent I would do what
they did in 5th Edition (or the little I have had the chance to look
over) and flatten the Attack bonus curve.
Rather than the fighter types getting a “1 level = +1 to Attack” they
instead get a proficiency bonus from +2 to +6 along with other bonuses from
feat selection (and fighters get a host of maneuvers and styles to make them
not painfully boring).
I get the
feeling the more I learn about 5th that a lot of the things I had
problems with were ironed out (they might have added some new issues and kept
plenty that I previously would not have noticed but now do). This is especially necessary because of the
low magic setting. Without significantly
powerful equipment in 3rd Edition you will constantly be hit when in
melee with a fighter type of your level from 10 onward.
Category 4: Damage Reduction (and some Problems with
Barbarians)
I am going
to go ahead and talk about the only class that has this defensive layer as a
class ability, The Barbarian.
Damage
Reduction is already a Barbarian class ability, make it better. At higher levels knocking 5 damage off of
attacks that can deal 30 points of damage is pretty meaningless. The fact is the game is not set up to have a
Barbarian fight lots and lots of smaller bad guys where his damage reduction
would be effective, and even if it were the number of attacks he gets would not
allow him to fight lots and lots of little guys as they chip away at him. In fact, his rage power is all about fewer and
bigger hits. So, Barbarians have a
tension in which their defense stops little things, and his attacks hit big
things.
"As strong as I am, I am going to throw my back out swinging this ax." |
Barbarians
need either a rage that allows for more attacks (or even a kind of area attack sweeping
out in front of them) so that they can juggernaut into a horde, or beef up his
defenses so that he can shrug off powerful attacks from bigger opponents (how
about making his damage reduction spike up while raging? Or give him the ability to hit so hard that
an opponent loses their attack altogether?
Or-or, have his attacks give a status effect against his opponent that
makes their attacks weaker so that his damage reduction will be more meaningful?)
I also
think Monks should be getting damage reduction as well, heck Monks should be
getting more in all of these categories the class is goofy as hell and once you
start accepting “Kung Fu Powers” you can justify giving it anything. Body Hardening is a thing in many martial
arts and one of the Monk’s existing abilities is the ability to bypass certain
types of Damage Reduction.
Category 5: Regeneration
Regeneration
is almost exclusively a monster power. It
is one of the few things I will shove off to the side except in the form of
Transmutation spells. This ability can
get busted and should be kept as a tool of making monsters stronger. While I consider Trolls an iconic and
menacing melee opponent, the number of times they have killed more than 1
member of the party (even at levels above their CR) has made me wary to ever
use them.
Category 6: Hit Points
Here is a
pretty easy thing to fix: More god damn hit points for characters who are
supposed to be the tanks.
4th
edition kind of addressed this one, there was no more rolling for hit points
because you could easily end up with a fighter that had fewer hit points than
the rouge by level 8 via bad luck, but maybe push this further.
Giving the
Barbarians a static 10 hit points each level, Fighters and Paladins 8, Clerics
and Rangers 6, Bards and Rouges 5, and other Arcane Casters 4 I think would
make the game a lot less lethal and that is kind of what I am going for (if you
haven’t noticed from how I am offering free buffs and defensive abilities to
everyone in all of the instances I have so far mentioned).
(I am also
aware that 5th Edition has some things on this too… My vast library
of 3rd Edition books seems so lonely these days).
"What do you mean 'she survived the hit'?" "I am a 70 ton dragon, she is a 180 lb human. She should have been vaporized!" |
Category 7: Fast Healing (and some Problems with Druids)
Fast
Healing should be a class ability of Paladins because having a constant flow of
positive energy allowing them to recover and continue their divine mission
makes a lot of sense. Maybe not
constantly, as that would be the brick shit house that would not die, but
certainly making it an ability they could burn some kind of divine favor to get
makes sense.
This also
feels at home among the class abilities of the already broken Druid. It is totally in flavor for a magic tree
person to be able to heal themselves (though that might be my love of Magic the
Gathering coloring my view point).
"Do you think my hat looks silly? "I wasn't going to buy it but the nice young woman selling them was so complimentary." |
Druids are
the 3rd edition class most in need of careful deconstruction, they
have shapeshifting, spellcasting, class abilities, and an animal
companion. They area book keeping
nightmare/dream and with the right gamer can be broken. Maybe 5th Edition fixed them too.
Category 8: All Other Healing
I wrote an entire blog on the topic of healing in 3rd edition, 4th
edition, and several other fantasy games.
That pretty much explains some issues and proposes some solutions.
The Issue with all the Category Variations
My biggest
issue with Defense in Dungeons and Dragons is this, “It is something you have,
not something you do”. None of these
variations on the categories I identified are about “Doing” they are just a
more eclectic mix of things you might “Have”.
That being
said I do not think that this was wasted effort as far as exploring what is in
flavor with the classes, what are ways to pull the various taffies of game mechanics
to make something new, and I did get to see some of the newer changes present
in 5th Edition in the context of comparing them favorably to 3rd
Edition.
So,
productive-ish.
Next Time and the Beg for Attention
I am going
to talk about at least one more entry in Defense and it will be Alternatives 3
and 4, 3 is the one that is a much larger change 4 is the one that is hardly
any change at all. (I realize that this
is more than what was promised last week, that happens as an idea grows beyond
the pot it was originally planted in).
Growth. Dryad. Kind of makes sense. |
I know that
I missed the boat in a lot of ways by talking so much about 3rd
Edition in this blog. That while
Pathfinder and 5th Edition borrow heavily from the D20 system and
there is still so much material floating around out there (because printed
material hangs around, for instance 3rd Edition was the last edition
to get support from the Magazines Dragon and Dungeon, of which I own many
copies that have been re-read to the point of falling apart).
I present
my experiences with this system almost as catharsis for the numerous little
issues I have had over the years and in hopes that it can serve to teach others
from my observations and mistakes.
Hopefully these are entertaining to read and they provide you, dear
reader, with some useful ideas for your own game.
______________________________
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