Showing posts with label Experience Points. Show all posts
Showing posts with label Experience Points. Show all posts

Tuesday, 26 February 2019

DnD Hit Points vs Lightning Bolt

This was asked on facebook the other day:

How much damage should a lightning bolt (one from the sky, not magic) do?

Resulting in a BUNCH of answers, Most of them answering with the premise that the question uses the world "Should" and suggests the DMG is wrong and the OP wants a more realistic answer.



The underlying problem is, DnDs HP system doesn't easily allow for 'pure' damage, its 'related' damage.

When a character takes a blow from an opponent, its suggested that the HP loss is a total combined amount from sweat, exhaustion, pain, bruising as much as broken skin, bleeding, internal damage and destruction of vital organs.

It also suggests that higher level characters can take more sweat, exhaustion, pain and bruising, before getting severly tired, and actual damage is mitigated by the character dodging enough to reduce any real damage, relaxing the body enough at the time of impact to reduce muscular damage, AND the idea that a higher level character likely has taken a few blows and their skin is a tad tougher.

So a 1st level character with 8hp, taking 8hp wound is going to be in so much pain and shock, they are reduced to a blubbering mess, and possibly will die just from the shock of the blow.
ok, so you take
3d4, 7d6, 7d8, 9d10 and 3d12 damage,
Still alive? 

While a 10th level character with 80hp, is going to feel a pang of pain, but will have 'mitigated' the blow as though it was only actually 1hp of damage if he were a 1st level.

This of course is often forgotten, players get the wrong impression that their character can take several hits from several weapons, and just keep going.

But when you get involved with actual damage, it goes awry.

Spell lightning involved factors such as dodge, target missing, arcing off nearby metals, seeing the spell coming and getting partially or mostly out of the way, even when hit, where a higher level character can 'notice' these things and mitigate the damage taken, a low level character takes the full brunt of it.
But pure damage should ignore level, and be as equal in killing a high level as it does a 0th peasant.

I think DnD 2nd edition used to have damage dice as a value, and pure damage was multiplied by damage dice. Creatures had damage dice, so certain spells or effects would do d10 x damagedice. But some creatures had d4 damage dice, so a d10dd effect would likely kill them, but other d12 or d20 dd creatures, could likely survive.

<rant>Of course, the modern gamer can't even add up basic numbers to do their own experience, so trying to calculate damage dice would ruin the experience and destroy their immersion</rant>

This is one of the main reasons I liked Dragon Warriors. your health was just that, Health. Checking if the attack was better than your opponents defence, if their armour was thick enough to absorb the blow all came way before health. and health represented the wounds that would bring you closer to death. You were lucky if you got 1 per rank, so while a 10th ranked barbarian with 16 HP fared better against a 10th ranked sorcerer with 9 HP, it was not in such a magnitude of difference than a d20 fireball couldn't kill them both, and all the 6HP peasants standing around.

I took it a few steps further for DungeonWorld v1->3 but HP was a staple for roleplaying games, so I stuck with what players expected..

Version 4, was a time of stripping back to basics and redoing the engine from the ground up with what worked, and trashing the flawed, old-school, chunky rules and looking at what really mattered.

Game Speed, Player Understanding, Luck and Realism.

Players, looking at a situation, see 100HP, see 2d10 damage from opponent, see average 10damage, see 8 rounds of safe combat. Wade in, taking blow after blow, not caring, just need to burn down the opponents HP.
Some DMs will tell them the HP of the monster, and the players will cross reference their damage and say "oh no, we need X more rounds, then include a few heal spells, and viola", why bother rolling the dice.

Sometimes players will slow down their game, to figure this kind of thing out..

So for games speed, My research suggested that players should just 'take damage' as the GM tells them, and if its excessive, make a check. The check should slow them down a few seconds.. because like their character, they are grasping at their chest/wound, life and death on the line.. ANY time a check is being made vs damage, the player can die right there, the tension is real, players are far more engaged and understand the threat.


This could be a lucky 1st level
or an unlucky 20th level

Artist:Gui Guimaraes

Whats more interesting is that a character can, and should, be able to be taken down in any given hit. Not being hit at all should be priority no.1. Also, monster can and should, be taken down with one hit too, if its placed well. Players should be looking to get that hit, and not be hit. and be creative with that.

Luckily, they are Heroes, and can mitigate the wound or the check vs death with the luck rules, allowing lower level characters the chance to avoid mistakes made, and higher level characters should have players who have learnt not to make such mistakes.

There is no way to tell if your going to die from a single 8pt wound or 20 x 2pt wounds, so you can't calculate the odds of surviving several blows from a creature. Don't get hit is the way to survive.

Eventually if you keep putting your character in extremely dangerous situations, odds are they will die, so players will often retire a character that's reached a point of no return, and use them as a support character for their next character to join and learn from.

The Game runs faster, Players don't have 'pure numbers' to game, luck plays its part and its far more realistic without sacrificing game play.

and a lightning bolt will kill 20% of people, no matter their level.. though, holding a metal blade in a lightning storm is more likely to get you hit.

Tuesday, 18 July 2017

Careful what you say you may ruins someones play.

This blog goes into a few different topics, I'll try to break it up with headings.Mostly its about GMing

Pro GMs Chatting with Casual GMs

Sometimes when your talking to someone that seems to understand what your saying, is on the same page as you, you might get a bit deeper into the topic, but if the other person wasn't really there on the same page, and they have a different world view on the topic, your deeper thoughts can trigger negative thoughts. 

I belong to several RPG chat groups. Its quite common to engage in discussions about new rules. Its as common to me that people pull the strings of rules to see if they are knotted well, or robust enough, so that players won't pull said strings in the middle of the game.

When describing how the players can or might pull at the strings, examples are given.

So, when I saw a fellow community member mention a new rule, I did what I thought was normal and pulled some of the strings of the rule, presenting ways in which a player or a situation could ruin the rule.

Instead I offended the guy, he got extremely defensive of his rule, politely attacked me and when I apologised, politely slapped my face. I was of course miffed, I had too late realised it was a public post, not a group post, so I was likely jumping into his realm and just rambling on about his rule having holes.

Facepalm: Meaning, Oh, Oh sorry, I made a mistake, my bad.. lets look at this differently.

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Player Agency: This was my point in the pulling of strings. And brevity was my downfall.
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I have often forgotten that I'm not thinking about things like others do, and I often don't want to write a paragraph of explanation to get people onto the same page as myself. So I'll often not bother, but when I think that I'm talking to a fellow games master / games designer, I just jump straight in, and I'll talk at the person, like they know exactly what I'm talking about. which often gets mis-interpreted.

Gamesmastering is not simple or easy

Case in point: Story Telling is an Art, not just in that its artistic, but that it requires an artist, to get it right. One key factor that many casual GMs will quote "its just a game". The problem is that regardless if they think its a game or not, Its also an exercise of the mind, it teaches us things, about ourselves, our players, and the world in which we live.

If you present your players with a cliff, and they talk about how to scale UP this cliff, they spend minutes talking about pitons, rope, how far up is it, your players are engaing in player agency, you've given them a chance to shine, for them to solve the problem in a creative way. Do they have pitons, do they have rope, does anyone have the climb skill, do we have spells that can break the laws of gravity, can we go around? Is there anyone nearby that can supply us with tools for scaling? should we actual scale it? is it a good idea. The discussion of how to solve the problem is players engaging in the game. Its part and parcel of roleplay.

You know what it also does? it teaches players, regardless if you want it to or not, it teaches them to be creative in their ability to solve problems. It makes them better people.

Its one of the reasons why Roleplay IS such a great medium. The Agency of creative thought.
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Two ways you can destroy this part of a roleplay experience, either directly or indirectly, is to take away this agency, the players choice in what solution should they use. Because players will often, if not always, take the path of least resistance.

The First, is why the above disagreement happened: Give players an out. Give them the choice to teleport the simple material objects, pitons and rope, to their characters, without any consequence.

If players can, teleport or retroactively buy components, tools, arrows and the like directly to their character, they will always do so. No need to ask around town before leaving, 'what kind of terrain will we cross' and pre-buy the goods needed, No need to worry about packmules for the goods, nor the path chosen, to get to the quest, not even a care, if the character steps on a weight based trap.. his back pack is now empty, but later, it'll be retroactively full, breaking the immersion of the game.. 

The Second, slightly less common, is when the solution is so impossible to solve, that the players, having 0 agency in the situation can only give up, a frustrated GM can't understand why the players can't see the forest for the trees, and the frustrated players can't understand how the GM can think they CAN see the forest, since they're in a desert.

As an example, back at our cliff, no material objects and the instructions clearly say they need to walk this direction, but the players are being chased by a dragon. They cannot think how to solve it, the GM keeps saying he's given them all the hints, and yet the dragon arrives, the GM has to fudge the encounter (the players gain too much XP and become OP for the rest of the campaign) change the plot (the big nasty dragon is actually goblins in disguise, but if that's so.. then how did the goblins manage to enact all those creature powers & fly & breathe fire?) or stick to the reality and kill off the party with a single flame of the dragon.

Face Palm.

The GM points out after killing off the players, that they needed to 'walk' up the cliff, its enchanted. The quote "walk this direction" was so obvious.. was it not? 

Well, unless the players had ANY experience that walking up the side of the cliff was even possible.. this is 0 agency.. they can't make the choice, because they can't foresee it being possible.

The Problem is that Casual GMs might see that arriving at the cliff without pre-purchasing pitons and rope, as 0 player agency, so giving them a retroactive purchase seems like a good idea.

But its not. because you made the choice for the players: You will need equipment, I want you to use equipment, but I know you won't buy the right stuff, so I'll let you buy it retroactively. you took away their agency.
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Player Agency, Don't take away choices
I had a player, who wove elven nets into his clothes, and carried a ball of string. He'd tie objects to his body as A) access easy items and B) crude armour. When in town, he'd buy up sets of things that he felt were needed by the group. often he was asked "why are you buying a fishing hook? we're going to a dungeon!

I had another player who would guide the group on regular outings to find rare and curious material components for spell casting. Each and every time, he'd end up with something curious, and as often as not, the group would encounter some creature, guarding its lair or out hunting or protecting its territory. Not often so horrible, but always a welcome side quest, with XP.

Another player, loved to try out different woods to craft arrows, sharpening his skills as a fletcher. At one point he managed to craft a masterwork redwood sapling arrow with a crystal holder head, allowing a crystal of ice to create his +6 distance +3 armour penetration +6 ice damage arrow , which helped take down a malicious fire demon. 

If I played any of those games where arrows, spell components or mundane equipment and or backpack arrangement was cast to the side by the game or the GM, those players would not still be talking about those events, to this day.

Player Agency allows players to choose to create interesting games, They can do things, without needing to change the plot or rules or interfere with the world building.
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Yet.. for all that's said and done.. players need choice.. so if your players are new.. get them used to the nitty gritty to start with, get them experienced with how it 'can' be done.. then after 5-10 sessions, let them relax on those rules, and present them with faster approaches to do the same thing.

in Dungeonworld, we have a thing called "down time" between adventures, Its done instantaneously for us, but takes weeks in game: Often while the warrior is healing, the mage gathers components, the rogue brews up potions, the archer crafts arrows and the merchant straps all these crazy things to his next set of armour.. Facepalm. 

Saturday, 8 April 2017

Craft Based Roleplay - the Missing Element

     While some might think its a bad idea to reveal your ideas, lest someone steal them for themselves, I don't think that either my idea is new, nor unique, just that I'll be adding it in a way that hasn't really been done in roleplay games. Crafting for adventurers...

Crafting for your Roleplay Group

     One thing that irked me in many systems for years was the inability to really make a half decent magical weapon. At least with a semi-realistic sense of the idea.
     My first encounter with the crafting rules was from Dragon Warriors, Book 2: Simplistic at best, once a Mystic reaches 4th rank, they can begin to craft +1 items, 6th for +2 and 9th for +3. The mystic must go off to a place to remain in solitude, and fast in order to 'attune' themselves to the mystical powers and then begin the 'creation' of an item. There is no talk of 'costs' other than time, 25 days to make a +1 arrow, 100 days for +1 weapon or armour, up to 1500 days for a +3 weapon..
     Yes its simplistic and flawed, A party could leave their 9th ranked Mystic off in some wilderness 'creating' the Warrior a +3 set of Studded Leather armour, and the group returns 1500 days later, now all 15th ranked characters, having acquired several other +2 and +3 sets of armour that are as good if not better from quests and such.. sorta defeated the purpose of creating magical items in the first place.
     Sure a GM could attempt to balance the system, but what ever you do, you'd probably be spending hundreds of hours coming up with some kind of specialized algorithm, that'd break either game balance or usability.. 25 days for a +1 arrow? just to be shot and lost in the very next combat? It only gives +1 to attack, ABR and Damage, its not all that good.
     Dungeons and Dragons does it just as bad, there are countless blogs talking about it just seems to be a kind of 'cash sink' for the GM to ensure the players have a reason to go out looking for more quests, rather than retiring.. even though 12+ level characters are pretty much expected to retire (according to the older forms of the rules, it can be argued) and are only brought out for epic world ending events.
    Rolemaster, Tunnels and Trolls, Warhammer Fantasy Roleplay, they have their own rules & houserules, blogs about it, but at the end of the day its pretty much the same.. Heroes acquire treasure, heroes get rich, heroes have little need to quest for the mundane magical items such as +1 items, but they still have a basci need for them, heroes sink cash into NPCs that make the items, or they sink less cash but more time OR experience points (another sink system to keep mages from getting TOO powerful) into making magical items with broader choices.
     Seems like not many people really got into the whole crafting side of things... 

Could be just your experience

Yes, I understand, I haven't played every single game with every single GM, and there are likely some half-decent games that are all about creating interesting items. Yet if you read up on this, by the very creators of D&D it seems that I'm on par:
     "The statement "I want to make a magic item" has the power to freeze a DM's blood. Players, too, can find the item creation process intimidating. Sometimes these fears are justified, especially when someone invents an entirely new item and then wants to sit down and make it - Skip Williams"
    I have crafted some adventures where players are trying to acquire the material components of weird and wonderous items, while I agree that they should have some kind of 'cost' to acquire, I am more of the opinion that it should be a cost of risk vs reward rather than a physical cost.
     I would rather stick to the idea that making a sword, be it magical, mystical or mundane, should approximately be of the same time of a real sword, 2-3 days for the weapon & 2+ weeks for the flair, but its more about "getting it right" because maybe forging a sword and getting it wrong just means melting down the blade and starting again, but if your using elementium steel, then it likely involves a few enchanted tools, some runes of protection against it (so it doesn't freeze or burn you while forging) and you'd only want to deal with it once, rather than risking deadly burns or life altering frostbite twice.
     So instead the "cost" to acquire goods, is for the group to acquire the magical forge, the mystical hammer, the tongs of fire, the cooling Pools of the frostbanes and several kilos of Elementium, Elysiuum Wood, Gems of Brightfire and Rubies of Blood. Once acquired, the Blacksmith/Mage/Mystic of the group gets to work, while the heroes rest their wounds and 3-6 weeks later, the Smith presents the Leader/Warrior of the group with "FleshForger the Magnificent" with all the bonuses (and possible flaws) of the new weapon.

Yeah, we all do that.. so whats your point?    

     Recently, (well, ok, 3 years ago now) We were tasked at Uni to make a game, and my group agreed to try making a "potion making game", We only had 13 days in total to make it (well its over 13 weeks, we had 1 day a week assigned to the task, because of other subjects, exams, studies etc) so in the end we made a game where you chose 3 ingredients and dependent on how you mixed it, it would come up with 1 of 9 possible potions/poisons.
     Now, the key underlying aspect of the game, was to experiment


---------------------------------- APOLOGIES TO READERS------------------------
Due to Google downgrading their system, this post was lost, I managed to find this much via some fancy caching, but from this point forward, I am mostly trying to remember what I wrote, appologies if it seems out of sync. Originally Published 08/04/2017
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The Game

The Experimentation of how each 'part' worked, was the process of the game. In the 'morning' You acquired the 3 ingredients from the forest, randomly, mostly it gave you a 1:5 chance, twice, either gaining the whole plant, the roots, the leaves or the flower, or nothing( 2 chances). You'd return to your workshop by the end of the day, if you had purchased food from town you ate it, else you could eat the leaves or boil the roots as a substitute, no ill effects, just the loss of your days work looking for it.
Lastly, you could try to 'experiment' on your potions. Each of the three ingredients could be fried, boiled or crushed (for oils), no other information was given.
Oh and also you could go to town, in town you could buy food for 1 copper coin each meal, and meals could last 4 days (so you could buy 4 max) but while in town, you heard rumours.. someone was sick, someone had a toothache, someone wanted to poison her evil husband.
The only thing we had in the game was that all three paid money (3 copper), the 'bad' job would pay even for failed poisons, but a copper if you failed and 3 if you succeeded.
So each night, you'd make up some potions/poisons, and when you had a few, you could go to town, and try them out. The 'experiment' was on the evil husband, if he died, you knew it was a legit poison, if he didn't it sometimes made him happy, or angry or no effect.
This was the litmus test. Angry.. probably ill effects, happy, likely good effects, dead, most definitely poison.
Now at the heart of this, was percentile effects, Boil the root and you got soup, you knew this from your own experience, eat the leaves, its not killing you either, So boil the leaves? fry the leaves? crush the leaves? Each has an effect: From memory, Boiling, drew out the potent qualities, but not the oil effects, Frying would destroy the potent qualities, but keep the oil effects, and crushing, gave you a 50/50 effect of both, while eating it raw, would give you half of the potent effect, but all of the oil, So it became a maths puzzle..
Roots had 25% poisonous Oil, but 100% Nutitional Potent,
Leaves had 0% poisonous Oil and 25% healing Potent.
The Flower had 75% numbing Oil, and 10% Poison.

If you boiled the Roots and Leaves and fried the Flower, and threw away the Roots and boiled it again, you'd get a healing potion,
If you crushed the flower, added some raw, boiled the leaves and then threw out the leaves, you got a tooth numbing agent, so they could pull the tooth
and if you Boiled the flower several times, and fried the roots several times, then crushed the Boiled flowers into the roots, you got a deadly poison.   
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The Key to it was trying out different combinations, on yourself, and the evil husband to figure out what did what, and how it came together.

In Roleplay

Firstly, to get this to work in roleplay, you need to have the ability of your group to get stuff made. Like stated before, getting the 'ingredients' is part one of the game, Having your players procure a Firebird feather, a Core of Sphagnum and a Dedicated Crystal, is the adventure that they get to go on.

But having the Unique Powerful item, is only interesting if it is Unique AND Powerful.

To Create this, you have to have more control over the flow of goods and services.

If your players like the idea of crafting their own gear, upgrading it, improving it, then make sure your setting works, Making standard items less common, with technological advances, just recently discovered.

Cavemen/Minecraft: The Most interesting 'inventions' game would be starting from scratch, players probably already know about sharpening stones & attaching them to sticks with vines, but how about baking clay to make moulds to heating fire hot enough to melt ores to even make metals.. Playing the game in a minecraft like environment might even be your players thing.

Shift of Ages: As the Bronze Age was in decline and the Iron Age beginning, we see a whole area of roleplay barely played. Have your entire group in the fall of rome, as the Gauls have just discovered Iron and Steel swords are a brand new thing. The Aquisition of Iron Ore becomes an adventure of its own. Or if your more inclined, Steampunk, as all manner of steam powered things get invented, and usually ones that would never work, steam powered mobile phone anyone?

Post apoc: My favourite (and one I'm building a new campaign for) When everything has gone to hell, and your players can't even get a decent weapon, unless the bring back some scrap metal from outside the safe zone.. This one ties in nicely with fantasy: The players have steel sword, but how to get EarthElementium? or Plogistonium. Bring back a chunk of Ever-cold Metal and have your blacksmith forge up one of those as a Cleaver! or Chukrum!

So, now that you've got the setting, Have an NPC in town, controlled by your rules lawyer/ numbers cruncher, 'experiment' with the numbers, What does Plgistonium do? well its fire based Elementium, All Elementiums are harder than normal steel by 2 magnitudes, Plus they do Elemental based damage, they should cut through armour, like a knife through butter. Cool that's your end point, but now, you have to decide how long are they prepared to wait?

For simplicity, since we have 4 values to go with, 2x harder, knife through butter & fire damage, then we need our blacksmith to experiment with at least 4 variables, so we'll need to get him at least 4 sets of the Ore. Then you make skill checks for the Blacksmith, if he passes, he's made progress on 1 of those 4 areas, Or maybe you can't wait that long.. how about mixing it with normal steel, and halving the final properties.. halving the experimentation time.

See this is where I got bogged down in other systems, Because weapons don't typically have hardness values or sharpness values, or strength abilities, and weapons don't cut through armour, the player dodges & the armour deflects & the person cops some of the damage, but not as real damage, but as exhaustion & its all rolled into one roll or one saving throw.. it takes away the players, and the GMs ability to make cool stuff, unless you know the whole formula for THAC0, or such.

This is why I made my system, Because Elementium can easily have +2 damage, without needing to increase the Initiative costs, it can have a 'ignores 2 points of enemies metal armour' for the ABR and it can have 'flaming weapon if exposed to air' and 'is 80.c', so players know the blade is hot, it burns, flamable objects will ignite, water will slowly boil (or at least start to get hot) and each of these areas can be 'learnt' by the blacksmith as skills:
Active Skill: Manufacture - Elementium - Fire - +1 Damage, no Inititaive cost. 
Once learnt, then he can start to take on the next skill.

This all works for the HUB system of my game, where players have an NPC friend, back in town, that they get to level up and choose his skills between adventures, so that you have a plausible way for players to be getting much better weapons, without needing handwavium or bullsh*t Ecomonic systems. 
     

Tuesday, 7 April 2015

Topics to Discuss - Pandoras Box

I thought I might get down some Ideas that I'm keen to discuss, both in gaming general and in relation to DungeonWorld(tm). Having worked on a Dungeonworlds game engine for 20+ years, through iterations of complexity, then simplifying, then complexifying again, There are many small nuances to game development that I've studied, read about or even just played with the basic mechanics.

If anyone has some key point they'd like me to address over the next few months, feel free to add it to the List. I know many of these topics are things other gamesmasters and designers have discussed, so sometimes they'll be my own 2 cents, I like to think that pretty much every GM/Designer that decides to blog has to cover these topics to establish themselves first.. but maybe a few will be unique

In No Particular Order, I would like to discuss:


  • Encumbrance, backpacks and Lists vs Encumbrance Points.
  • Electronic Character Sheets, good or evil?
  • What to do in downtime? Why Healing Spells suck!
  • NPCs and Levelling the non-Hero
  • Hit Points, health and Falling off Cliffs
  • City Campaigns, Do Politics?
  • Weapons Hit Points.. Will your Sword break
  • Ammunition boxes or chips?
  • Time Tracking between 7 Gamesmasters & 50+ characters
  • Perception, Lighting, Smells and Intuition
  • Player Morales & Roleplay Decisions
  • Killing Everything, just in case, doesn't make me evil.. Right?
  • Mega Games & Rumours
  • Should GMs ever let players see the Monsters Manual?
  • Is an Orc Always Evil, Should a Paladin Always kill him?
  • As the world shuns violence, will roleplay games cease to exist?
  • Toilet Time, should GMs inform players, mid dungeon, that its time for no.2?
  • Initiative vs Peasant Rail Gun
  • Non Magic effect Tower Shields of Invisibility
  • Minecraft tree to Stick rules of D&D Crafting
  • Rule Zero vs Physics
I May add more to the List, I encourage others to add to the list, things that you've seen or read in other GM blogs. (or just stuff that would be fun to read about)



Wednesday, 1 April 2015

Why Using XP and Levelling is a Waste of Time

Last Fortnight I wrote about how roleplaying requires Experience Points to be allocated for understanding Levelling, as an absolute Must! While researching the blog, I came across compelling points about why Experience points systems are old hat, old school, outdated and dust.

Experience Points and Levels are Bad Design and Bad Karma.

The Number one complain against XP is the time taken to add up the numbers, since they don't mean anything anyway, why use them.

<rant On>
I'm sorry, but I'm not going to go back on my last post, if this is why you don't want to use XP, then you are a Lazy Lazy GM and you should not be in the industry, normally I would say, get out, stop GMing, and make room for more level headed GMs who know what they are doing. Unfortunately, there is a lack of decent GMs and sometimes if as a player you are stuck in a rut, and just want to get your game on, you will deal with any hack who can mash out a harry potter plot on crack, allow the crazy fumbles and criticals of a broken system to be the entertainment of the day, while munching on chips and guzzling coke.
<rant over>

There are legitimate reasons for going non XP, being lazy is not one of them.

Instance worlds and Instance Games

An instance world, is a slice of a potential reality, usually published games are instances, because someone else, somewhere else is playing a different set of heroes through the same dungeon, and we can't all be doing the same dungeon.

In an Instance game, the parameters are set, the DM & Players have come together and agreed that they are going to be the dwarves and the hobbit from Middle-Earth, or Luke, Ben, Solo and Chewie, and save the Princess. They have a pre-agreed understanding that for the next 1-3 months of their lives, they are going to replay a classic or printed adventure (or something made up for laughs) and enjoy it.

As often as not, when playing a board game or card game, we don't want to deal with all the extra stuff that takes place in reality, we just want to play and have fun. As a GM, maybe I don't want to flesh out the world, or the places that players might go. Maybe the backstory for the barwench in the tavern is not going to be relevant, If players ask, just tell them, its just a game, its not relevant.

As a result, there is no problem with levels. Just like Heroquest, Descent or Talisman, Levels are really some arbitrary number that means nothing. So why use it?

In an Instance Game, its far simpler, and makes more sense, to decide to 'get better' every 3-4 sessions, to represent the growth of the character.

Casual Sessions

Much Like the instance world, you might find yourself in a One-off game, character progression is not part of the game, you're not playing these characters again, there is no need to understand what is going on behind the scenes. 

These kinds of games can be great fun to play, and sometimes very useful to run for the advancement of your main plot. 

Maybe an old man by the fire begins to tell the story of a group of adventurers, entering the dungeons of death.. the GM passes pre-made Heroes over to the players, and they play out these characters when 'years ago' they tried to best the dungeon, and failed.

Rather than the GM Telling the story, which may not be 100% interesting to the players, the players play as the 'heroes of the story' which informs the group to some nuances of the quest their about to undertake. 

First time Trial run

As often as not, the first time players ever roleplay, the GM would create and run some kind of simplified, easy to follow structure, with as much intrigue as possible, but not so much chance of death. This ensures the players feel like they are getting the hang of things without drowning them in rules and errata, and in case some players decide that while it was fun, its not 100% for them, or that they are not so interested in devoting a few hours every week for.

The first thing you could do at the next session is to introduce them to the concept of XP vs non XP, but frankly until these players are really going to be devoted to the craft, they are not going to be interested to learn the nuance, so stick to XP-less.

So Why even have Levels?

The Logical conclusion to running an XP-less system is to get rid of the levels too. They only exist to give the players a straight forward way to assigning bonuses from character progression based on XP gained from adventures. But if you run a game where you level up every 3 sessions.. wouldn't it just be more interesting (and make far more sense) to gain 1 of the bonuses for your class, each session? plus a bonus at the end of certain quests? why 'group' them at all? (like Skyrim)

Why not assign them determined by what your character actually did?

Lets look at D&D Warrior (http://www.dandwiki.com/wiki/UA:Warrior)

between 1st and 2nd level, you gain d10 HP, +1 to Hit, +1 to Good Save & 1 Feat.

If you run your system, as 1 level up per 3 game sessions, wouldn't it be more fun/interesting to gain one of those bonuses per session, and get all remaining on the 3rd week? based on what you did in the last session?

E.g. Last Week, Symon the Warrior, took a heavy blow, was knocked unconscious and took a few blows, so the GM & Symon agree that his weekly bonus will be his d10 Health. This week Symon had to make a reflexes save a few times, so GM & Symon agree that he gains his Good Save [Ref] Next week, Symon gains both the Hit and Feat. 

Conclusion

At the end of the day, The players need to understand that the world is cohesive, that actions have consequences and that their characters are progressing in a fair manner. If you have player trust, you can do all the calculations behind the scenes and tell players when they get their next bonuses.

But honestly, do you really want to do all that yourself? its not a paid job, so why not ask the players to help with the bean counting and share the work load, so you can spend more time making a great adventure. 

Wednesday, 11 March 2015

to XP or not to XP, are new DMs so Lazy?

A point raised recently suggested that Roleplay games should not have Experience Points, and my response was, If a GM can't be assed to count up what happened that session and award XP, he's Lazy and if Players feel that they need to grind, kill or overly play-act to get levels, then something is wrong with the Game/DM


To XP or Not to XP, are new DMs so Bad/Lazy?

The Argument was, that by awarding XP to players, you create a bunch of problems that breaks the game flow. Some arguments against XP are

  • Awarding XP is too much accounting and record keeping.
  • XP systems force players to grind, or to 'clear each room' for the XP
  • Adventures have to be 'XP balanced' to ensure a good play experience, which ruins the plot
  • Organised Play / Society games have to have a fair system, XP breaks this
  • It Motivates plays in a bad way, its bad for their psychology
And Some Arguments for Non XP systems are
  • The GM can just skip XP requirements to ensure players are matched to each other
  • It allows you to choose how to 'level your campaign'
  • Players are motivated, not by murder, but by play

Now, Ok, maybe I'm a little OSD&D in my style, but after reading so many articles about how many people are so bad at actually playing and or DMing.. I'm not surprised that people want to trash the XP system.


What is XP?

The reality of Experience Points, is a mathematical representation of the cumulative knowledge and confidence of a player to perform actions to a certain degree of knowledge. a 10th level character is defined by his 10 levels of skills and abilities, based on his experience in using those skills and abilities, but also his confidence in doing so.

So, first up, the Arguments against XP are based on incorrect assumptions of XP in the first place. Awarding XP because the player played well, or from gold gained, or because the GM says its a good idea or is impressed by a cool Simpsons quote, is of course going to put a bad spin on what XP is, so the DM & players are going to be asking themselves.. why am I getting these? and causes motivational issues,

"Quick, Run for your lives, there is a 19th level hero coming, and he only needs 5 more XP!!!"

Against XP

Accounting

Lets Look at the Points above, Firstly, If you can't do the math, don't be a DM. Your players may not like doing numbers, but certainly OSDMs used to be good with math, in their head, why do you think role-master even exists.. because we could think numbers as fast as we spoke. 

Me? I have the players do a "talk around the fire" after every session, they remember all the events that happened in the adventure, I write them up on white board, or a sheet of paper, and jot the XP for each of those things next to it.. they aren't writing down numbers or making calculations, they are remembering what cool stuff they just did, reinforcing in their characters minds, how cool they are, how confident they are in their skills and how they'd feel about doing those things again in the future..

"So guys, we've just cleared the dungeon, we took out that team of skeletons, dowsed the mummy in oil and lit him up, evaded that rock fall trap

- and we didn't all die,
- Haha, yes, that's right, and we got through those zombie snakes and claimed the treasure from the inverted pyramid trap. yeah, I think we did pretty good.. did I miss anything?"

what an EXPERIENCE they just had!


Grinding & Clearing

If your players are OCD like me, they 'need' to clear each room, not for the XP or the Gold, no, for the feeling that its now "rightened". Heck I am used to taking all the bodies outside and burying them, or burning them in pyres, ensuring the dungeon is cleared..


I think this comes down to what kind of play is happening here, are any of your players good? or lawful? why would slaying all the creatures, just because [XP], even come into this? If the Neutral players are saying things like, Hey, I need to get more practice in, and fighting some monsters is gonna make me feel better as a fighter.. sure.. that makes sense, go ahead, but the DM/GMs role is sometimes to remind players how to stick to their players 'character'.

Possibly its about how XP is awarded. If your still awarding XP for kills, gold and GM brown-nosing then of course grinding will result, That's Bad XP, (see below). The Only problem I can see is more about the balance issue, in the next heading.

Me? If players figure out a way to 'bypass' a room, using clever tactics, if they manage to escape across a bridge and cut in in time, leaving 50 Orcs on the other side, if they cast sleep, and lock the door, on 3-4 guards.. they have "defeated" those creatures and get XP accordingly

"remember that time we trapped those 4 Basilisks in the mirrored room? they were trying to find the hidden door with their eyes closed, wow that was awesome, how cool are we that we defeated 4 Basilisks so cleverly" 



Balance Adventures & Balanced Heroes

This has been a hobgoblin for me, almost a bugbear when ever I hear DMs talking about 'scaling an adventure'. I don't for a second think that the real world scales any difficulty for me when I endevour to find my way across a new area of town, or go to a job interview or study for an exam, and I as sure as hell-fire won't do the same for my world, maybe because I have 8 GMs all running their games in a live environment, so 'scaling' would kill off all realism, but that's a whole different kettle of fish.

I get that most games are being run as 'a couple of friends, getting together to play a different kind of board game. Board games are designed to start everyone equally, and give them a fair chance at some competitive environment to see who is better, or have balanced skills to ensure each person gets a fair turn.

But this is roleplay, not supposed to be a board game. If one of your team hasn't yet got the skills to defeat the creature that's coming up, then the team work together to figure out a way to be a team, how to balance their skills to defeat the creature. The Subliminal point of the game is to figure out how to work better in groups, not force the game to do half your job.

Me? One thing I make clear for new players (either to RP or my system) is that group co-operation is tantamount to winning, information is worth as much as a magical weapon, and negative play will result in dead characters. If the group is not ready for Night on Bald Mountain, then maybe they should travel to The Forest of Doom, Or Hire some NPCs to join the party to boost up their total CR.

"Guys, Guys, come look, this old map points out that there are two Tarrasques in the first temple, and an Allips haunting the second, Maybe we need to hire a Cleric for this one?" 

Bad Motivation from Bad XP

This is mostly what the problem really is. If I play a game where my reward system is purely for killing, then the only thing I should be doing is killing. Most board games [descent] require you to kill the creatures so they don't kill you, so you claim the treasure to win the game. So anything other than attacking and killing the creature is going to end badly.

Roleplay should award XP for all varieties of 'defeating' the monster. In the Original D&D, Arneson pointed out that the XP system was supposed to be class dependent. You gained XP for killing monsters if you were a fighter, for a wizard, you needed to cast spells, for a Cleric most likely healing and rebuking. If your DM doesn't award you XP for talking down an Orc, and getting him to go home and see his mother, as a means to get to the next room, then quit that game and go find a GM, better yet a ProGM.

Me? Well my system already includes this style in the rules, You don't get wizard XP if you don't wizard, A Bard pacifist, doesn't get XP for attacking an Orc with a blade, if anything, he'd be so disgusted with the fact, he'd lose confidence in himself as a pacifist and would lose XP. I do award XP for gold gained, because its not so common a metal to be all over the place, and getting it gives players (a false) sense of confidence, Rogues get double XP for gold, because that's what a Rogue is about.

"Yes, Greedo. I was just going to see your boss. Tell Jabba I've got his money."

Against Non XP systems

Matching the Players to the Game

Well, as I read somewhere quoted below, Why bother with levels then? 

I've played games in D&D where we wrote out a new character sheet for each 'level', so that we could play any published adventure with our 'characters' the matched the level of the campaign, we effectively scratched the whole system of XP and levelling, and treated it all like a big TV series, with flash back sequences to 'previous adventures', I've played level less systems, which gave you bonuses to stats instead [WHFRP+house rules] which worked far better in some ways, but made it nigh on impossible for the GM to figure out how to balance his encounters (which lead to the feeling that it didn't matter, knowledge did)

Besides the points made above about group dynamics and working with what you've got, rather than forcing the game to become, just a game, The problem here is that, if you take away the scaling, and match the game to the players, then your creating the most pointless grind machine ever.

If I have 3 heroes at 2nd level, enter a dungeon with 3x 2nd level goblins, then a room with 2x 2nd level skeletons and the next with 6 x 1st level bats.

How is that any different from

I have 3 heroes at 5th level, enter a Tower with 3x 5th level bugbears, then a room with 2x 5th level Wights and the next with 6 x 2nd level Giant Rats.

Or

I have 3 heroes at 20th level, enter a dungeon with 3x 20th level Demons, then a room with 2x 20th level Liches and the next with 6 x 10th level Vampires.

Then its just a numbers game.

We defeat the first quest, and gain a level, then later we defeat the next quest and gain a level, etc etc etc.. have you been playing WOW too much?

How can you possibly balance anything anyway?

    Lets say I have a character in a game, and we've played for 3 campaigns, gained 3 levels, its a no XP system we've defeated just over 100 approx level equivalent monsters in various ways per campaign, but then our GM moved states, so we had to find a new group. but they live further away and only two of our group can come play at the new location.
    So we meet up, introduce ourselves and our characters, and join their existing game, they have 2 level 4 characters and 1 level 2 character (the previous guy died), so now we have 5 players, this new DM thinks that because there are more heroes he can throw more at us, the first campaign has over 300 level equivalent monsters, doubling our effective understanding of our skills and abilities.. and we gain 1 level!? This DM has his own set of 'rules' on how leveling up works.. 

In an XP based game, this wouldn't happen. creatures have set XP, quests have a fairly robust set of rules on how to set XP for various traps, encounters, figuring out stuff, so the 100 creatures + quest resolution = level would balance enough out, that the 300+quest would surely give the group 2-3 levels.

Home brew rules are all well and good, but when you change certain core rules, you break the ability to continue anything with anyone else.. all new groups would need all new heroes, which for many of you, I think is actually happening, and that's sad. [don't you love your heroes anymore?]

What about Player Differences?

Not everyone is equal, 'equalling play' causes as many de-motivators for players as overly punishing players. If I don't need to worry about full participation to get my level up, why should I pull my weight? Maybe I'll just play as the cleric and hang back for the first 10 levels, healing the party between adventures but not actually endangering my life, until I have enough of the cool things to do some real damage?

What about Absent players? If a player is unable to attend a few sessions, because they're lazy or indifferent, they won't worry about attendance, because they'll get a level every X sessions anyway.. maybe just turning up to the Xth session to just level up

What if I decide that, after the death of my character, I should begin again at 1st, and will watch and learn from my peers, under the guidance and tutelage of these great and mighty heroes, I will surely learn faster to be a great hero like them one day.. Under an XP system, Its pretty obvious that I'll catch up 75% of the groups level after 75% of the time, but other than a (probably poorly designed) house rule, how can a 'every 3 sessions gain a level' system even understand that kind of scenario.

Last Few Points

Absent Players and XP

If a Player is not at the table, but the character is, Its fair to say that the character is not feeling 'like himself' or 'he's out of sorts' and as a result, would not be concentrating on whats going on properly, so he's not 'experiencing' events as much as his friends are and would not/should not get full XP. some GMs might harshly give 0%, while others might give half, my research into the human mind suggests that distracted students learn only 20% of their lessons, so in turn, I give only 20% of events experience to characters, whose players are not in attendance.

Roleplay and XP


If a player is demonstrating some kind of 'experience' as a result of their role-playing, i.e. they point out that their character is obeying their thirst, and must drink from the suspicious fountain, because they have no water in their water-skin, might make sense that they would 'experience' what its like to give in to their needs in times of peril. On the other hand, play-acting their characters voice, movements or other things, might help the roleplay experience, the character has no relevant 'experience' happening.. besides the fun of doing so, players should be rewarded out of game by words of encouragement or other meta elements, giving XP in game from out of game events, is akin to Pay To Win style games, The meta event should not change the game.

References:

While searching for other arguments in this topic I found these threads to be (un)helpful.


http://rpg.stackexchange.com/questions/20007/systems-giving-xp-based-on-roleplay-how-to-avoid-jealousy-party-balance-proble

http://www.geekspeaker.com/?p=537

http://www.enworld.org/forum/showthread.php?260861-Roleplaying-XP

http://games-blog.pairodicegames.com/gaming-news/stunt-dice-role-playing-xp-rewards-and-how-not-to-be-a-jerk-while-game-mastering

http://geek-related.com/2014/02/02/the-time-for-experience-points-has-come-and-gone/

Pictures from:

http://cdn.meme.am/instances/500x/59120123.jpg

http://www.everyjoe.com/wp-content/uploads/2008/05/xpposter.jpg

https://primitivescrewheads.files.wordpress.com/2015/03/experience-points.jpg

http://gamingtonic.com/blog/wp-content/uploads/2012/03/+rpg_think_of_the_experience_points_teddy_bear40672854.jpg

http://cdn.someecards.com/someecards/usercards/3-2-1-ding-you-survived-another-year-happy-level-up-day-to-reach-next-level-you-will-need-additional-365-experience-points-keep-up-the-good-work-f239e.png

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