the_gneech: (Conan Civilization Sucks)
I've been reading a long thread from late in 4E's lifecycle that was Let's Read 4E (From an Oldschooler's Perspective). It's been very interesting to see 4E discussed pro-and-con from the point of view of people who like it, rather than just flames from either direction in the era of edition warring.

Now I've got my own list of 4E pro-and-con points, but the one that drives me the most bonkers is what is famously referred to as the "disassociated mechanics." A lot of 4E stuff seems like random bags of powers designed to fill some game design function, with the story convoluted around to make sense of it, which for me is bass-akwards. Even in HERO System, the King of Disassociated Mechanics Rulesets, the powers are supposed to simulate what story-wise the character is intended to be doing.

Anyway, buried deep in the discussion, there was a recommendation of 13th Age as being a game system that has a lot of the same strengths as 4E but was simpler and faster. I decided to check it out, downloading a sample PDF, and found a batch of orcs which had an attack that did weapon damage, and then on a crit, added +[x] psychic damage.

I just blinked, and tried to parse it. I didn't see anything suggesting these were somehow magical orcs (although I was skimming, so I might have missed it). As far as I could tell, it was just randomly stuck on.

Later on I found references to the Essentials line Monster Vault series as being better than the core Monster Manuals, so I scrounged up a copy of one of those to look at (Threats of Nentir Vale, I think it was), and happened upon a wight whose attack did "[x] damage, and the wight turns invisible."

Again, just sorta, "Why?" I mean, there's no reason for wights not to turn invisible, I suppose, but that's the sort of behavior I'd expect from spooks rather than the walking dead.

Now 5E has a little bit of the opposite problem: most of the 5E critters have movement, and an attack (or bunch of attacks), and little else. I discussed this in detail on an ENWorld thread using the hippogriff as an example. The 4E hippogriff has an interesting "land on somebody and knock them down" ability on top of their regular attack, while the 5E hippogriff just does damage. (Plus, more than half the 5E Monster Manual entries are CR 2 or lower, which even with bounded accuracy is still a bizarre distribution.)

I've been threading this particular needle by doing a fair amount of monster customizing. I have the 4E Monster Manual and Monster Manual 2 on the same shelf with my 5E books to fish for ideas when I want to punch up a dull 5E critter.

But I'm still not going to have randomly-psychic orcs. ¬.¬

-The Gneech
the_gneech: (Lachwen Lightning Girl)
Lachwen blasts a troll, while Legolas ducks for cover
I hear a lot that people sometimes miss the character variety/options of 3.x/Pathfinder compared to 5E, but I've never really understood that. With very few exceptions, I haven't had any character ideas that I thought worked really well in 3.x/PF that couldn't be translated to 5E pretty easily, especially given a DM who was flexible about allowing homebrew or third party content. It's not always a 1-to-1 correlation, but it's usually "close enough" that the character feels pretty much the same.

So far, the biggest exception I've found to that, is Lachwen, my Badass Lightning Girl. Now keep in mind, she was originally a runekeeper in LotRO, so already a translation to tabletop is going to be a little wonky. (With the exception of bards, there pretty much aren't any D&D classes that can swap back forth between damage and healing the way RKs do. But in practice, I rarely played her as a healer, almost always going DPS. So when the time came to convert her, I simply dropped the healing all together.)

Now, I never got to play her on the tabletop, but I did stat her up for Pathfinder, and with the various splats (honestly I don't even remember which ones, but they are from Paizo books, I didn't use outside material), she worked really well. Affinity for the elemental plane of air gave her all the zappy-blasty she needed, especially with the ability to convert other elemental spells to lighting as desired. Fireball for instance, became lightning burst... waahahaaaa!

Alas, 5E doesn't really have a good "elemental sorcerer" setup– which I thought from day one was a strange omission. It has the draconic bloodline, which kinda-sorta does it, while also adding scales, wings, and a lot of other baggage. But my vision for Lachwen was always that she just bristled with elemental energy, kaboom!

The closest thing I've found, even from third party materials, is the storm sorcerer from The Sword Coast Adventurer's Guide, which in terms of fluff is exactly the same as her PF incarnation, right down to the tie to the plane of air. But the powers it gives are weird ones... randomly flying at 3rd level, for instance, and mostly-fluff minor weather control powers at 6th [1].

So that's how she's been built. I made her 6th level to be able to do an apples-to-apples comparison with her PF incarnation. I tweaked her a bit, making her half-elf instead the high elf she was in PF, partially for the CHA bump but also because Lachwen is not stately or refined in any way. If Obsidian is Rarity as a bard? Lachwen is Rainbow Dash as a sorcerer.

Lachwen Shimmerlight (CR 2; 450 XP)


Female humanoid (half-elf) sorcerer 6, chaotic good
AC 13*; hp 38 (6d6+12)
Speed 30 ft.


STR 10 (+0), DEX 15 (+2), CON 14 (+2), INT 12 (+1), WIS 8 (-1), CHA 17 (+3)


Feats Elemental Adept (Lightning)
Saving Throws Con +6, Cha +7*
Damage Resistances Lightning, Thunder
Skills Arcana +4, Athletics +3, Insight +2, Intimidation +6, Perception +2, Performance +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Elvish, Primordial


Elemental Adept. Spells Lachwen casts ignore resistance to lightning damage. In addition, when she rolls lightning damage for one of her spells, she can treat a roll of 1 on a damage die as a 2.
Font of Magic. Lachwen can draw upon a wellspring of power, giving her 6 sorcery points which may be used to create spell slots or fuel her metamagic abilities.
Heart of the Storm. Lachwen is resistant to lightning and thunder damage.
Metamagic. Lachwen knows the Careful Spell and Distant Spell metamagic abilities.

Spellcasting. Lachwen is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Lachwen knows the following spells:
Cantrips (at-will): dancing lights, fire bolt, lightning lure, prestidigitation, shocking grasp
1st level (4 slots): thunderwave, witch bolt
2nd level (3 slots): gust of wind, hold person, shatter
3rd level (3 slots): fireball, lightning bolt

Storm Guide. Lachwen may subtly control the weather around her.


Actions
Dagger +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4+3 piercing damage.


Bonus Actions
Tempestuous Magic. Immediately before or after Lachwen casts a spell on her turn, she may use a bonus action to fly 10' without provoking attacks of opportunity.
*Ring of Protection


Soooo, yeah. Not exactly the same, but she's a workable facsimile– although I really miss that ability to change other energy damage to lightning. This version is more physical (running, jumping, climbing) than the Pathfinder one and less social, although she still has Intimidate and Performance, to create scary (or awesome) Tesla-style lightning displays and firebreathing routines. I also gave her fewer magic items, just 'cause that "feels" more 5E. She could use some bracers of defense or the like, tho.

If I were going to make her closer to the LotRO version (and had a willing DM) I'd probably change her tempestuous magic's flying to some sort of shocking bolt that stunned [number up to Cha bonus] creatures within 5' until the beginning of their next turn if they failed a Con save, to give it that same "I can escape being swarmed!" thing without randomly turning her into Supergirl for short hops. (But really, do you even need that, with thunderwave on the spell list?) Of course, that would have the side-effect of setting up the party rogue for free sneak attacks on dazed opponents, but it would have the saving throw as a counter to that (and keep Lachwen's feet on the ground). (I picture her hold person being very similar to that, a magic taser, basically.) But she's already got one splatbook thing going on as it is, and her skill proficiencies came from a third-party background (Mercenary) because none of the official ones really fit, so I wouldn't be surprised if a DM said no.

(In a "core only" game, she'd be draconic with a blue dragon ancestor and the Entertainer background. But she'd also have scales and eventually sprout wings, which is even less like Lachwen should be than this version is.)

-The Gneech, bzzaaap, bzzaaap

[1] Not totally useless, but how often is "make it quite raining in a 20' radius" going to be useful in most D&D games? I can at least see the ability to cause and/or cancel wind having use for dousing/spreading fires and the like.
the_gneech: (Mysterious Beard)
In my post about difficulty the other day, I tossed in a random joke-not-really-a-joke sobbing about the fact that the characters are primed to hit 5th level at the end of the next session, and that it was too soon. It occurred to me after the fact that once upon a time (i.e., back in my 1e/2e days) hitting fifth level would not be cause for alarm. Certainly it's something of a watershed level, with fireballs and such showing up, but it's often seen as about the time heroes really come into their own, the training wheels come off, and the nitty-gritty of a game truly begins.

So... why too soon? I mean, I explicitly started my Eberron game at 3rd level (albeit in Pathfinder) to sorta "skip ahead" a bit. And it's not like the group hasn't earned it: they've conned a bugbear king, toppled a thieves' guild (a small one, but it still counts), clashed with the sinister machinations of a drow mage, and more.

Well, some of it is, I think, that we're in a new edition and I at least am feeling my way around to learn the ins and outs of it, but just about the time I start to feel like I'm getting the hang of things, the group levels up again and I get flummoxed. But I think that's just the surface issue, and there's something deeper underneath, to wit, I've been trained by 3.x to pay super-strict attention to the party levels... and that's something I need to unlearn.

In the faster-looser environment of earlier editions, where each class leveled up at its own rate and a party full of lackeys and hench... uh... persons? was expected, encounters weren't these carefully-structured pieces of art. Encounters were often super-random ("1d10 orcs... so a 100 XP to 2500 XP encounter, and you don't know which? Madness!") and just included whatever the DM thought sounded cool. Of course, that made for parties occasionally getting eaten by something the DM didn't realize would be quite so threatening, but that was part of the game. Hop over to a super-freeform system like Tunnels & Trolls and all bets were off... bathe your sword in a magic fountain you happen upon in a solo module and you might end up with the T&T equivalent of a +4 sword that does a base 2d10 damage or something crazy like that.

But 3.x has tight math in place, designed to help the DM predict how an encounter will go, and prevent the dreaded "accidental TPK". Part of this includes a heavy-handed progression along the level track: in 3.x a party of 5th level characters isn't just a bit more powerful than a party of 4th level characters, it's way more so. An encounter carefully tweaked to be "just right" for the 4th level party, feels like an easy win for the 5th level party; an encounter that was easy for the 4th level party, is a major snoozefest for the 5th. So yeah, you pretty much have to handcraft things to keep them interesting. And every time that level gauge goes "Ding!" you have to refactor everything.

Thus, it makes sense that someone used to thinking this way would cringe when the levels come flying at us like a freight train. But then I need to take a deep breath and remember, "Oh yeah, bounded accuracy." Going from 4th to 5th in 5E is still a significant bump because that's where your proficiency bonus goes up a notch, 3rd level spells and extra attacks appear... but it's not so significant that I have to throw away all of my prep leading up to it. Orcs are still dangerous, they just come in groups of 2 per PC instead of 1 for every 2 PCs like they did at, say, 3rd level. But at 5th I don't have to shy away as much from putting some more interesting things on the encounter list. Tromping around in the woods between Welltide and Pelann, there's been a "1d3 trolls" random encounter that I've been cringing at the possibility might come up, for instance. Now, I'm not so worried about it.

What I can do, however, is to go back and weed out some of the "junk" encounters that would just waste everyone's time, or possibly just narrate through them. "You encounter three ash zombies roaming around the woods. Gimlet, do you want to just channel divinity and blast 'em?"

I do worry, at the current growth rate, that the characters will suddenly be 8th, 10th, 12th level faster than a speeding bullet, and then things might start coming off the rails. Poking around the woods outside Welltide or wandering down into Wave Echo Cave is going to seem very dull by that point, unless those areas have been "civilized" and the characters have moved on to deeper delves and darker dangers. But realistically from a worldbuilding standpoint, that's going to take time. Welltide's defenses are under construction, but that doesn't happen overnight even in a magical setting, and the Diamondheart camp in Wave Echo Cave will need some shoring up before the PCs can leave it alone with confidence.

Basically I need to figure out some way to pad time in between adventures so the world can "catch up" to the PCs' advancement, or slow that advancement down. Maybe story-wise it would make sense to require some "training time" before the characters can actually make the jump to 5th level? Training between tiers does seem like a fairly natural hybrid of the original "train every level" rules vs. the modern "ding mid-adventure" mode.

I'll have to discuss this with the players.

-The Gneech
the_gneech: (Default)

We Are Legion by zilla774

We Are Legion by zilla774


An animated skeleton wreathed in hellfire and pungent black smoke, this horrific monster seeks to feed all living things to the eternal flames which consume it.


Burning Skeleton (CR 1; 200 XP)




Medium undead, neutral evil

Armor Class 15 (natural armor)

Hit Points 22 (5d8)

Speed 30′


Str 12/+1   Dex 16/+3   Con 11/+0

Int 3/-4   Wis 10/+0   Cha 4/-3



Damage Vulnerabilities cold, bludgeoning

Damage Resistances piercing and slashing from nonmagical weapons

Damage Immunities fire, poison

Condition Immunities poisoned, exhaustion

Senses darkvision 60′, passive Perception 10

Languages understands Common but can’t speak


Heated Body. A creature that touches the skeleton or hits it with a melee attack while within 5′ of it takes 3 (1d6) fire damage.

Death Blast. When a flaming skeleton is reduced to 0 hp, it explodes in a fiery blast, doing 3 (1d6) fire damage to every creature within 5′ of it.


Actions

Multiattack. The skeleton makes two attacks with its flaming scimitar or its flame orb, or one attack with each.

Flaming Scimitar. Melee Weapon Attack: +3 to hit, reach 5′, one target. Hit: 3 (1d4+1) slashing damage plus 3 (1d6) fire damage.

Flame Orb. Ranged Weapon Attack: +4 to hit, range 30’/100′, one target. Hit: 7 (2d6) fire damage.

Designer Notes


It’s no secret that I love, love, love Dungeons & Dragons fifth edition, but like everything it’s not without its flaws– mostly in the encounter and monster variety area, which in my opinion has needlessly abandoned some of the few really good ideas from 4E. Fortunately, these are easily fixable without messing around with the rules, it’s just a matter of building the content to fill the gaps.


One notable thing that’s missing in a big way is ranged threats to mix in to encounters. Most monsters are melee, melee, melee, with maybe a crossbow added at the bottom as an afterthought, and low-level corporeal undead are particularly egregious in this regard. So here’s something to correct that: meant to be primarily a support monster for a larger group, the burning skeleton hangs back and lobs fire orbs into the fray, only engaging in melee when forced to, and then likely to go out with a bang.


Mechanically, it’s mostly a reskinned fire snake with skeleton traits added.


I have more to say on the subject of encounter and monster design in 5E, which is for another post.


-The Gneech

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