Showing posts with label rolling. Show all posts
Showing posts with label rolling. Show all posts

Monday, August 31, 2020

3 RPG Design Tips For Professionals and Homebrewers Alike

For those who aren't regular readers, I've been a freelance RPG designer for more than six years or so now. I've written modules like The Ghosts of Sorrow Marsh, designed feats and encounter tables in products like Feats of Legend: 20 Orc Feats as well as 100 Encounters in a Fey Forest (both for the Pathfinder RPG), and I've contributed class archetypes in supplements like Letters From The Flaming Crab: Puppet Show along with The Demonologist from TPK Games.

I'm leading with this because I don't want anyone who goes further to think I'm armchair quarterbacking the realities of designing tabletop RPGs. On the contrary, making games is very much my day job, and not a day goes by where I'm not elbow-deep in something's engine trying to figure out what's making that rattling sound, or how to get just a little more horsepower out of it.

There's your problem; no universal dice rules.

So whether you're a fellow professional, or just someone who likes to retool games and make changes for your personal friend group, I would ask that you please keep the following tips in mind. I say this from experience; they are going to help far more than they're going to hurt.

Tip #1: Do Not Play Favorites


As someone who's up to my shoulder in a core rule book right now (I'll tell you more when I can, trust me), I truly sympathize with everyone out there who has a favorite in their games. Whether it's a particular class you're all gung-ho about, or a character race or background package, or just one particular faith in your game, do not give them all the toys. It will not endear them to your players, and it will draw into question your objectivity when balancing a rule set for fairness.

Look no further if you need an example.

If you've never played the first edition of Scion, it's a game with a really cool premise. In short, one of your parents was a god, the titans have escaped their prison, and now you need to stand with your parents to become a hero like those in the old myths and legends. Eventually you will ascend to stand at your parent's right hand as a god yourself... if you survive.

Which powers you get access to, and which attributes you can make godly, vary largely based on your parent, and which pantheon they belong to. If you read this book it's pretty clear someone on the design team loved the Norse gods, and Odin in particular. The one-eyed wanderer is hands-down one of the most powerful parents in the game, and if you're going for raw numbers and options there's very little reason to play a scion of any other god at least 80 percent of the time.

That sort of favoritism creates problems in game balance and design, and it can make players who'd rather opt for something else feel like they're being punished for wanting to explore other options. Make every option unique and viable, and you'll have a better overall game.

Speaking of significance in game design...

Tip #2: Make Your Options Mechanically Significant

 
One game I played a lot of when it first came out was D20 Modern. While it had all the usual flaws of 3.5 Dungeons and Dragons, it presented a lot of fun options and unusual potential for playing modern fantasy games using an at least vaguely familiar class system with prestige classes, feats, and other recognizable elements.

It's really not that bad, if you can overlook the flaws.

One of the big issues I felt this game had from a design perspective (a flaw shared by Shadowrun, and some books in the World of Darkness as well) was there were entire tables dedicated to modern firearms of every make, size, and style over the decades. But when all the semi-automatic handguns did the same damage, had the same rate of fire, and the same size clip, there was really no point in including three dozen variations that amounted to the same thing. Ditto the shotguns, machine guns, submachine guns, etc. If it's all the same, why waste the page space?

I've seen this with classes, with monsters, with weapons, armor, and background traits. If there is no mechanical difference between two aspects of the game, or if you're just going to assign the same value to a dozen different options, don't bother reprinting them. Flavor reskins are a part of any game, but don't waste your players' time and energy reading through a bunch of palate swaps.

Tip #3: Don't Let Random Chance Reign Supreme


Randomization is the function of the dice. However, that randomization should be something that affects the challenge of the game, not something that decides every aspect of it. Put another way, if it's possible for a character no matter how ill-prepared to overcome a challenge entirely on a single roll of the die, then your system is little more than a slot machine; unbalanced, and probably grossly tilted in favor of the house.

It's an RPG, not a craps table.

To give an example, a character who rolls a natural 20 on an attack is going to hit in basically every edition of Dungeons and Dragons. However, even if that farmer with the hoe smashes an impossibly lucky blow into the face of the conquering tyrant Eldrakkar, it isn't going to kill him. Eldrakkar is the game's big bad, after all, and a CR 17 fighter/necromancer. Such a lucky blow is unlikely even to phase him, likely giving him little more than a thin cut along his cheek. This firmly establishes that it is always possible to hit, but that it is not possible to randomly destroy a powerful character because of a lucky roll of the die... whether that's the campaign's big bad villain, or the party's front line fighter once they really hit their stride.

All it takes to throw that out the window is to add a chart of random critical hit effects. The chart might have some less potent options like, "stunned for a turn," or, "character loses weapon," but often more brutal entries like, "character loses a hand," or, "character is decapitated" wind up on these lists.

Imagine that you're playing a campaign, and the big boss that you've had all this built-up for dies in a single hit because the wizard's player got lucky, and stabbed the bad guy in the heart for an instant death. Or, flip the script, and imagine that your heavily armored professional soldier who's survived dozens of encounters is killed in the first round of the first combat of the game because the DM rolled a natural 20, and then chopped your head off because a goblin sergeant got in a lucky hit with a hatchet.

That kind of extreme randomness is not good game design. Especially when you consider that in any game the DM is going to roll far more dice than the players, meaning that the players are going to be on the receiving end of any unfair odds. There's always going to be elements of chance and randomness, and good or bad luck can sway how a game goes... but if every roll of the die literally carries the potential to end a challenge (or the party) I'd suggest trying to re-balance the game so you're not swerving all over the road when you fire it up.

Also, while we're on the subject of randomness in game design, I would like to ask all my fellow designers to please stop padding out games with huge tables of random things. Don't waste page space with twenty different criminal backgrounds, or random starting ages and weights for characters. Even random encounter tables are a little passe at this point, since a majority of groups would rather focus on the story they're all there to tell without wasting an hour fighting off two enraged grizzly bears who were just there for the lulz. We've got limited time, and focusing on meaningful challenges and story beats is often far more preferable.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, December 24, 2018

4 Tools To Help You Control Your Dice At The Table

There are few things more annoying than your dice making a break for it when you're in the middle of a tense situation. Whether your dice go wild, knocking over PC and monster minis on the map, or they fall off the table entirely, leading to the whole table shining their cell phones down into the shadows while you try to retrieve your fallen soldier, that can break the spell you're all collectively weaving.

Maybe you don't have a lot of room at your gaming table, or maybe you just want a neat, clean solution to keep your dice on their best behavior. These are the solutions I've found that work, and which can easily become a part of your regular gaming arsenal.

#1: Dice Cup


As opposed to a cup of dice, which is a totally different thing.
The dice cup might be one of the oldest known gaming accessories, next to dice themselves. Simple and straightforward, you toss your dice in, give it a shake, then upend the cup over the table. No dice go flying, and you can usually roll all your attacks in a round with a single pound. If you really want to save time, toss in your damage dice along with the d20.

If you have a bunch of old games on your shelf (particularly Yahtzee), you can likely scrounge the dice cup out of there and put it to use. Or, if you don't mind going super cheap, you can just use a hard, plastic cup from your kitchen (and if you're crafty you can glue some felt to the inside, and put a band of leather around the top for softer, smoother rolling). Even if you're not crafty, though, you can get a cheap dice cup for $6 or so. The one I'm currently rocking came with the Wiz Dice Cup of Wonders, which gives you a dice cup, and seven complete sets of dice for $12. Would highly recommend for anyone looking to kill two birds with one stone.

#2: Brick Roller


No, I didn't know these were called bricks, either.
If you've ever bought a new set of dice at your friendly local gaming store, then you're familiar with these clear, plastic brick cases. They're convenient for carrying a single set of dice, and you've probably used the clear plastic part to represent flying creatures a time or two on your battle mat (and if you haven't, well, there's a life hack for you). However, if you need a quick and easy way to roll your dice without risking them going too far, you can turn the brick into a simple die roller. Just empty it, put the die you want to roll inside, and close the brick. Voila!

I've used this trick in the past, but mostly I just used the d20, and rolled my damage dice out on the table. Fewer problems, but inconvenient if you like to use multiple sets of dice for a single character. If you don't have any bricks laying around, relax, we live in the future. You can order them online! Or, you know, just buy a few more dice sets...

#3: Dice Tower


Brings "keeping" your dice in order to a whole, new level.
I mentioned back in Towering Defenses Against My Bad Rolls that I'd been building some dice towers of my own. And, generally speaking, I've found that they're particularly useful for shaking off the bad juju when it comes to avoiding a slew of natural 1's. However, if you're going to go that route, it's helpful to build a dice catcher into the base of your tray. I put the blueprints and videos I used in that other entry, if you want to try your hand at making your very own tower.

If you're not feeling crafty (or you want something tough enough to stuff into your travel bag on your way out the door), then models like the Black Tower pictured above (which has dice storage in the base) will run you a couple of Jacksons. Or, if you're shopping on a budget and you don't want the spinning rims and awesome exterior, then a simple design like the Litko Dice Tower will certainly get the job done.

Handy, fun, and neat, you can roll as many dice as quickly as you want without having to police them back up once they stop moving. Even better, they don't take up anywhere near as much space at the table as you might think.

#4: Dice Tray


May the All-Father's Eye grant you battle luck!
A dice tray is, perhaps, one of the most ubiquitous solutions to the problem of your dice rolling further than you'd like. Not only that, but they are one of the easiest things to make for yourself. The first thing you need to do is go to your local craft store. Find where they keep the small, wooden boxes with slide-off lids. Buy it. Boom, you now have a dice tray!

If you want to spruce it up a bit, get some felt and glue it to the insides. This ensures a smoother roll, and it stops your dice from rattling quite so hard. If you're of a mind, you can also accessorize the outside with stain, paint, or even taking a wood-burning kit to the surface to make it a one-of-a-kind piece. Best of all, the lid lets you toss your dice inside, shut it, and put it in your bag without worrying about your stuff going all over the place.

However, if you want something fancy like Odin's Battlefield pictured above, there are plenty of options out there. But, as always, if you want something cheaper that will get the job done, then a folding leather dice tray is a solid choice, too. But if you go with either of those options, you'll still need your trusty dice bag to get your weapons from point A to point B.

If you enjoyed this piece, then you should also check out Need Cheap Minis? SCS Direct Has You Covered! to make sure you never run out of monsters at your table.

That's all for this week's Moon Pope Monday post! Hopefully your December holiday of choice finds you well, and you have plenty of time to rest, relax, and roll some dice. If you'd like to see more of my work then stop by my Vocal archive, my Gamers page, and stop by Dungeon Keeper Radio to hear me put some snazzy shows together with fellow players and dungeon masters.

To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. If you'd like to help support my work, tip me by Buying Me A Ko-Fi, or by going to The Literary Mercenary's Patreon page to become a patron. Lastly if you'd like to check out any of my books, like my sword and sorcery novel Crier's Knife, just head over to My Amazon Author Page.

Monday, November 6, 2017

Avoid Shoelacing Rolls, And Watch Your Game Improve

Khantos Harr is one of the realm's strongest men. With shoulders like granite blocks, and hands that could crush an ox's skull, he can cleft a horse in twain with a single swing of his huge ax. A mountain of muscle, it's a wonder the stitches on his jerkin hold together when he flexes his arms, loosening up for battle.

With a character described that way, and with the stats to back up the description, there is no reason he should ever fail any average test of strength. Everything from shoving open a stuck door, to hoisting a keg onto his shoulder, should be things that are taken as a given part of narration. The same way a magic-user might cast a cantrip with a flick of the wrist, or how a ranger can ignore brambles and walk easily down the most treacherous forest path.

Why the hell am I rolling for this?
Despite what seems obvious, there are a lot of DMs out there who insist that a PC makes a roll for literally everything. You want to walk across a crowded tavern? Make an Acrobatics check. You want to find your fork? Better make a Perception. Oh, you're having a glass of wine? I don't care if you have a Constitution of 22, make a Fortitude save anyway!

We call these shoelacing rolls, and they never, ever make your game better.

Rolling A Die Should Mean Something


Generally speaking, when you pick up your die, that means something. There's a chance you fumble your attack, and hit your enemy's shield instead of driving your blade into their heart. You might miss a slight hitch in someone's voice, tipping you that they aren't telling you the whole story. It's that knowledge that if you screw up trying to disable the device, you might set it off in your face.

Boiled-down, you shouldn't have to roll dice for things your character should understandably not fail at which have no real consequences. Otherwise you're just wasting everyone's time constantly calling for unnecessary rolls. If players get used to you making them literally roll every time they try to take an action, then pretty soon rolling to attack a pit fiend will feel a lot like rolling to dismount your horse without falling into a mud puddle.

So, what's the alternative?
If you haven't read the Chronicles of Darkness, there's a chart in the attributes section I would recommend reading, and re-reading. You find it near the Strength stat, and it specifically lists the amount of weight a character with a corresponding score can lift without a roll. You find a similar chart in the game Scion, where the Feat of Strength table lists what sorts of things are possible for characters whose raw physical power meets certain pre-determined levels (rip an unfortified door off its hinges, punch through concrete, stop a truck in its tracks, etc.).

While we may not have a corresponding chart for many D20 games (EDIT: My mistake, we totally do. As a commenter pointed out, the Carrying Capacity chart lists what a character can lift and carry, and how difficult it is, based on their Strength scores. In Pathfinder, you find the chart on page 171 of the Core Rulebook), I'd recommend taking the time to absorb the spirit of those charts into your DM mindset. In short, set benchmarks in your mind for what levels of skill, and what raw attributes, render certain challenges a given. Because while Khantos might be able to easily hoist a 400-pound chest onto his shoulder without a problem, his Dexterity is nowhere near as extraordinary. So while he'll get a pass for certain feats of Strength, he will have to make the same Dexterity checks as anyone else with his score.

With that said, though, he can probably tie his shoes without having to roll a DC 5.

What Are The Consequences of Failure?


Some folks are, no doubt, contemplating leaving acidic comments along the lines of, "Well, why shouldn't dragons just automatically hit the party members, since they have such high stats? Wouldn't those rolls be pointless, too, by your logic?" So, in order to nip that in the bud, I will point out the central pillar of this piece of DMing advice.

If the consequences of a roll wouldn't matter (or they would exist only to undercut a player), then don't bother with the roll.

Dice don't make inconsequential things important.
For example, let's go back to Khantos. Sure, it's no big deal for him to lift heavy burdens, and carry them into the inn, or to haul them out of a dungeon where there are no traps, and no one is shooting at him. The reason you shouldn't ask for a roll in those situations is because if the player fails it, nothing of consequence happens. All you're going to do is undercut the presentation of character who is effortlessly strong by making him fumble a task meant to give an impression of just how muscular those thews are.

Now, say that Khantos wants to smash an enemy's rib cage in with the huge maul he just picked up. Yes, Khantos is still just as big and powerful, but now there's a consequence to his failure (that consequence being that another character doesn't get his chest cavity pulped, and may survive to riposte and stab Khantos in the throat). So, while that huge Strength score makes it more likely that he'll strike true, he still has to make the roll because the consequence of failure matters in this instance. The same is true if Khantos is climbing a rope, and wants to catch someone falling past him. Yes, his powerful physique means he could normally just pick that person up and fireman carry them, but if you catch them while climbing there's a chance you both fall. So in that circumstance, you require a roll.

At the end of the day, ask why you want the players to make specific rolls. Because we already make a lot of rolls in any given campaign. We don't need to make them to get out of bed, sharpen our swords, or put on our armor so we can go start doing things that actually matter.

That's all for this week's Moon Pope Monday. Just remember, when exercising your powers as a DM, do so thoughtfully, and responsibly. For more gaming content from yours truly, check out my Gamers archive, or head over to Dungeon Keeper Radio for skits, advice, and more! If you want to keep up-to-date on my latest releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to support Improved Initiative, then stop by The Literary Mercenary's Patreon page to toss some love my way. Every little bit helps, and for at least $1 a month I'll send you some sweet swag as a thank you.