Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Friday, July 23, 2010

3 DnD Tropes that Have Outlived their Usefulness

Now, I don't want to sound like I'm insulting Dungeons and Dragons. It was the first major RPG, and has kept pace with the industry over the years. However, no first attempt is perfect, and a few of D&D's imperfections have influenced RPG design longer than they should. This is my short list of RPG tropes that have outstayed their welcome.

1) Rolling for Statistics

I'm not sure who first thought, "Hey, what if some players had to start with characters that were randomly worse than those of their friends?" but I'm surprised at how enduring the practice has been since then. Fortunately, most systems are finally edging away from this method. Even D&D has largely abandoned this concept, listing it as one method among several in 3rd Edition and an openly-discouraged option in 4th.

I understand that the concept has some visceral and nostalgic appeal keeping it alive, but it's such stunningly bad design that it really needs to die out. Rolling dice for hit points at each level is a particularly egregious variant.

2) Overcomplicated Experience Systems

Let's look at a quick sample of the 3rd Edition D&D combat experience rules: First, look up the challenge rating for each of the opponents faced. Then, use these to figure out the total challenge rating for the encounter. Consult a table comparing the CR of the encounter and the average level of the heroes to determine the total experience for the encounter, then divide that experience between the heroes evenly. And even though you've already scaled the experienced based on the heroes' level, it's set up so that each level requires exponentially more experience to advance.

Now let me suggest an alternate system I came up with off the top of my head: You get one point of experience for overcoming minor obstacles or encounters, three points for difficult ones, and five points for defeating important opponents or completing major campaign goals. Characters level up every 20 points.

I get that there are reasons to use systems more complicated than the one I suggest, but lots of games still use ridiculously complicated systems that require multiple tables, multipliers, and scalers. These systems are fine for computer and console gaming where the numbers are crunched automatically, but are overcomplicated and completely unnecessary for tabletop RPGs.

#3) Loot-Based Economics

My first two points are easy targets - anyone can attack bad game mechanics. Looting is much more of a sacred cow, fundamental to many game designs. "Kill monsters, steal treasure," is one of the basic principals of the fantasy RPG.

In my experience, though, few things hurt drama or willing suspension of disbelief as much as looting corpses. It makes perfect sense in certain circumstances (post-apocalyptic settings, killing dragons with treasure hoards) but you don't see many books or movies where the heroes rifle through the pockets of every mook they kill.

Looting is a fine concept for "gamist" systems that aren't trying to emphasize storytelling or realism, but it has been far too widely-used in RPG design. Noble paladins shouldn't have to strip-search fallen opponents for loose change.

Monday, July 12, 2010

RPG Design and D&D 4E

Dungeons and Dragon's 4th Edition has been somewhat controversial among gamers since its release two years ago. Of course, there were also hardcore gamers upset about 2nd Edition, 3rd Edition, 3.5, and all the way back to the original D&D/AD&D split. So, are the complaints about 4th edition legitimate criticisms of a turn for the worse, or simply a stubborn resistance to change?

I'm not discussing the specifics like choices about which races/classes made the cut and which didn't, or whether classes and powers are balanced. I'm more interested in the design philosophy behind the changes. D&D has chosen to focus on its strengths. The thing is, as the most widely-played tabletop RPG out there, this focus has alienated a portion of its players who liked it for other reasons.

To explain all this, I'm going to have to backtrack a little. My first D&D books (purchased in middle school) were 2nd Edition Advanced Dungeons and Dragons. Having read through those books more recently, I can tell you that from a modern RPG design perspective they are laughable. Each basic attribute effects a half dozen traits, including various bonuses, percentages, and fixed caps. The chapter on equipment spends three pages discussing the subtle differences between 23 different types of polearms, which include the Glaive, Guisarme, Glaive-Guisarme, and Fauchard-Fork. Previous editions were even worse, with dozens of percentile tables for things like door-breaking attempts and 1-2 damage grappling attacks.

Third Edition was the first to be published by Wizards of the Coast after TSR went under, and it is the first edition that can really hold up as a contemporary tabletop RPG. Each basic attribute adds a single fixed bonus to applicable situations, and all checks and attempts are done with the same type of die. Classes level up at the same time, are theoretically balanced, and don't have random level caps for each race. Players can customize their characters with skills and feats, something that is now taken for granted as part of a standard role-playing experience. While there are still old-school gamers out there who will endlessly argue the superiority of previous editions, there is no question in my mind that 3rd edition was better than all before it and the first "modern" D&D system.

Dungeons and Dragons 4th Edition (or 4E) streamlines the game even further. Combat spells and special attacks are merged into a single "power" system that is used by all classes. The skill levels are simply "yes" and "no," rather than having new characters divide up to 50 skill points between 30 skills. Specialized high-level classes are now a basic part of advancement rather than an optional rule for specific campaigns. While this is largely a continuation of the advancements made in third edition, many people feel that 4E goes too far, blurring the classes together and making the whole thing feel "videogamey."

From a pure design perspective, I have to say that 4E feels a lot more elegant. The skill system dropped a lot of extraneous complexity while sacrificing very little gameplay. The classes all advance similarly and consistently, instead of the weird starts and stops of third edition. The presence of rituals and healing surges means that groups don't have to stick to fighter/caster/healer compositions to keep up. The rules for combat are much cleaner, which is good, because there aren't many rules for anything else.

D&D has always had a rules focus on combat. The important thing to realize is that this is not because they consider roleplaying unimportant, but because they consider rules for roleplaying unimportant. The philosophy seems to be that if you want to play an interesting and compelling character, you don't need a bunch of numbers and scores to define that - design fun rules for combat and advancement and let the players take care of the rest. To my eyes, 4E is the culmination of this design philosophy, and that is why so many people have problems with it.

Some players like to have their character's personality on paper. My love for systems like Savage Worlds and GURPS comes from the fact that I can look at a character sheet and go, "ah, this character is honorable but hindered by a rigid moral code," or "this character is a powerful warrior but struggles with social situations and alcoholism." Personally, I really like systems that encourage characterization by providing rules for traits and hindrances. But that means D&D isn't the system for me anyways, and they shouldn't be trying to cater to my preferences.

As the most popular and well-known tabletop RPG, Dungeons and Dragons has a lot of different types of players to keep happy. Even within a single roleplaying group, there will be people with a variety of different playstyles to appease. Many people who might prefer systems like World of Darkness of FUDGE will end up playing D&D because that's what their friends play.

4E is a better designed system than any previous version, and one that focuses best on the core strengths of Dungeons and Dragons. But as an RPG that must cater to more players than any other, it remains to be seen whether or not that was the right choice.