Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Sunday, August 1, 2010

Starting at "Heroic" - RPG Character Power Level

Many RPG systems have various tiers of character power. D&D 4E has Heroic, Paragon, and Epic levels. Savage Worlds has Novice, Seasoned, Veteran, Heroic, and Legendary characters. Even GURPS suggest starting point values for characters who are Average, Exceptional, or Heroic, all the way up to Godlike.

What power level characters start at is a huge thematic decision for a campaign, and in some cases for the system itself. For example, the original D&D was a much grittier system where a first-level character was basically a commoner with a sword who could easily get killed by a random orc or goblin in a fair fight. However, D&D 4E is explicit about the fact that even first-level characters are the best and brightest of the world, heroes in their own right with skills and powers beyond the ken of common soldiers and guards.

Games vary quite a bit in how powerful starting characters are, but they mostly fall into three categories:
1) Average - Normal people, who will be faced with exceptional circumstances and become special, or even heroic. This is an increasingly-rare starting point in RPG systems, and isn't the default for any system I can think of.
2) Exceptional - The best athletes, warriors, and scientists, but not yet heroes in their own right. Many systems have characters start out this way, including World of Darkness.
3) Heroic - Powerful characters with some adventuring under their belt, but a long way to go. This is the default for D&D, and the suggested starting point for GURPS campaigns.

I vastly preferred D20 Modern's advancement system to that of its partner D&D 3E, and it wasn't until I started playing GURPS that I understood why. D20 Modern starts characters at the "Exceptional" level, as individuals with great potential but no fixed heroic path. Characters take level in basic classes like "Strong Hero" and "Smart Hero" before they can advance in more specific roles like "Martial Artist" or "Mage." This was always much more thematically appealing to me than D&D's system where a level one Wizard was still an established adventurer with battle magic at the ready.

This realization came to me when I started running GURPS games and figured out how much I preferred running 100-point "Exceptional" starting characters to the 150-point "Heroic" suggested level. Personally, I find the story of seasoned cops and novice hedge-mages becoming heroes to be the most compelling starting point for a campaign. Of course, I'm much more likely to change things up in either direction for experiments and one-shot games.

My thesis here is not that some starting power levels are universally better than others, but rather that each has thematic implications that should be taken into consideration. Here are my opinions on what to consider before choosing a system/power level for you next campaign:

Average
For the most part, players don't want to roleplay ordinary people. The only time I would suggest using this power level is for horror games when you really want the characters running scared, normal people in trapped circumstances beyond their control. Otherwise, let your characters be more awesome than this. Few modern systems default to this level, but many have rules for it or can easily be adapted.

Exceptional
This is the place to start if you want to run a long-term campaign with interesting characters and story development. It allows characters to be awesome and grow into heroes in a meaningful manner. On the other hand, it may not be the best choice for many short campaigns or action-centric games where heroes need to hold their own from the very beginning. World of Darkness and Savage Worlds default to this level, and GURPS is well-suited to it.

Heroic
This is the traditional starting-point for action RPGs and casual games. It allows characters to "get right to the good stuff," using their rise to heroics as backstory rather than gameplay. D&D 4E starts here and GURPS 4E suggests it as the default level.

Personal preferences aside, these are all viable routes - just be sure to pick the right one for your campaign.

Monday, July 19, 2010

Some Postgame Thoughts on M11 Limited

I wrote a preliminary review for M11 two weeks ago, stating that I would follow it up once I had actually played with the set. Since then I've won two 40+ person sealed events and drafted twice, so I feel like I can revise a few of my previous statements.

White

I stand by my assertion that white is the least interesting limited color in M11. I played against quite a few white decks, and none of them were trying to do anything more exciting than curve Stormfront Pegasus into Wild Griffin into Assault Griffin. That said, Squadron Hawk remains one of my favorite cards in the set, and is worth playing even if you only have two.

Most Surprising Card: War Priest of Thune - I already liked this guy, but here's what I didn't know: You almost never want to play him on turn two. M11 limited has a lot of powerful enchantments at common and uncommon - Pacifism, Armored Ascension, Shivan Embrace, and Mind Control to name a few. Unless you have a good reason otherwise, you're generally going to want to save this guy for a juicy target.

Blue

Blue has some very good things going on, and even its common creatures are very playable. The only problem is that there are so few of them - in sealed you almost always have to run blue as a secondary color. I like blue having a few good creatures a lot better than the previous method of a bunch of unplayable little blue dudes. Along with red, blue has gotten a much-needed power boost in limited since M10.

Most Surprising Card: Scroll Thief - I questioned whether this new ophidian would ever hit anyone in limited, and boy was I wrong. Three toughness is enough to let this guy survive a lot of blocks, and I almost always saw him net a card or two when he was played.

Black

Black remains a strong color, if not quite as strong as I thought. I don't feel like it has been weakened, it's just that some of the other colors have gotten stronger since M10. That's probably as it should be.

Most Surprising Card: Liliana's Specter - Another card where I knew it would be good, but I didn't realize quite how good. It's a relevant attacker that trades with most of the aggressive flyers. Liliana's Specter into Mind Rot is one of the best turn 3-4 plays I've seen in M11, netting you massive mid-game card advantage.


Red

I will admit that I wildly misjudged red for limited. Yes, it does have quite a few unplayables, but these are necessary because otherwise the color would completely bonkers. Chandra's Outrage is a second amazing removal spell at common that makes the color a lot better, and Manic Vandal is quite powerful in a set with as many great artifacts as M11. I played red as a major color every time I could.

Most Surprising Card: Shiv's Embrace - I figured this would be a pretty good buff as long as you don't get blown out by removal. Turns out, this card is absolutely nuts. It just wins games. At four mana it may well be better than Shivan Dragon itself, and it's an uncommon. Put on Child of Night for maximum swinginess or Sacred Wolf to make your opponent cry.

Green

Green is as solid as ever, providing us with a bunch of good groundpounders. Hornet Sting and Plummet give it a few more answers, and Cultivate can make 3-4 color decks much more viable. The color is as good as ever, but has changed less from M10 than most of the others.

Most Surprising Card: Sylvan Ranger - When I first looked at this card, I thought it was a bad Civic Wayfinder, putting the same ability on a less-relevant body. Instead, it has turned out to be one of my favorite limited cards in the set. It makes keeping two-land hands much more consistent than its predecessors. Moreover, turn 3 is much more important in limited than turn 2, making Sylvan Ranger do its job very well despite a small body.

Saturday, July 3, 2010

Five Rules for Building Fun Magic Decks

I probably played Magic for five years before I learned how to design a legitimately good deck. You know what took me twice as long? Learning how to build a fun deck.

Obviously, “fun” is a pretty subjective concept. The list of Magic decks that some people hate to play against includes, at last count, every deck ever made. But I can give you a list of rules that will help you build decks that you can enjoy at your kitchen table or local card shop for years to come.

I've never much liked the term “casual” - not everyone who takes Magic seriously plays in tournaments. Let's call these decks FFF – Fun For Friends to play against eachother. Pureblood spikes and hardcore grieffers should look elsewhere for deckbuilding advice.

Rule #1 – Fun Decks are Interactive

The decks that are the most fun to design are often the least fun to play. Why is this? Because the decks that are fun on paper tend to be built around a Really Cool Plan (TM) and will win or lose based on whether or not their plan happens to work out. Unsurprisingly, this isn't very fun in practice.

Say you design a combo deck out of otherwise useless cards that are unbeatable if you get your combo assembled. You take that deck against your friend's pile of Forests and Big Green Creatures (TM), and games will go one of two ways.

a) You get your unbeatable combo together in time and win.

b) You don't get your combo together in time and they beat you to death.

Making the deck better or worse can change which of these happens more often, but it's still going to get old pretty fast. I have a few of these decks lying around, but I generally only pull them out once every few months, and retire them again as soon as they've “gone off” once and demonstrated their coolness. Getting beat by an epic combo can be fun, but generally only once.

A good FFF deck can have a plan, but it should be one that involves your opponents. “Use creatures like Sakura-Tribe Elder and Fertilid to accelerate mana and hold the ground early until I can play some large hard-to-answer creatures like Kalonian Behemoth” is an interactive game plan that will lead to interesting games. “Get out Hive Mind and play Intervention Pact” is not – maybe the rest of the deck can include some interesting strategies, but the win condition itself is not going to endear you to anyone.

Rule #2 – Fun Decks are Resilient

If you build a combo deck, it shouldn't lose to a single well-placed Counterspell. If you build a control deck, a third-turn Great Sable Stag shouldn't ruin your day. If you build an aggro deck, Teferi's Moat shouldn't be enough to make you scoop up your cards.

Ironically, this is one area where a chance to win is more important to FFF decks. Tournament decks can often afford to ignore anything that's not a significant metagame presence. A competitive aggro deck doesn't want to slow itself down by drawing Naturalize, even if it means losing to the occasional oddball Moat effect. Among friends, it's no fun if your deck doesn't have a chance against certain opponents, even if it means slightly worse odds against other opponents. Short version: Possible wins are more important to having fun than likely wins, and guaranteed wins aren't very interesting for anyone.

Resilience largely comes down to two things: Making sure you have answers for really problematic permanents, and ensuring that your opponents answers don't wipe you out completely.

The first part is the easier of the two – when possible, devote a few deck slots to dealing with problematic artifacts, enchantments, and creatures. All the better if you can make them multipurpose spells like Vindicate and Indik Stomphowler that aren't dead cards if your opponent doesn't happen to have anything of the appropriate type. Throw two Elvish Scrapper and two Elvish Lyrist into your elf deck, or replace two copies of Wrath of God in your black/white control with Austere Command. Be prepared for anything your opponent's might throw at you.

Not getting blown out by your opponents spells is a little more complex, but still very important. Don't depend too much on single permanents or spells if you can avoid it. If your deck is built around vulnerable cards, protect them with things like Counterspell or Fountain Watch. Don't build decks that need to commit too many creatures to the field, or you'll get blown out by Wrath of God.

Rule #3 - Fun Decks are Varied

Consistency is something to strive for in competitive decks – ideally, they should play the same way every time. Not so for FFF decks – playing the exact same game over and over gets old fast if there aren't any prizes on the line. So mix things up! Play 2-ofs and 3-ofs to make room for more cards. Throw in one copy of that kooky spell you've been wanting to try. A little versatility goes a long way to making a deck more interesting in the long term.

This rule should be taken as a statement freedom rather than a harsh requirement. You don't need to fill your decks with subpar choices, but the next time you're trying to decide between Death Baron and Lord of the Undead for those final four slots in your zombie deck, consider two of each.

Of course, if you really want to challenge yourself with a varied deck, consider imposing some deckbuilding restrictions on yourself. “Highlander” formats restrict all players to single copies of any card, but the same rule can force diversity into a deck if you are a compulsive optimizer like me. Some of my best FFF decks are Highlander decks I've evolved over time.

Rule #4 – Fun Decks have a Theme

This rule is the most debatable, but I think it's important. A deck built around some sort of central concept isn't just more powerful and synergistic, it's more distinctive and memorable. A theme can be anything from a mechanic that defines the entire deck to an unusual win condition. “That monoblue control deck” isn't nearly as interesting as “The Unspeakable control deck.”

Themes often come pre-packaged if you're building around a tribe or some exciting new card, but it can be harder if you're just trying to lend your new green stompy deck some flavor. When dealing with less specialized decks, consider looking for common threads to tie the deck together, or obscure cards you think are underrated or otherwise interesting. Perhaps Forced Fruition is the wacky win condition your Blue/Black control needs to stand out, or maybe Heartwood Storyteller is enough to justify cutting noncreature spells out of your Green deck entirely. Give yourself a theme that will set your deck apart.

Rule #5 – Fun Decks are Fun for You!

This may seem trite and obvious, but figuring out what makes decks enjoyable for you personally is important. Do you like smashing face with huge creatures? Smirking confidently behind your grip of counters? Gaining so much life you need a graphing calculator to keep track? Beyond any rules or suggestions, the ultimate test of a fun deck is how enjoyable it is when you actually play it. Now go out there and take a new deck out for a spin!

I hope my advice helps everyone to put together some fun decks that will entertain them for many games to come! Feel free to e-mail me back or voice your feelings in the comment section.