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2Aug/111

The Art of the Fumble – Alternate Critical Miss Rule for D&D

Dark Sun

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DM's are always looking for new ways to spice up their game, and one of the most popular (and infamous) techniques is to introduce some sort of “critical miss” houserule. Normally, this is a bad idea, as the consequence of rolling a '1' is bad enough (ie, you miss no matter how skilled your character is), and anything else just adds insult to injury.

While going over the Dark Sun campaign guide, however, I was inspired by an optional rule in that book regarding weapon breakage (a common theme in a setting where weapons are not often made from metal).

So, without further ado, I present an optional rule you may wish to try out (or not)!

If, once per round, when making an attack roll, a player rolls a 1, they have the following option. They may simply accept the attack as an automatic miss, without further penalty. Alternately, they may re-roll the attack, but must accept the new roll, regardless of any ability or effect. Should the die come up as a 5 or less, however, once the attack is resolved, their character suffers a minor setback.

Fumble Results Table (roll 1d6):

  1. The character drops the weapon/implement that was used to make the attack, which falls in their space. They must use a minor action to retrieve the item. If the attack was not made with either a weapon or an implement, nothing happens.
  2. The character is slowed until the end of their next turn.
  3. The character grants combat advantage to the enemy they attacked until the end of the enemy's next turn.
  4. The character falls prone.
  5. If the character's next attack hits, it inflicts half damage. If the attack misses, it cannot deal damage or an effect that would occur on a miss.
  6. The character provokes an opportunity attack from the enemy they attacked.

The once per round limitation is there to keep characters who can attack multiple times per round from being unfairly punished by this optional rule. While it does penalize players, each player can decide to simply accept that they missed and be done, so it is completely optional. Allowing players a chance to recover from a bad roll, even if it can potentially disadvantage them, can make the characters feel more heroic.

Thought it may seem like a good idea to use this same rule for monsters, I personally advise against it- the PC's opponents may be quite powerful, but they aren't the stars of the show, and such feats as falling flat on your face while getting in a lucky hit should be reserved for the heroes.

Also, you should consider the fact that this rule can add additional time to an encounter, so you may not want to have the possibility of a fumble each turn! I tried to keep the penalties imposed reasonable, and it's entirely possible that a penalty may not apply to a character- if so, good for them!

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9Feb/110

D&D 4E Rules in Review: Is it my turn yet?

So here we are again, talking about those wacky 4e rules. This time, I'm going to go over rules that confuse even veteran gamers, 'readying an action' and 'delaying'.

So what's the problem?

D&D is not a very accurate simulation of real life. If, for example, a massive brawl breaks out in real life, you don't have people standing around, patiently waiting to take their turn in battle. It's every man for himself (and women...and warforged. And shardminds!), acting all at once in a big confusing mess.

D&D wants to attempt to give you the feel of a big, chaotic combat scene, while still making it easy to figure out who's doing what, and when. So we have the nice orderly combat sequence. The guy with the highest initiative goes first, and we take it from there.

Thanks to immediate actions, immediate interrupts, and opportunity actions, you can also act during someone else's turn, which further helps immerse yourself in the combat experience. So far, so good.

Inevitably, however, someone will want to wait for an opportune moment to act. I remember way back in the day (2e), the Blink spell would cause the caster to randomly phase in and out of the material world, making them hard to attack. A canny player would ask if they could just wait for the Wizard to materialize before smiting him on his pointy hat.

Regardless of how the rules worked, the player would insist on being allowed to do just that, simply because you can do it in real life. Never mind that casting spells or swinging swords the size of Rhode Island aren't possible in real life!

So rules were written to allow this sort of thing to happen, to try and not deprive players of actions they could reasonably take. The theory is sound, really. A player with higher initiative has a choice. Act now, before anyone can react, or set yourself up to react to the tactics of those who aren't quite as quick on the uptake. In practice, things get a little screwy.

Readying an Action

You hear this one a lot. “I want to shoot at the first enemy I see when the door is opened!” It sound reasonable enough, doesn't it? Rather than attack now, you want to attack at an opportune moment. So let's go over the rules in more detail.

Readying is a Standard Action. Sort of. Actually, you're setting aside your Standard Action to use later on in the turn. Of course, it doesn't need to be a Standard Action- Move and Minor Actions are also fair game. When you Ready, you select the type of action you want to use, and the intended target, if any.

Next, you select a trigger for when the Readied action will occur. When the trigger occurs, your action occurs, as if it were an Immediate Reaction (and thus using up your Immediate Action for the round). If it doesn't occur, or you elect not to use it for some reason, you simply take your next turn as normal.

Some DM's may wish you to be very specific with your triggers, in order to prevent abuse. Here are some examples:

“The first enemy that comes within range, I'll blast with Magic Missile!”

“When a kobold moves adjacent to me, I want to Bull Rush it!”

“If Hugo, the brigand leader, attacks Tusk, our Warden, I'll use Healing Word on Tusk.”

It's important for your DM to be both fair and consistent with how permissive he is on setting Readied Action triggers. If he's too strict, then this action will be primarily reserved for corner cases, and not used often- which may suit him (or her) just fine! On the other hand, if too permissive, everyone will ready actions all the time, making a shambles of turn sequence.

Just remember, however, that the monsters can Ready actions as well, and it may be to their benefit to do so! So the same rules will apply and be (ab)used equally.

If you use your Readied Action, your Initiative is reset so that now you act just before the creature or event that triggered it. So, for example, if your Initiative is 20, and you use your Readied Action during another creature's turn (let's say, a Hobgoblin who has a 14 Initiative), next turn you won't act until just before the Hobgoblin's turn.

Now things get a little more complicated.

Opportunity Attacks

Let's say that you want to Ready a ranged attack. Ranged attacks normally provoke Opportunity Attacks. There's an enemy standing next to you, so you don't want to attack on your turn. You might think that Readying with a trigger of “as soon as the enemy is no longer adjacent to me” might be a good idea.

Sadly, you'd be wrong! Readying an Action that provokes is the same as making the action. So our hapless archer would be struck immediately. Oops!

In addition, performing a Readied Action that provokes also provokes. This may sound a bit unfair, but there is some logic behind it. Even if an Action provokes, you cannot make Opportunity Actions on your own turn. Since a Readied Action usually occurs on someone else's turn, they might not be allowed to react to it the way they normally would. Many enemies have triggered abilities they can employ when attacked, so while Readying is a good tactic to use against them, it's not without it's weaknesses.

Interrupting

A Readied Action is an Immediate Reaction, which means it occurs after it's trigger. This may make it seem impossible to attack before your enemy does when your Action triggers. However, you can set your trigger to be dependent on an enemy's movement. For example:

“If the Orc swings his axe at the Wizard, I'll shoot him with my bow!”

“If the Orc moves adjacent to the Wizard, I'll shoot him with my bow!”

This just goes to show it pays to think about what will trigger your Action!

Another thing that often comes up with Readied Actions is when “beginning” and “ending” of turn effects occur. The answer, actually, is when they normally do! You make a Readied Action during your turn, but your turn doesn't stop there. So if you are suffering from Ongoing 5 damage, you take it, you Ready, you make whatever other actions you like, then you save.

If your trigger goes off, your Initiative changes, but you will take the damage again at the beginning of your next turn as normal. Some canny players will think to use a Readied Action to change their Initiative order to go after an ally who can grant them a saving throw or heal them. It's perfectly legal to do so, although your DM may quirk an eyebrow in your direction at such tactics.

Just remember, however, that this works both ways. For example, if you are “vulnerable 5 to all damage (save ends)”, changing your Initiative could give monsters more opportunities to take advantage of you than they would have ordinarily! Alternately, your DM may look at the rules for Delaying, which are very clear for how Start and End of Turn effects are applied.

Delay

As a free action, you may wish to wait to take your turn until later in the combat round. There are several reasons to do this. For example, Striker classes often have excellent Initiative, and Defender classes often...don't. If you are a melee Striker, you might not want to run into combat before your Defender, so Delay becomes a good option for you.

Leader classes are also often “initiative-deprived”. This normally works to their advantage, as their powers are often reactive in nature. A Leader who gets a good Initiative roll, however, may want to Delay until an ally is wounded, or the battle shifts.

Once you Delay, you can return to the Initiative order after any turn has been completed. Your Initiative changes to this new position in the order.

If you don't take your Delayed turn, for some reason, when your original Initiative comes back up in the order, you lose the Delayed turn and take your turn then.

Start and End of Turn

Effects that are triggered by your turn starting happen when you opt to Delay- you can't Delay to avoid ongoing damage, for example. Any effect you are sustaining ends, and effects that last until the end of your turn now end if they are beneficial to you and your allies! This prevents you from extending the duration of a beneficial effect.

After you take your Delayed turn, you make the saving throws you normally do at the end of your turn, and the durations of baneful effects that expire at the end of your turn now do so.

Since you can lose a Delayed turn if you do not take it, if you are suffering from a baneful effect, such as ongoing damage, be careful with this option!

With as much confusion as these rules tend to cause at gaming tables, you'd expect them to be more complicated than this, but it really boils down to the fact that, most of the time, you don't have much reason to Ready or Delay. Properly used, these tactics can make your character very effective. Improperly used, and you're literally wasting time.

DM's need to be careful as well. While it may seem like a good idea to use Ready and Delay to foil your player's tactics, doing so will no doubt frustrate and annoy them needlessly. For example, let's say you know that the party Leader can grant saving throws.

You have an enemy who can place “stupidly annoying effect (save ends)” on players. Delaying your enemy's turn until after the Leader's will ensure a whole round of bad stuff...and make the Leader less effective. Until the Leader starts Delaying. Which could end with both your enemy and the Leader simply losing turns!

Since you probably don't want each encounter turning into a glorified game of 'chicken', it's best to use such tactics sparingly. Let the players open the door when it comes to more advanced options; if they want to use the rules to their advantage, that's fine- show them that it works both ways!

You just don't want to force your players into having to master areas of the rules they aren't comfortable with yet.

With all that in mind, I hope this article has given you new insight into how to make the rules work for you, instead of against you!

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26Jan/110

Mistvale D&D Campaign: Technical Difficulties!

Define irony. Not long ago, I wrote an article about my first 4e adventure, sharing insights into my design process. So what happens when I get a chance to run it for my friends? Four dead PC's, only avoiding a TPK by pure chance!

So what went wrong?

The party had progressed into the final stages of the adventure, which consisted of three encounters. The first encounter had the party face a pair of animated ice statues, with a small gang of artillery minions spawning behind them.

24Jan/110

Creating Worlds: My First Campaign

Yes, I know, I promised to talk about rules stuff next. Sue me. I'll get around to it, since I've noticed actions that change initiative, not to mention exactly how immediate actions work, tend to confuse even 4e veterans.

Well, to be fair, I've never seen a system where readied actions didn't confuse everyone! I'll expand on that more later. You may have noticed I haven't been as prolific in my writing of late, and the reason is- I didn't have much new to say!

I keep touching on the same points in my editorials, and often, I come off as way too critical- something else I've talked about before. It may seem paradoxical that someone who claims to enjoy gaming nitpicks about it so damn much!

11Jan/114

Total Insanity- D&D 4E Rules in Review

I'm something of a 'mechanics guy'. The 'crunchy bits' of how a game functions intrigues me, both from a simulationist (how well the mechanic matches reality) and a gamist (how well-balanced the mechanic is within the framework of the game) perspective.

Often, mechanics that try and match reality tend to be somewhat over-complicated and even broken- simply put, the universe has a lot more variables running at any given time than anyone can keep track of.

So the best, and most balanced mechanics, are the simplest ones. And usually, the mechanics most divorced from 'reality'.

At both ends of the scale you get a lot of arguments. One of the features of 4e design is that the rules are made as simply as possible, using something that has been defined as “exception-based” design. There is a set of basic rules, which regulate the game. Unless a game element goes out of it's way to say it changes these rules, you always default to the basic rules.

For example:

7Jan/110

A New Year of Gaming

Wow, 2011 already. That's one thing that always amazes me as I get older- how much faster the years go by! Well, so far, the new year is definitely better than the old in at least two respects. One, my health is a lot better, even though I still have a good 50-100 pounds of encumbrance I could stand to lose. Definitely need to work on that while there are still chairs that can support my weight!

And two, I've reconnected with an old flame. No, Cupid hasn't managed to hit me with an arrow lately- much like a dragon, my defenses only increase with time. I imagine he'll need a nat 20 to hitch me up with a girl at this point!

But I digress. Dungeons and Dragons remains my first true love. We've been through a lot, the game and I, ever since I discovered it back in Junior High. And despite the occasional break-ups and betrayals, we always get back together in the end.

As I've mentioned before, 4e felt like a betrayal to me. I'd spent a lot of time mastering the 3.5 ruleset, and purchasing many products. I was comfortable with the game, and I felt that it could only get better. Unfortunately, Hasbro/WotC had other plans.

4Nov/102

Close Encounters of the Essential Kind! – Week 3

As promised, Tim was able to go to Encounters this week, and once again take over the Eladrin Mage, Berrian. I had made a Human Mage, Alaric, that I felt was superior to Berrian, but then it occurred to me; did the party really need two Controllers?

Well, technically, we already had two; the Ranger (Hunter) that Chuck was playing is billed as such. However, I haven't really seen much Control out of the build (more on this shortly).

Anyways, if one Mage makes Encounters too short, then two might be too much! So, just in case, I quickly threw together a second character. I haven't built a character this fast, well, ever! Even in my 1E/2E days, I carefully weighed every choice I had available. Most of my characters were Fighters, but once I allocated my stats, rolled for exceptional Strength (if I was so fortunate), decided on a race, selected weapon and non-weapon proficiencies, weapon specialization, Kit (the precursor to 4E's class builds), armor and equipment, name, and other miscellaneous things like height, weight, alignment, religion, and so on...well, let's just say I usually burned the better part of an hour!

1Nov/102

Chaos Scar (Mis)Adventures: “Mud in the Water”

splinterspring

I'm going to open with a disclaimer; I, in no way, shape, or form, have any problems or issues with Jeff's Chaos Scar game, or his performance as a DM. I enjoy the game very much, and I, of all people, understand what a thankless job being a DM is.

You Sir, have my respect.

I do, however, have a few problems with how the Chaos Scar Adventure Path is designed. It's brutal, there's no doubt about it. I'm just going to hit some of the high points.

28Oct/102

Close Encounters of the Essential Kind! – Week 2

The Essentials Wizard

The Essentials Wizzard

Though one encounter per week does little more than whet my appetite for some real gaming, it's fun to get out of the house and hang out with my fellow gamers. I knew Chuck and Rob would be there, even if poor Tim was forced to miss out yet again.

I'm still a bit underwhelmed by the pre-gen Mage; it's not that he's bad, it's just that, as I've said before, I'd have done things a bit differently.

The Encounter started with a horrible Initiative; 5! While I grouse about not being able to go sooner in the round as a Controller, I did luck out in that by the time my turn came up, our enemies were nice and close to the party. I'd been doubly fortunate in that the kobolds decided not to try and get at the squishy Elf in the corner!

18Oct/100

Serge’s Database Dump: A Rejects’ Recap

Queen (Snow White)
Image via Wikipedia

I've mentioned the Rejects before; it's a real gem of a game, with a premise I really wish I'd monopolized on more. From a creative aspect, at least: the whole point is about being somewhat unoptimal.

In this game, I play Serge, a Warforged Sorcerer. His backstory (not that it matters much) is that he used to be a servant golem created by a Gnomish Invoker, who “died” defending the gnome's daughter while she was on a dangerous quest.

They rebuilt him (better, faster..etc.) using the prize the gnome recovered, and some Divine guidance. The essence of a magical storm, trapped in a gem. The newly-rebuilt golem was now a Warforged, possessed of a soul and the power of Sorcery...and indebted to Gond, the God of Invention.

Who sent our hapless hero to help out three others, on a quest of their own...

In this session, we wrapped up our excursion to the home of Jeff's character, Kip (real name withheld, for his own dignity), our Gnome Barbarian. Yes, I know. It's that kind of game.

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