Friday, August 8, 2014

Game Design (X): Balancing monster defenses, resistances

One of my favorite innovations in 4E is the fact that, unlike previous iterations of the game, there are well defined formulas for combat math, and they are nicely laid out in the DMG for DMs and players to see. This is great for making informed decisions regarding character building or combat tactics, but there is a flaw in the plan: some very relevant stats are left out of the fun. It’s straightforward to find out when you have a good AC, or how much damage it takes to kill a monster of your level, but once you need to know whether you should take an attack power that targets Fortitude or Will or which flavor to choose for an Armor of Resistance, you are out of luck. In today’s article, I will discuss how the contents of a Monster Manual can affect character effectiveness, and suggest ways to make this influence more consistent, predictable, and transparent to the players.

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Saturday, April 5, 2014

Game Design (IX): Resistances and Vulnerabilities

A wizard casting an elemental protection spell on his allies. An skeleton shrugging off an assassin’s poisoned blade. A walking tree consumed by a fireball. Resistances, vulnerabilities and mechanics that care about types of damage in general are a great way to add flavor and variety to a game. On top of that, they open up some neat tactics and interactions: casting elemental bursts centered on top of a conveniently surrounded fighter with an Armor of Resistance, figuring out how to make the most of a few Acid Flasks when fighting a band or trolls, moving a tiefling character into flaming terrain…

And yet, not all is well with the way 4E handles these elemental rules. Figuring out attacks with multiple energy types against characters with many resistances or vulnerabilities is far from intuitive, and too favourable for the multicolored attack powers. Mundane attacks are left out of the fun, due to the lack of a way to define physical resistance. And attacks that deliver damage in multiple small packages (such as ongoing damage, or sustainable zones) are excessively affected by both resistances and vulnerabilities, which tend to make them harmless or overpowered, respectively. And don’t get me started about the unholy mess that is the immunity definition.

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Wednesday, June 12, 2013

Game Design (VIII): Minions, elites and Solos

Like a kind of messier, deadlier game of basketball, the default combat scenario in a 4E encounter has 5 guys on each side running around and beating on each other. As a consequence, your average monster is roughly equivalent to a single adventurer. Now, to spice things up a little, the game also includes the option for trading normal monsters for lots of weaker critters (i.e. minions), or for fewer, stronger opponents (elites or solos). And this is a brilliant idea that adds depth and variety to encounters, but suffers from a less than ideal implementation. Simply put, non-standard monsters aren’t all that well balanced relative to standard ones: elites rarely perform as well as two regular creatures, solos require a ton of work from designers and DMs to be credible threats, and minions are mostly harmless. In today’s article, I’ll discuss what’s wrong with the rules for these monsters, and how to address it.

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Wednesday, January 16, 2013

Game Design (VII): Character conditions, patch notes

On my previous article, I dropped a ton of variant rules with very little in the way of comments or explanation (though the broad guidelines had been established before). Furthermore, it may be hard to make out what has really changed from anything but a very in-depth read. What follows is a list of changes, with some design comments along the way.

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Saturday, December 15, 2012

Game Design (VI): Character conditions remade

Update (16/01/13): Added revision to opportunity attacks, tweaked effect of prone, added “cannot flank” to some conditions.

After the discussion on character conditions in my last article, I’m putting these ideas into practice and rewriting the condition framework from scratch. The condition names remain unchanged for the most part (I want, after all, to maintain backwards compatibility), and their effects should be quite familiar to players, though there are many subtle changes. Since this is, by far, the largest chunk of rules provided to date, I will show you the new rules right away, and provide additional commentary and an overview of changes (think of patch notes) in the following article.

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Wednesday, December 5, 2012

Game Design (V): Character conditions

You are lying on the ground. You can’t move. You can’t see. You have been turned to stone. Character conditions add a lot of variety to the tactical gameplay of D&D 4E, providing a nice catalogue of ways for adventurers and monsters to get temporarily crippled while they try to kill each other. In a handful of keywords, the game codifies common and evoking combat effects, which can then be conveniently combined with other simple mechanics like bonuses, penalties, and forced movement to make up the thousands of powers and monsters in the game. Today I will discuss character conditions, why I think they are good for the game, and what is wrong with their current implementation.

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Thursday, November 22, 2012

Playtesting SF: Initial Package

After the first batch of articles on game design and variant rules, I now have enough material for an initial playtest. At this stage, the game is little more than a glorified 4E mod, so what follows are a bunch of rules changes you can apply on your D&D games. If this goes well, we will then proceed to work on more substantial systems, like character conditions, and the mathematical framework.

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