Remaking Magic: Avoid All Absolutes

Yet another of my self-imposed ‘rules’ for Heroes Against Darkness is to avoid the sorts of absolute effects of earlier (and future!) versions of D&D.  The history of D&D is littered with absolute effects, here are a few of the more egregious that come to mind:

•  Immunities (such as the Dwarven immunity to poison that has reappeared in the D&D Next playtest)
•  Weapon Requirements (creatures that are only vulnerable to +1 or better weapons?!?)
•  Massive Damage (creatures taking more than 50 HP damage in a single attack must save or die)
•  Sleep Immunity (Elves are immune to sleep effects)
•  Attacking Low-Level Enemies (Fighters can make multiple attacks against enemies of 1 HD)

Each of these examples has an absolute effect and has no regard for the magnitude or potency of the effect, nor the relative strength or weakness of the target and the attacker.  But these are mechanical examples, and we’re here to discuss magic, so how about some examples of D&D spells that have absolute effects:

•  Magic Missile (always hits, even targets that have cover or high magic defense)
•  Sleep (affects 4 HD of creatures, or creatures with less than 10 HP each in the D&D Next playtest)
•  Knock (opens any old lock, no waiting)
•  Power Word Kill (target with up to 100 HP must make save or die)

In Heroes Against Darkness I’ve tried to kill the sacred cows, to remove the anomalies and exceptions and layers that are gumming up the works of D&D, and to get rid of the evidence of the biases and idiosyncrasies of the designers behind the systems.

•  Why does Magic Missile automatically hit?  Because someone decided to make an exception.
•  Why does Knock open any lock?  Because someone didn’t have a rogue/thief with the party that day?
•  Why can’t clerics use edged weapons?  Because someone misunderstands or misrepresents a piece of history.
•  Why can magic-users only use daggers or staffs?  Because someone likes it like that.
•  Why does sleep affect 4 HD of creatures and not 5 HD?
•  Why do fighters only get attacks against 1 HD creatures  What about 2 HD creatures?  Why are they so different?

Heroes Against Darkness avoids these sorts of absolutes by using inclusive design, rather than specific design (such as for equipment proficiencies), by using Defenses and Attacks to determine whether an attack hits or not, and by applying costs to spell components to ensure that the overall cost of a spell is proportional to its actual power.  The one area where I am most likely to have made arbitrary decisions in Heroes Against Darkness is in the assignment of martial powers to each level.  It’s here where I’ve had to make judgements of the relative utility and required skill level for each of the powers, and it’s here where I’m most likely to have erred.  So if you find evidence of my idiosyncrasies and biases, let me know so I can take them out the back and put them on the spit with the rest of the sacred cows!

For further reading, check out these articles by Sean Reynolds:

Fewer Absolute Effects (Variant Rule) – Part 1
Fewer Absolute Effects (Variant Rule) – Part 2


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness – Game Rules.

Remaking Magic: Narrative Control

Much to the consternation of some of my more seasoned D&D players, Heroes Against Darkness doesn’t have some of the staples of magic that feature in D&D.  When looking for solutions to some problems their characters faced, they’d ask about spells that they’d used in D&D to solve similar situations.

I made a conscious decision in the design of Heroes Against Darkness that the spells would not afford players the sorts of broken tricks and combos that have become a tiresome cliche in D&D.

Here are a few of the main offenders:

•  Teleport
•  Scrying
•  Discern Location
•  Locate Object

The most overused combo is Scry-Buff-Teleport, where characters scry their target (such as with a spell or a crystal ball), and then, having established the target’s location, they buff their characters and finally Teleport to the target’s location and unload the rest of their spells and attacks while buffed.  Furthermore, the existence of spells like Discern Location, Locate Object, Locate Creature, Scrying, Clairvoyance, Clairaudience means that the simple task of presenting players with a normal locate, rescue, acquisition, recovery, thieving or vengeance quest becomes an exercise in contingencies and failsafes.  As a DM, I’ve got better things to do than spill thousands of pints of gorgon’s blood to prevent this kind of shenanigans!

Teleport (and Teleport Without Fail) is so abused that various editions and expansions have added more spells to counter it:

•  Static Veil (gives bonus to save against scrying attempts)
•  Foil Tracer (Teleport spells cannot be traced)
•  Scry Retaliation (Inflicts damage upon scryer)
•  Teleport Block (No teleports are allowed in or out of area)
•  Teleport Redirect (Switch destination of teleport)
•  Teleport Tracer (Detect destination of teleport)
•  Pretur Ar Nuade (Teleport intruders to specific destination)
•  One Step Beyond (Make target immune to divination)
•  Anticipate Teleport (Alerts caster to a teleport)
•  Greater Anticipate Teleport (Alerts caster and delays teleport)
•  Screen (Protects from scrying and divination)

Never have so many spells been created to mitigate the effects of one bad spell.

To me, spells and combos like this are the equivalent of introducing a weapon at higher levels that totally bypasses all armor.  Once something like this has been introduced, the only option is to add a bunch of magic or magical armor that negates the ability of the weapon, returning the status-quo.  Obviously this is a totally pointless exercise, and one that breaks the game either temporarily or permanently.

D&D‘s Teleport could be easily ‘fixed’, perhaps by only allowing teleport into a properly prepared area, rather than just any area.  In Heroes Against Darkness, I’d balance a similar teleport spell by increasing the anima cost (so that you can teleport, but you’ll be low on anima once you’ve reached your destination), increasing the casting duration, adding a temporary Wisdom cost, or maybe applying a condition (e.g. stunned or dazed) to all teleportees for a while after they arrive.

At the end of the day, the idea of narrative control isn’t an attempt to railroad the players.  It’s more of a case of ensuring that players use more than just one method for solving all problems that I present them with.  If their default solution for almost any problem is to cast Locate Object (or some variation), and then GM has to plan for this and make some plan against it or some reason for it to not work, then there’s something wrong.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness – Game Rules.

Heroes Against Darkness v1.01

I’ve updated all of the Heroes Against Darkness PDFs to v1.01. This minor update addresses all of the known errata.

In addition to the fixes, I’ve also added numbering to the GM’s Inspiration Board (Page 149) so you can roll for some random inspiration.

Here’s the list of fixed errata:
Page 6: Method 1: Normal Player Characters should say ‘cumulative total of 63’.
Pages 19-21: ‘Common’ should be ‘Middle-Tongue’.
Page 57: Ranged Attack Powers does not specify that they require line of sight.
Page 75: Winging Shot damage should be ‘+ Ranged’, not ‘+ Melee’.
Page 84: Shocking Ray missing range component.
Page 88: Bolster refers to ‘Anima’ instead of ‘anima’.
Page 88: Quake refers to ‘Anima’ instead of ‘anima’.
Page 88: Seize Initiative missing ‘from you’ at the end of the effect area component.
Page 88: Steady refers to ‘Anima’ instead of ‘anima’.
Page 88: Steady anima cost should be ‘X Anima’.
Page 134: ‘Giants’ is misspelled as ‘Gaints’.
Page 139: ‘princes of princesses’ should be ‘princes or princesses’.
Page 157: Minotaur art overlaps text.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness – Game Rules.

Erroneous Errata

This list includes all of the errata in version 1.0 of Heroes Against Darkness:

Page 6: Method 1: Normal Player Characters should say ‘cumulative total of 63’.
Pages 19-21: ‘Common’ should be ‘Middle-Tongue’.
Page 57: Ranged Attack Powers does not specify that they require line of sight.
Page 75: Winging Shot damage should be ‘+ Ranged’, not ‘+ Melee’.
Page 84: Shocking Ray missing range component.
Page 88: Bolster refers to ‘Anima’ instead of ‘anima’.
Page 88: Quake refers to ‘Anima’ instead of ‘anima’.
Page 88: Seize Initiative missing ‘from you’ at the end of the effect area component.
Page 88: Steady refers to ‘Anima’ instead of ‘anima’.
Page 88: Steady anima cost should be ‘X Anima’.
Page 134: ‘Giants’ is misspelled as ‘Gaints’.
Page 139: ‘princes of princesses’ should be ‘princes or princesses’.
Page 157: Minotaur art overlaps text.

Note: God knows what happened with Page 88. I must have been watching Game of Thrones that day.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness – Game Rules.

D&D Next: Difficulty Trends in D&D…

There’s already been a lot of discussion about the advantage/disadvantage mechanics in D&D Next, but here are a few more quick thoughts about this mechanic and the general trend in D&D for each edition to become easier than the last, and easier than any other version of the game (apologies in advance).

First, a quick look at the the impact of the advantage/disadvantage mechanic on the hit probabilities in the game.  At normal difficulties advantage (and disadvantage) are worth the equivalent of +4/+5, and they also double the chance of a critical. It’s a very powerful feature.  It looks like anything except for +2/-2 has been replaced with advantage and disadvantage, so players don’t have to remember lots of different bonuses or penalties.

One of the main aspects of difficult in RPGs is the chance of hitting your enemy (along with HP differential and number of enemies).  D&D Next continues the gradual and incremental increase in hit chance for the player.  Monster ACs in the updated Caves of Chaos module (generally) range between 13 and 15 (ACs in the 4th Edition module Keep on the Shadowfell were 15 to 18).  Most of the pregens are attacking with +6, so players only need to roll between 7 and 9, giving them 55% to 70% hit chance, 10% better that 4th Edition.

Between advantage/disadvantage, higher starting HP, more forgiving death rules (- Constitution), gameplay tuning for an entire day of adventuring (so players can bail when they’re depleted), and the general hit chance rules in 5th edition, D&D Next is very ‘friendly’ for players and it represents the long trend of coddling players.


Heroes Against Darkness downloads page: Heroes Against Darkness – Game Rules.

D&D Next: Playtest Impressions

The other day I posted my early thoughts and opinions of the playtest rules for D&D Next and tonight we finally got a chance to play the rules.

First some background.  

Those of you who are close followers of my adventures will know that a just a year ago I GMed a Basic D&D campaign starting with the Keep on the Borderlands.  In that campaign, the players’ characters were hired to rescue the son of a noble who’d been captured by a group of monsters from the Caves of Chaos.  The players had reached the caves overland, passing the tower of one of their mentors, and then through the forest.  At the ravine of the Caves of Chaos, they explored the kobold lair (the first cave on the right), then the goblins’ cave on the left, which I think took them through to the next set of caves where I had the noble’s son held captive.  They rescued to boy and returned to the keep, then struck out for civilization rather than returning to the caves.  I mention this because our recent familiarity with some of the cave systems is a factor in how we approached the playtest.

In the year between playing Basic D&D and this D&D Next playtest, we’ve had a long campaign using my Heroes Against Darkness system.  We wrapped up that campaign just a couple of weeks ago to give D&D Next a go for a while.

So tonight five of us we met for our Monday night game, I played the cleric of Moradin, we had the cleric of Pelor, the wizard, and the fighter.  For this adventure we’d been sent to the Caves of Chaos to rescue a young dwarf (from my cleric’s tribe) who’d been captured by orcs.  With this set up, we found ourselves standing at the yawning entranceway of the infamous Caves of Chaos.

At this point I took a timeout and we agreed that because we’d recently played the caves, we wouldn’t go into the caves that we were familiar with (the goblin cave on the left and the kobold lair on the right).  This was also good because I’ve read about a hundred write-ups of people fighting the damned kobolds and rats (and killing 1/round), and frankly I’m sick of hearing about those little bastards.

We made our way down into the floor of the ravine, searching for tracks that would indicate which of the caves was the lair of the orcs that we were looking for.  Unfortunately, we rolled pretty poorly (and one of the players forgot to add his Nature Lore) for the tracking, and we weren’t able to discern anything informative from the multitide of footprints over the ravine floor.  Without any clear direction, we picked the second cave entrance along the left side of the ravine as our first one to explore.  

As we neared the cave we saw that this one had an actual door, as opposed to the others that were simply open cave mouths.  We thought that this would make the cave more secure, so we scrambled up the shale slope (Dex check DC 11) and approached the door.  The door was heavy and wooden, reinforced with solid metal plates.  A thorough investigation (Wis check) revealed that one of these metal plates swung open to reveal a latch for the door.  After some discussion about whether the latch was trapped, we opened the door to reveal a corridor that plunged into darkness.

Now three of our four characters have low-light vision (the two dwarves and the elf), but the human would have been blind in the dark of the cave, so we elected to have the wizard cast a couple of light catrips, one on his quarterstaff (which we only later realized that he doesn’t have in his inventory) and the other on the fighter’s shield.  The light revealed that the corridor ran about 30 feet to a four-way intersection.  Straight ahead it continued in stairs leading up.  The corridor to the right immediately turned again backwards towards the entrance.  And the corridor to the left soon turned right.  We headed right to investigate the corridor that headed back towards the entrance, and as we rounded the corner it immediately turned again forming a dogleg.  As we continued around the last turn of the dogleg, we saw that the corridor opened into a room some distance ahead.  Unfortunately, the inhabitants of the room noticed us and three figures sprang from their room towards us.  I immediately cast Crusader’s Strike (1d6 extra damage on a hit for 1 hour).  We quickly recognised them as hobgoblins, and realizing that this was not the orcs’ cave, we turned and Hustled our way out of the caves.  

When we reached the entrance we scrambled up the slope around to the precarious area above the cave mouth.  We waited there for the hobgoblins to emerge and hoped that they wouldn’t notice us.  Six hobgoblins emerged from the cave moments later.  Three immediately ran down the path towards the ravine floor (we bypassed this on the way up).  The other three stayed at the entrance, with us perched just above them, and looked around.  It didn’t take them long to look in our direction, so our wizard opened up with a Burning Hands (with advantage for surprise) at the three immediately beneath us, hitting two with its full effect and partially catching the other.  The wizard had let go of his handhold to cast his spell and almost tumbled over the edge and down to their ledge.  Having taken them by surprise, the fighter shot one with his crossbow, killing it, and the other cleric used his searing light to kill another.  Luckly for us, the hobgoblins had emerged with crossbows, and the four remaining beasts proceeded to pepper us with shots, hitting a couple of us, including my cleric for 5 HP.  For the next turn, I could do nothing (I didn’t have a ranged weapon or spell I wanted to use), the fighter was busy reloading his crossbow (taking a full turn so that he didn’t have to attack with disadvantage), so the wizard and the cleric of Pelor used their Magic Missile and Searing Light to kill the last of the hobgoblins that had been damaged in the first fiery attack.  The remaining three hobgoblins had thrown down their crossbows and run back towards the cave entrance below us, so the fighter tried to shoot his crossbow but lost his footing and slid down the slope into the middle of the monsters, who promptly wailed on his ass and did some damage.  I slid down after him and positioned myself next to him to use my character’s Defender theme to protect him (While you are using a shield, when a creature withing 5′ of you is attacked, as a reaction you can give the attacker disadvantage on the attack).  The next round we managed to cut down two of the hobgoblins, and the third chose to flee back into the cave.  I pursued him, but soon remembered that I didn’t actually have a ranged attack, so I immediately retreated back out of the cave.

We regrouped and gathered up the six heavy crossbows (50 GP each, but three of them slightly charred!), giving one to the fighter and I took his light crossbow.  We also used the opportunity to find some shelter to rest and use the other cleric’s healer’s kit to recover a bit (I got a 2 for my hit dice roll, boo).

The next two caves looked very different.  High up on the left slope was a small, natural-looking cave.  Further along the left slope at our current level was a large, imposing looking entrance.  We chose the small natural cave and scrambled up the slope to investigate.  We entered the cave in normal order (fighter, cleric of Moradin, wizard, cleric of Pelor).  As we shuffled along the tight cave, the cleric of Pelor identified the footprints and smells as animal-like, which we various interpreted as a bear or wolves.  While we discussed this, an arrow flew past us from deeper in the cave.  Another arrow followed in the time it took us to realize that this cave was the den of a pack of gnolls, so we quickly retreated and fled down the slope (luckily without anything in pursuit).

We decided to head for the large cave entrance, and on approaching it my dwarf cleric discerned that the entrance was carved and decorated by humans.  Sensing something interesting, we entered this large cave.  This cave had spluttering torches to provide illumination, so we switched off our light spells.  The entrance passage was carved and worked, unlike the earlier caves, and soon joined up with a 20′ wide corridor that stretched off to the left and right.  We cautiously made our way to the left along the wide coridoor, trying to keep to the shadowed areas between the weak torches.  We came to an Y intersection, and took to fork to the left.  Rounding a rubble-filled corner, we soon heard the sound of moaning, so we sent our most dexterous character ahead to investigate, and he returned with word of a large throne room, with a dozen skeletons standing guard.  Relishing the opportunity to smite some undead, we decided to strike the inert skeletons, then fall back into the corridor so that we could attempt to use Turn Undead as many of them as possible.  The plan worked perfectly, with the four of us crushing one skeleton with our first blow and damaging two others before retreating to the corridor.  The skeletons followed and walked straight into the my Turn Undead, which held all of them but three.  What followed was a slaughter as other characters ganged up on the skeletons one at a time (while I kept them turned), first attacking with advantage while they were ‘turned’ and following up with spells if the melee attacks weren’t successful (the wizard attacked last using Shocking Grasp to gain advantage from their metal armor).

After the last of the skeletons was reduced to shards and dust, we investigated the throne.  We detected nothing magical, and unsuccessfully searched it for secret compartments, so had to settle for just prising out the four garnets that were inlaid in it.

We returned to the Y intersection and followed the other path.  We heard the noise again, and this time we identified it as moaning.  After a few more steps, we found a large empty room filled with zombies.  This time the other cleric managed to ‘turn’ seven of the zombies, leaving only a few still mobile.  As with their skeletal cousins, we made short (but boring) work of the zombies.

We backtracked to the main 20′ wide corridor and followed it past the entrance tunnel and about another 100′ feet on, where it turned to the left and then headed up a slope.  The corner had two doors, one straight ahead and another in the right wall.  We heard voices and stopped to listen, eventually identifying three humans speaking common in the room behind the door straight ahead.  We did a quick stocktake and on finding that were were all in pretty good condition (I was on 14 HP, having only take 5 HP from the hobgoblins and recovered 2 HP from the rest), we decided to open the door and storm the room to surprise the humans.

The fighter approached the door and threw it open, but found that the humans (cultists in red and black robes) were sitting at a table about 20′ away down a connecting corridor.  He charged down the corridor and attacked, but failed miserably (rolled a 1 and without any advantage).  I followed and attacked the closest of the humans, missing, and then stepped next to the fighter to give him the benefit of my Guardian power.  The wizard and other cleric followed, and attacked too, with some success.  The enemies then attacked, striking the wizard a strong blow for 8 HP, and sending him running back down the corridor in fear of his life.  Another human who’d been lying on one of the beds in the room joined the fight, but the wizard made short work of them with his Shocking Grasp, which gains advantage against enemies in metal armor (as it also had with the skeletons earlier).  

With the four cultists dead, we stripped their robes and set their bodies in their beds, then paused to decide what to do.  Which is where the session ended.

Quick thoughts:

•  Advantage got a large look in, but we were never attacked by baddies with advantage.  We also never had disadvantage.  We found a couple of ways to gain advantage, such as when we surprised the hobgoblins with the Burning Hands
•  I used 1 spell Crusader’s Strike, and then forgot that I had it on!
•  The fights were quick, but not particularly interesting (especially the ones where we shut down the undead)
•  We managed 5 encounters in a 3-hour session
•  I like saving throws using your ability scores, because they really streamline all the different numbers
•  I’m intrigued by the flattened maths, but worry that it’s always going to feel like 1st level
•  In the current implementation, the clerics and wizards seem to get a lot more escalation at higher levels than the fighter
•  We avoided the rats and the kobolds, so we didn’t have any of the encounters with 15+ enemies each with 2 HP
•  The extra starting HP makes the game much more forgiving that Basic D&D (for example, that 8 HP hit from the cultist would have killed a Basic magic-user dead dead).
•  The only modularity apparent in the system (removing Backgrounds and Themes) makes your character suck more, (as I feared)


You could be playing Heroes Against Darkness instead: Heroes Against Darkness – Game Rules.

D&D Next: Early Thoughts and Opinions…

I’ve been looking forward to the D&D Next open playtest for quite a while.  I previously blogged about some of the expectations that I had of this new edition and ways to approach making a modular edition of D&D:

•  Mechanics of Attack Bonus Progression
•  D&D 5th Edition DDXP Play Report
•  Making D&D 5th Edition Modular – Part I

Now that the open playtest is here, let’s take a look at what the edition actually looks like right now.

+1 Per Level Progression

Well, the designers at WotC have been true to their promise and appear to have flattened the progression curve.  The level steps for Level 2 and Level 3 don’t appear to include any increases to characters’ attacks, although the fighter does get +1 to damage at Level 3.

My current assumption is that characters will gain some kind of ability score increase(s) at Level 4.  If 4th Edition is a guide, then this increase could be +1 to two different abilities.  All-in-all, this makes for a very flat progression, where characters are only gaining +1 to attacks every 8 levels!

I have nothing against flattened progression, but I do wonder whether players will missing out on some psychological reinforcement that comes from seeing their attacks growing more powerful.  The other issue with the lack of any meaningful progression is that the game then has no way of simulating the skill differential between higher and lower level characters.  The second consequence of this change is that now magic weapons are far more valuable than they have been in any other edition of D&D, which I don’t think s their intention (or maybe it is their intention).

Personally, I think if they’re getting rid of the ½ level bonus (as used in 4th Edition), then they should offer ability score increases for more often, such as every second level.

HP and Healing

The pre-gen characters in the playtest start with their Constitution + Class HP (6 for fighters, 4 for clerics, 3 for rogues, 2 for wizards).  As they level up, characters only gain Class HP, no Constitution bonus.

Characters also have a number of Hit Dice (d12 for fighters, d8 for clerics, d6 for rogues, d4 for wizards) equal to their level, which can be ‘spent’ during a Short Rest to regain HP (although in the rules they say this requires a healing kit, which has only 10 uses).  This means that characters can regain about one-third of their total HP during an adventure day without resorting to magic.  This is interesting in that it offers far more mundane healing than any other edition except for 4th Edition.

At a Long Rest characters regain all of their HP and all of their Hit Dice – very 4th Edition.

Vancian Magic

Vancian magic is back for the Wizard pre-gen (yeech).  And making an unwelcome return with this is the absolutely terrible situation where a spell’s level is different from the character’s level.  Seriously, would it have killed them to spread the spells out so that spell level is equal to character level?

Modularity

There’s no sense of the modularity in the playtest documents except that the characters display different sorts of ability types, including Vancian casting and at-will powers.  Again we can only assume that later releases will develop some modular elements.

Proficiencies and Equipment

D&D Next divides weapons and armor into nice groupings (Basic, Finesse, Martial, Heavy weapons), but they then go and ruin the simplicity by using specific language for the weapon proficiencies of wizards (daggers, slings, and quarterstaffs only) but all of the other classes use weapons based on the categories.  Weird.

Attack Bonuses

Just a few notes here.

It looks like fighters and wizards score (somehow) a total of +3 to their attacks, fighters get this for melee and ranged attacks and wizards get this for the magic attacks.  For the melee and ranged attacks, +2 of this seems to come from the character’s proficiency but +1 of it is a ‘mystery’ bonus that I can’t account for.

It also looks like monsters have a +2 attack bonus, probably from some underlying proficiency bonus.

Monsters

Monsters have no level (listed), but they do get lots of HP.  Even the toughest monster (the gnoll pack lord) has only 66 HP and +6 to attack (+4 from his 18 Str and +2 proficiency).  To be fair, that gnoll has a few special actions (no, they’re not ‘powers’, really) that make it stronger than the 66 HP would suggest.

Action Economy

So they’ve gutted the action economy from 4th edition, and have an ad hoc series of actions.  First, characters can perform one action each turn, they can also move during their turn (before, after or split around their action), there are also a series of ‘incidental’ actions that are ‘free’.

The problem with this ad hoc codification is that it introduces silly situations like the Healing Word spell, which when cast allows the caster to make a melee or ranged attack or to cast another ‘minor’ spell.  How much ink is going to be spent so that they don’t have to codify certain spells or incidental actions as Move Actions or Minor Actions?

Save of Die

Maybe it’s a mistake, but there’s a save or die effect on the Medusa, where you have to avert your eyes to avoid her Petrifying Gaze.  If you avert, you are disadvantaged against her (always roll two dice and take the lowest).  If you’re surprised or don’t avert your gaze, you just save vs petrification (Constitution vs. DC 12) or permanently turn to stone.

Advantages/Disadvantages

After all of that D&D Next does something that I consider wholly unnecessary: it introduces an Advantage/Disadvantage mechanic to the game.  Sometimes the game will specify that you have advantage or disadvantage, such as when attacking a paralyzed character or when your character is blinded.  When you have advantage, you roll two d20s and take the higher result. When you have disadvantage then you roll two d20s and take the lower score.  It does make me wonder whether they’ll change the name of the system to dd20 now?

My problem with the advantage/disadvantage mechanic is that D&D already has a bunch of mechanics for bonuses and penalties to attacks and ability tests, so I don’t understand why the game needs another way of representing these adjustments, especially a mechanic that only has one magnitude.  Also, don’t think that this entirely replaces bonuses and penalties.  Advantages and disadvantages work alongside bonuses and penalties, so if you’re prone you take -2 to attacks, but if you’re blinded then you have disadvantage on your attacks (but attackers don’t seem to get advantage against you, which is weird).

Summing Up

So, all in all I’m interested in this flattening of the progression curve, but the rest of it isn’t really grabbing me.  It looks like they’re really trying to target the OSR crowd, but the cost of accommodating those players is pretty high for the rest of us.

We’re playing a session of this on Monday, so it’ll be interesting to see what the other guys think!


You could be playing Heroes Against Darkness instead: Heroes Against Darkness – Game Rules.

Remaking Magic: Enhance, Don’t Replace

First, a quick confession.

I’m generally such an isolated throwback that I hadn’t even heard of ‘niche protection’ until just a few weeks ago.  In spite of not having heard the damned term, the idea that each class in a RPG should have its own thing was apparent during the development of Heroes Against Darkness.

One aspect of this division of capabilities and specialties is the separation of the magic into the five main magi classes:
•  Warlocks who specialize in physical manifestations and offensive spells
•  Healers with their specialization in physiological magic that heals, enhances or weakens
•  Canonates who enforce the will of their divine god to buff allies, bless areas and attack enemies
•  Necromancers who can raise and control undead, drain health and anima from enemies
•  Mystics who are masters of control and influence, to help and hinder

During playtesting of Heroes Against Darkness, one of the players would constantly ask for utility spells, like in D&D.  I resisted his requests because the utility spells that he was asking for are the very spells that break the niches, they are the spells that allow wizards/sorcerers/clerics to become the Swiss Army knife classes who can do anything, anytime.  The main culprits in D&D are the spells that directly replace the class features of other classes, such as Knock, Invisibility, and the like.

Knock has the unfortunate privilege of making rogues/thieves just about useless.  Once you’ve got Knock, there’s no locked door or chest that can’t be opened by a night’s rest and a quick spell.  If that wasn’t bad enough, a sneaky rogue can be replaced with Invisibility as well.

In Heroes Against Darkness these sorts of spells don’t have absolute effects, rather they offer enhancements to the target’s ability tests, making these spells most effective when cast on a character that is already good at the activity, rather than allowing the spell to be cast on any character.  Even spells like Charm and Divine respectively enhance the character’s Charisma and Perception, rather than having absolute effects.  The final advantage of the enhancement approach means that the spells effects are still relative to the state or difficulty of the target, so a Charisma or Perception enhancement takes into account the underlying difficulty of the activity that is being undertaken.

So, if you’re after spells that allow magi to replicate the features of other classes, then these are not the rules you’re looking for.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness – Game Rules.