Thursday, August 27, 2009

The thing I am missing most from 4th Ed.

As I've said in previous posts I am not married to a system. However, I am currently playing 4th Edition as my primary fix for D&D. This edition is fine for my needs and I don't expect that statement to cause any of my fine mostly imaginary readers to flame that statement. 

However there is one thing I am missing most in 4th. Ed and that is random magic item distribution. The tone the core books and the designers have set is that what the PCs find should be tailored to them. A battle Cleric should find useful holy symbols that make him feel like a big strong damage dealing cleric, not a wimpy cleric that is preoccupied with keeping his allies fully healed. The fighter specializing in hammers should find hammers in the dragon's trove not swords.

While that is all well and good and I feel some customization is nice on the DMs part. If the PCs want to ensure they get magic items of type FOO then they should be researching where such items were last seen in circulation and questing to get them. The rest of the time if you just happen on a band of Orcs that have been hitting local caravans any magic items they have should be randomly determined. Proficiency in weapons is much more liberal than it was in several of the earlier editions and wondrous items while still useful provide far less bang for their level when compared to the big slot items. Plus having scads of items that aren't useful until just the right time (which the DM has forgotten he even awarded you) is one of the best moments the game can muster.

While I'm sure I will never see a random loot generator come out of WotC and the DDi initiative I may eventually make some charts or convert my older editions charts for use in this edition. If you feel differently from me or have any good resources let me know in the comments.

Wednesday, August 26, 2009

On a mostly unrelated note I've been listening to the Beatles a lot. I don't know why. I like them (obviously) but why do snippets of B-sides keep getting stuck in my head? It started with Paperback Writer, moved on to Maxwell's Silver Hammer and now we're at Cry Baby Cry.

I suppose I could rant and rave in delirium and say it is a sign that I should write an adventure for a minor magic item call Maxwell's Silver Hammer that is really cursed and makes the dwarf PC cry. But that's really a stretch.

Trivia GMs and some players might care about.

Here is something I think every Game Master might care about and should be found in more RPG books. That way you can point to more than DM fiat as to why the golden statue of the goddess Anphribita can't be removed from the ransacked palace.

Average Weight of One Cubic Foot of Various Materials in lbs
Aluminum
162
Anthracite (Hard Coal); solid93
Anthracite; loose54
Ash38
Brass; cast504
Brass; rolled524
Brick; pressed150
Brick; common125
Brick; soft100
Cherry; dry42
Clay; dry119
Coal (soft); solid84
Coal (soft); loose49
Coke; loose26
Concrete154
Copper; cast542
Copper; rolled548
Cork15
Earth; common loam76
Earth; moderately rammed95
Earth; flowing mud108
Ebony; dry76
Elm; dry35
Flint162
Glass; common window157
Gneiss (rock); common168
Gold; cast pure or 24 ct1204
Gold; rolled hammered1217
Grain at 60lb. per bushel48
Granite170
Hemlock; dry25
Ice58.7
Iron; cast450
Iron; wrought485
Iron; average480
Ivory114
Lead711
Lime; quick ground or loose53
Limestone and Marble; solid168
Limestone and Marble; loose96
Magnesium109
Mahogany53
Masonry; granite, limestone165
Masonry; mortar rubble154
Masonry; dry rubble138
Masonry; sandstone144
Mortar, hardened103
Mud; dry80-110
Petroleum55
Platinum1342
Salt; coarse45
Sand; loose90-106
Sandstone; for building151
Silver655
Slate175
Snow; freshly fallen5-12
Snow; moistened15-50
Steel400
Sulphur125
Tar62
Tin; cast459
Turf or Peat; dry20-30
Water; pure at 60F62.3
Water; sea at 60F64
Wax; bees60.5
Zinc437.5




This table came from Computing Tables and Formulas E.H. Barker 1913

Tuesday, August 25, 2009

Old School vs New School: The debate rages

Recently at Dungeon Mastering, there was a post about if old school play or new school play proveded more control over ones character. However it seems the author doesn't fully grasp the difference between old and new school gaming. To compound matters he never goes on to fully explain what he feels the delineation should be. So now I will post my feelings on the matter and hope that somebody gains some amusement out of this. These are also very simplified and boiled down, please don't lynch me if you feel I missed your favorite/most important element to a game philosophy.

Old School
These games are often sandbox games, although they don't need to be. The concept of mapping your character out from level one to level 30 and expecting it to happen that way, is unreasonable because any number of events and affects could side track that goal. The PCs are free to make their own decisions if it means fleeing the dungeon and not returning or crossing the great sea in search of treasure so be it. From loot generation to random encounters through to what was just pick pocketed off the PC this should be random. Also even if a skill system if in place the result of a difficult or unusual action, should be modified by how reasonable or outlandish a PCs explanation of the activity.

New School
These games are plotted out, have the concept of cut scenes and boxed text. They can be fun and entertaining. Often everything you need to beat the baddies is there the PCs just need to put the puzzle pieces together. Most believe their PCs are destined for greatness and a player leaving the group or an unexpected non-revocable character death can cause the DM some serious consternation. These are like the best of the old adventure computer games they play well and have a lot of great reveals that make everyone feel great for accomplishing something.

Currently I am playing 4E and just wrapped up a 2nd Ed. D&D game and replaced it with a Traveler game. So I like to think I straddle both lines of gaming. I do prefer a campaign world where the DM does not want to force us into a railroad of a plot, and in fact one where the plot is in the background until we "step in it" while trying loot a dungeon or search for lost secrets that will allow us to do that over arching thing we the PCs want to do. What does that make me? I suppose more in favor of the old school. If my GM has a master plot to run the PCs through it better be entertaining because if there is something that sounds more interesting that stopping the demon prince Kerfflufle from conquering the world I might go off and do it and let some other band of suc...er...Heroes take care of it.