I haven’t written anything in a while, have I? Sorry
about that. Life problems, lack of inspiration, excuses, excuses, excuses. But
hey! Here’s something new!
There’s been a bit of talk, lately, about failure. The
big primary is the Angry GM, who wrote a Strong Article about failure in terms
of the game itself, and how accepting it as a possibility can make you a better
DM. He also touched on it later in a couple pieces, and I’ve seen the idea of
allowing players to fail at tasks tossed around a bit on other blogs as well as
on forums and facebook.
One thing that wasn’t really talked about is how to
accept failure as a designer. Not necessarily as a DM, but stepping even
further back into the role of game/campaign designer. I’ve always considered
myself a bit of an amateur designer. My design work has never been published,
but I’m still constantly designing new things, so I’m a designer. Ever since my
very first game of D&D, I wanted to play with the system and make things my
own. It, of course, manifested as a desire to carry around the same cool
weapons as my favorite characters from fiction (in particular, I wanted to
wield the Soul Edge from Soul Calibur when I was a kid). That desire shifted,
however, as time passed and I learned more about the game in which I was
participating. About the time I bought my first core rulebooks (edition 3.5), I
had finally taken the step from player to DM. And as a DM, I wanted to make
everything my own. I introduced new magic items, new classes, and new systems
from my earliest days. I remember lancers, dragoons, hunters, mages, dark
knights, and something I called the “Fearless” (a concept I’m still trying to
make work). My first campaign boss had a Final Fantasy limit break (he was a
dark knight riding on a nightmare, and he shot a giant purple laser beam). And
this desire to create new and expanded options only grew as I got more and more
involved in the games I played.
Pathfinder was a particular area of creation for me. Once
the concept of Class Archetypes was introduced, I went wild. The archives of
this blog are a testament to how much I wanted to create my own work. However,
with that desire to create comes the inevitable result. Failure.
If you decide to create anything, you are going to fail.
A lot. And that’s okay. In fact, it can be a good thing. It can be clarifying.
Take, for example, my attempt at Stunt Dice in D&D.
Ever since the latter days of 3.5, when the Tome of
Battle: Book of 9 Swords was introduced, I’ve been fascinated with special
attacks and techniques in D&D combat. I didn’t really find the Tome of
Battle balanced at the time, but the concept of a warrior entering battle with
a repertoire of special attacks and maneuvers was appealing. I wanted to spice
up combat, rather than just having characters say “I full attack” over and over
again. So, a friend and I made our own class: The Swordmaster. It was horribly
unbalanced. I then made another: the Artes-Fighter, inspired by the characters
of the “Tales” series of video games. This one was, as far as 3.5 is concerned,
more balanced than my first attempt, but it still wasn’t quite right. It used a
daily pool of points, and I wasn’t entirely satisfied with the result.
Then 4th edition hit, and gave me everything I
could have wanted. At-Will, Encounter, and Daily powers, all perfectly balanced
against each other? An entire system built around using cool attacks in combat,
so that “attack” was almost always the worst option? It was perfect!
And I rejected it out of hand. I saw how different it was
from the D&D I had learned to love, so I immediately hated it. Because it
was different, and I was a teenager. I didn’t like things that were different.
Lucky me. Pathfinder was right around the corner. I
latched onto it as if I’d never look back. It was everything I loved about 3.5,
but turned up to 11. More powerful classes, cooler artwork, and a level of
adoration for 3.5 that I found entirely relatable. And I actually played it in
its vanilla form for a while. Granted, the vanilla form was constantly being
updated as more and more books were released, but I didn’t care. This was a
system that understood my needs. It was around the time of Ultimate Combat and
the Gunslinger, however, where the Maneuver bug bit me again. I did my own
redesign of the gunslinger, which I viewed as superior to the core version. It
had access to more varying special techniques. Looking back, I actually really
like the design of the Pathfinder gunslinger, and I wonder if some of its
methods made their way into D&D 5e.
I then took that idea and ran with it for the Pathfinder
fighter. I got wrapped up in the Fighter-vs-Wizard debate that was going on at
the time, and wanted to try my hand at making my perfect version of the
fighter. I came up with one version that was actually Pretty Neat. It gained
Martial Training and Combat Arts that gave it a more varying scale of
improvement as it increased in level, as well as some access to martial
maneuvers. Thinking back, this was actually one of my favorite things I ever
designed in Pathfinder. I designed another that when whole-hog into the martial
technique pool, using its own weird version of the gunslinger’s Grit mechanic. It
wasn’t good. And even I recognized that at the time. I scrapped it.
It was also around this time that I discovered two RPGs
that had been completely unknown to me. The first was the Iron Heroes RPG: a
modification of the d20 3e ruleset that completely based itself around varying
types of warriors, all using different fighting styles and a “token” system to
execute special attacks. It’s actually a pretty cool system, though I don’t
think I’ve ever tried to replicate the token gameplay in any real sense. I
remember bouncing it around in my head, but nothing every got put on paper.
It’s something that works really well for that particular game, but would
probably be a bit too complex for other systems.
The other RPG I discovered was the Dragon Age RPG. And
while some of this RPG didn’t really click with me (I wasn’t a huge fan of the
3-class system, nor its method of specializations), I absolutely fell in love
with its stunt system. Essentially a variant critical hit system, the DARPG
stunt system has you choose from a list of stunts to perform if you roll
doubles on an attack roll (it uses 3d6 for attacks). Stunts range from the
ability to dart around the battlefield to extra damage, and even provoking or
threatening foes. It was elegant. It was genius. It was perfect.
Shortly thereafter, however, I grew disillusioned with
Pathfinder, and 5e was on the horizon (then called D&D Next), so I instead
toyed with different types of games and systems. Numenera, Call of Cthulhu,
GURPS, etc. And then 5e hit, and I was there, man. I got all the core books. I
got Hoard of the Dragon Queen. I got back into the blogging scene and I was IN
IT TO WIN IT!
Then I heard that the Dragon Age RPG was getting a Core
Rulebook. And I heard that its system was being published, divorced from its
setting, as the Fantasy Age RPG, with years’ worth of improvements thanks to
what had essentially become a very long, very expensive playtest.
Holy.
Shit.
So, of course I picked up a PDF of Fantasy Age. And of
course the first thing I looked at was the Stunt system. Did it change? Is
there more to it, now? I was so excited. And what I saw was exactly what I
expected to see. Without going back to check, I’d say it’s exactly the same as
the very first time I saw it. And that’s fine. If it ain’t broke, don’t tinker.
I decided that now was the time. I’ve wanted to integrate
a stunt/maneuver/technique system for so long, and up until this point, I had
only ever met failure. This time, I would succeed. This time I had something
solid.
Stunt Dice, I decided, were my best option. It was
partially inspired by the expertise dice from early iterations of the D&D
Next playtest, and partially based upon the Battlemaster’s Superiority Dice. I
couldn’t use the traditional Fantasy Age system, because it was effectively a
critical system. And while I could figure out the appropriate percentage chance
and apply it do a d20 roll (I think it ends up being around 14-20), that wouldn’t
give the same feel as rolling doubles on 3d6. Therefore, I thought of giving
characters a number of stunt dice which they could spend to accomplish similar
feats: skirmishing around the battlefield, taunting enemies, changing one’s
initiative, etc.
I spend a stunt die to skirmish my way onto the tree limbs. This guy's going down! |
However, that on its own isn’t enough. The problem is one
I’ve encountered before. Presenting the players with action dice and giving
them a list of things to do with them is cool, but if it’s divorced from their
character’s race, class, and background, then it’s just another tacked on thing
to remember. It’s like a lego cannon on a castle that shoots a miniature cannon
ball. It’s cool, yes, but the fact that it does a cool thing doesn’t really
impact the set itself, and some people might forget that it even shoots a
thing, instead focusing on the more central details of the castle.
In order to circumvent this, I decided that I should
integrate stunts into the character’s classes. I’m already in the process of
designing subclasses for my new campaign (you’ll see more on that as it
progresses, I’m sure), but I thought that integrating stunts into them would
really create a strong sense of cohesion. If a character needed to spend a
stunt die in order to execute a core class feature, then they’d be damn sure to
remember that they have the stunt dice.
So, I wrote up a playtest. Instead of using my new
subclasses, I decided to use the subclasses included in the Basic Rules, since
everyone has access to those, and most people are familiar with the Champion,
Thief, Evocation School and Life Domain.
You can take a look at it yourself by following this link
here: Stunt Dice!
As I wrote it, however, I noted something. Things weren’t
exactly…working out. First, I had to add in a class stunt at first level, so
everyone started out with a cool technique they could spend their stunt dice
on. This upsets the balance of first-level play, which is very particularly
designed to feel a very particular way. And as I designed them, I started
asking myself questions like “is that bonus enough to incentivize the ability’s
use? Maybe I should add more,” or “this is cool, but I think it’s too powerful.
How can I nerf it?” Or the terrifying “this ability seems fine on its own
without stunt dice. How do I add them in?”
The answer to that last question, in case you were
wondering, is “Don’t.” And does a subsystem have purpose if it doesn’t aid its
parent system? The moment you start asking yourself “would this existing
feature be cooler with different numbers?” is the moment you should re-think
what you’re doing. And that’s what I did. As I wrote, I realized that it wasn’t
fun. I wasn’t thinking about the art of design. I was thinking about the math.
And that way leads to Pathfinder. Which is fine, if you’re playing Pathfinder.
I’m not. I’m playing D&D 5e. And 5e is a game much
more focused on incomparables than math. It’s a game where you don’t ask “which
is better? +1 to hit and damage, or +1d6 damage?” Instead, you ask “which is
better? Being able to summon my weapon on a whim, or being able to summon a
fighting wolf?” The answer to the “which is better” arguments in 5e should
always try to be “it depends.” Is Action Surge better than Sneak Attack? It
depends. Is Burning Smite better than Hunter’s Mark? It depends. Is it better
to spend a stunt die to get 1d6 bonus damage, or 2d6 bonus damage?
2d6 damage. Hands down. This is not how stunt dice should
be used. And this is not how a stunt system in 5e should be designed.
I also noted as I went that stunt dice would need some
pretty serious balancing in order to work. Adding 2d6 damage at 3rd
level is really good. Adding 2d6 at 15th level? Less good.
Especially since it’s just on a single attack, and the rogue’s core Sneak
Attack feature can add 7d6 every single turn.
Which is a better option? Seriously.
Now, a simple way to fix this would be to replace stunt “dice”
with stunt “points.” Instead of rolling a d6 with every stunt, stunts have
varying effects. The inherent problem here is that it suddenly makes the system
much more complex. And this is 5e, where complexity is a choice by design. By
using stunt points, you lose a unifying simplicity that stunt dice would give
you. When you use stunt dice, all you really have to remember is that you’re
rolling a d6, and you then attach that d6 to whatever stunt you’re using.
Skirmish? D6 movement. Taunt? D6+8 saving throw. Sieze initiative? D6 +
initiative check.
When you then change that to stunt points, things suddenly
change. The abilities don’t necessarily use a d6. They COULD, if you chose to
make it that way. But if you want to balance things like damage at higher
levels, then you have to suddenly start asking: how many d6’s do you use? Do
players now have to keep power cards like 4e, so that they can remember what
all of their disparate stunts do?
My point is that it’s a mess, no matter how you swing it.
COULD you figure out a way to make stunts really work in 5e? Yeah, you probably
could. Doing away with damage dealing stunts would probably be step 1. But…I
don’t really know that it’s worth it. I’ve wanted to use stunts in my games for
years. For YEARS! And yet, once I finally write up a playable, testable system
that I can integrate into my home games without much issue…I don’t like it. The
idea of the system seemed so genius to me before I wrote it. But now that it’s
on paper (so to speak), I’ve become disenchanted with the idea.
And in that way, I’ve failed. My greatest successes in
design were things that I actively WANTED to use in my games: The Engineer, the
Trained Fighter, my Lingering Injury table (It's on its way). If I design something that I don’t
personally want to use—something that doesn’t get me excited at the prospect of
using it in my games—then that’s a failure.
And that’s okay. Because I’ve learned from this failure.
It has clarified the issue on whether or not I actually want to use a universal
stunt system in my games. And the answer is “no, I don’t.” And rather than
wallow in this failure, I’m going to use it to create something that’s worth
using. Something that you could call a success.
And now I really wonder what it would take to convert
Iron Heroes to 5e. THAT seems like it’d be a fun game.
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