Skill Challenge Errata

Take THAT!

After waxing mathematic on my wariness of the 4th Edition D&D skill challenge system, I ran across the DMG Errata. Oh look, they totally retooled the target numbers, number of failures, etc. Because there are so many changes, I’ll just put the relevant, updated text below:

What level is the challenge? What is the challenge’s complexity?

Choose a grade of complexity, from 1 to 5 (1 being simple, 5 being complex).

SKILLCHALLENGE COMPLEXITY

Complexity Successes Failures
1 4 3
2 6 3
3 8 3
4 10 3
5 12 3

Level and complexity determine how hard the challenge is for your characters to overcome. The skill challenge’s level determines the DC of the skill checks involved, while the grade of complexity determines how many successes the characters need to overcome the challenge, and how many failures end the challenge. The more complex a challenge, the more skill checks are required.

For an easier or a harder challenge, use DCs from the row that corresponds to a lower or a higher level, and assign the challenge’s level as the midpoint of that level range. For example, if designing an easier challenge for an 8th-level party, you could use the DCs from the “Level 4–6” row. That would adjust the challenge’s level to 5th.

Set a level for the challenge and DCs for the checks involved. As a starting point, set the level of the challenge to the level of the party, and use moderate DCs for the skill checks (see the Difficulty Class and Damage by Level table on page 42).

Example: A complexity 3 challenge using hard DCs and cutting the number of failures needed in half increases this skill challenge’s level by four.

This modification, along with a revised pg42 Difficulty Class table (effectively reducing the difficulty of skill checks by 10), means that the death spiral of skill challenge futility now points in the opposite direction: characters that excel at a set of skills related to a challenge now stand an excellent chance of succeeding. The math now looks an awful lot more like “roll some dice, feel good about training a couple of skills, win” instead of “roll some dice, curse your dice, throw your dice at the DM, curse a lot, fail.” Probably a good thing, though they may have swung things a bit too far over.

Finally 4e

A typical D&D town

I picked up my 4th edition Dungeons & Dragons books the day they came out. I couldn’t help it; it’s a weakness of mine. I read through the rules, formed a few opinions, and got a hankering to run a game. Problem was that my playgroup is already hip-deep in a 3rd edition Forgotten Realms game, and I didn’t want to rock the boat by taking the reins from our current DM. So I waited. And jotted down some notes here and there about some adventure ideas.

Then, for reasons I would just as soon not go into on a blog, our campaign hit a bump and our DM isn’t really available at the moment. So we cracked open the books and four of us sat down for our first actual 4e game together. Jimbo put together a tough-guy hammer-and-shield Fighter, Daniel brewed up a halfling Warlock (Infernal Pact), and Jasper finally settled on a Warlord after strongly considering making a Cleric.

The new rules were foreign enough to these three that making characters required a bit of explanation, quite a few questions, and more than a little guesswork. When all was said and done, we were able to create three characters hailing from a desperate little foothills town with a Goblin problem. It had taken us about half a game session to make the characters, so I wanted to get straight to the action: they were on their way into Goblin territory to scout out a temporary logging operation. Times are so rough in town that gathering firewood for the season amounts to a military operation. Two skirmishes followed, which gave us a chance to flex our muscles and throw around some dice. A few observations:

  • I would have had a really hard time making Goblin Tactics and Tide of Iron make sense to everybody at the table if I weren’t using a battle mat. Miniatures weren’t necessary; I just used some scraps of paper and used the grid to keep track of where everything was.
  • Assuring that the party worked well together was a no-brainer. I encouraged them to each have a different party role (defender, striker, and leader, respectively) and the core rules character abilities took care of the rest.
  • The Warlord ability Commander’s Strike works wonders along with the Fighter’s Combat Challenge against a badguy that’s trying to disengage from the fight: Fighter takes a double-move to get into position, Warlord goads the Fighter into a free basic attack, and now the fleeing ranged baddie is stuck.
  • The Fighter works differently than he used to. Lots more reasonable options in the heat of the moment. Jimbo has been playing Fighters since I was in preschool, and after a little initial hesitation was right on top of his newly-refined party role, using Cleave and Tide of Iron to mop up minions and break up wolfpack flanking maneuvers like nothing. The Fighter rules have changed a lot, but Fighters haven’t really changed at all from what we really think of them as.
  • The Warlock worked a lot like I used to wish Magic Users would, back when I thought Evocation spells were really cool. A Warlock can blast away all day, every day, with his curses and Hellish Rebuke really doing the heavy lifting when it came to parting the bad guys from their hit points. That’s the whole point of a “striker” character class, but it seemed to work out better than just reading the books had implied.
  • The Warlord suffered from bad die rolls. Really bad die rolls all night. This made his Commander’s Strike and Inspiring Word abilities all the more important; he could be useful when he was rolling twos and threes.
  • Whipping up appropriately-challenging encounters was a breeze. About 100xp worth of bad-guys per first-level character made for a pretty easy scrap. Throwing in an encounter of 125xp critters (two gray wolves and a Goblin Sharpshooter) challenged the party enough to blow a handful of healing surges and dropped the Warlock into negative hit points (largely due to some very good die rolls on my part).

Always keep your books handy

Overall, though I’m dismayed by the cause of the interruption in our 3rd edition game, I’m pleased with how this seriously-reworked new edition of Dungeons & Dragons worked out. I am highly interested in seeing what Privateer Press does with the system, if anything. The creation of new character classes strikes me as superficially labor-intensive, but there are a number of design features built into the new system that I think really help keep things on an even keel, particularly in the area of keeping characters of diverse themes useful.

Next time we have a 4e game session, I’ll have to try out the Skill Challenge system a bit. It is intended to make non-combat encounters a bit more playable within the rules framework (as opposed to a bunch of jibber-jabber finally resolved by a single die-roll by a single character), but the math just doesn’t look right to me. We’ll see what happens when we start throwing dice for determining the location of their logging camp. It’ll almost certainly be interesting, but statistically I’m betting that following the DMG’s guidance will lead to a failed encounter.

Back onto the FISA subject

The above is a fragment of Senator Dodd‘s argument against retroactive immunity for telecommunications companies that colluded with the U.S. Government in illegal, unwarranted surveillance in obvious contradiction of both the FISA act and the 4th amendment to the U.S. Constitution. He puts it far better than I could. It’s a shame this man won’t be on the ballot for president this November. At least, unlike the presumptive Democratic candidate, he’s still fighting the good fight.

Brewing up a Frost Mage

Snowed In

4th Edition Dungeons & Dragons just doesn’t have as many options for spellcasters as previous editions. This isn’t a complaint, just an observation. There will almost certainly be acres of splatbooks available within a year, but for the moment all we’ve got are the core rulebooks, and I think that’s plenty. With the schools of magic gone (no more Fireball-slinging Evokers; that’s a once-per-day spell now), a familiar old character-creation crutch is gone. Let’s limp along on our own and make an themed Wizard, shall we?
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Progressive Conservatism

Well, boy howdy

So I was poking around on Prairie Flounder‘s site, and ran into a comment by the Progressive Conservative. Being somewhat libertarian-minded and socially progressive, as well as loving a good oxymoron, this piqued my interest. I followed him back to The Big Stick, a blog espousing a back-to-Teddy-Roosevelt variety of Republicanism that seems to be enjoying a renaissance of sorts these days.

Did you know that to be a proper conservative these days you’re expected to hold four separate, contradictory opinions on the value of human life? You are to be pro life in the womb, pro death penalty, anti assisted-suicide, and pro war. The precise opposite holds true for progressives. You are expected to be pro abortion (pro choice is a euphemism, let’s face it) , anti death penalty, pro assisted-suicide, and anti-war. This is why when Bill Bennett brings up the abortion issue as something that needs to be talked about in the Obama vs. McCain choice coming up in November, I cannot help but chuckle. It’s a wedge issue, something career politicians dust off every couple of years to drag the rubes into the polls. The Republicans won’t get rid of Roe vs. Wade. It’s against their interest, because the existence of that precedent keeps a lot of people punching that “R” on their ballots.

On the other end of the spectrum, the Democrats would have you think they’re against global warming, particularly with their former front-man and recent Nobel laureate Al Gore leading the charge. Do you know who was in charge of nixing every new nuclear power plant for eight years while vice president? Same guy. Thank him for all the brand-spanking-new coal-burning power plants belching greenhouse gasses into the sky. I think we are currently living in a golden age of political absurdity, where the environmental conservationists rape the land and those religiously convinced that every life has an immeasurable sacred value promote slaughter. Maybe we just need more progressive conservatives. Or maybe some conservative progressives.

Extraordinary Competence

impossible is nothing

From time to time a truly remarkable phrase is uttered at a D&D game. There are many variations of it, but it all boils down to “That’s not realistic!” This is ridiculous, of course. You’re playing a game with wizards and elves and dragons and such; you went through the looking glass when you picked up your dice. I ran into the following list online that demonstrates within the 3rd edition rules why anything happening past 9th level has no business even being compared to reality:

  • 9th level Bard. He has 12 ranks of Perform, started with 16 Cha and increased it twice to 18 (+4). He also has a masterwork instrument (+2) and a Circlet of Persuasion (+3). His Perform modifier is now 12+4+2+3=+21. This means that, by taking ten, he nails a 31 every time. According to the PHB, this means that by playing on street corners, he will eventually attract the attention of extraplanar beings. Gimble will be sitting around drinking and playing his lute when a genie bamfs in and asks the gnome to perform at his kid’s Bar Mitzvah.
  • 9th level Rogue. He has 12 ranks of Balance, started with 16 Dex and boosted it twice to 18 (+4). He gets a +2 synergy bonus from Tumble ranks, for a total modifier of 12+4+2=+18. Taking 10, he will, every time, be able to move at full speed across a one inch wide marble-covered beam. (18+10-5=23 for the check, 20+2(scree) =22 for the DC.)
  • 9th level Barbarian. 12 ranks of Climb, now has 18 (+4) Strength, for a final modifier of 12+4=+16. Taking 10, he gets a 26. He can now climb most mountains while raining, moving 40 feet every 6 seconds. (Check is 26-5=21 for accelerated climbing, DC is 15+5=20 for climbing a rough natural rock surface that’s slippery.)
  • 9th level Swashbuckler. 12 ranks of Jump, 12 (+1) Strength, +2 synergy from Tumble. His modifier is 12+1+2=+15. Taking 10 gets him a 25. The female world record for the long jump is (7.52 meters)*(3.28 feet/meter) = 24.7 feet. This character beats that every time he wants to. The men’s record is 8.95*3.28= 29.3 feet, which his character could swing pretty easily if he so desired. When the character rolls instead of taking 10, he can hit as much as 35 feet, blowing past the world record by two yards.
  • 9th level Beguiler. 12 ranks in Disguise, 14 (+2) Charisma, with a disguise kit (+2). Total modifier is +16, taking 10 gets him a 26. He can disguise himself as a woman’s human husband (+10 for intimate familiarity) as long as she has a Spot modifier of 6 or less.
  • 9th level Monk. 12 ranks in sense motive, 16 (+3) Wisdom. Final modifier is 12+3=+15. Taking 10, he can instantly tell whether a person is under the effects of Charm Person or not, every time. (DC 25) And that isn’t “I’ve a sneaking suspicion that something is wrong here” so much as it’s “Hi, my name is Benedict Thelonious. Also, you’re charmed.”
  • 9th level Bard again. 12 “ranks” in Speak Language nets him 12 languages, because Bards are awesome like that. There are only 20 of the things listed in the PHB, one of them is Druidic, and he starts with a few because of race and intelligence. He learns this from hanging out in bars, and in addition to everything else he can do. I don’t think there are many people in the world that can boast that kind of repertoire, and finding one in his mid-20s that’s also a competent in battle, magic (which we can approximate to some degree with science or technology), and whatever this guy is burning his other 5+Int skill points on is fairly definitely impossible.
  • 9th level Ranger goes tracking. 12 ranks in Survival, 14 (+2) Wisdom, +4 from Search and Know: Nature synergy, and +2 from some manner of tracking kit. Modifier is 12+2+4+2= +20, which means he takes 10 to get a 30. To match this, the DC is going to look like this: 4+5+1+20. That comes from tracking a single Toad (+4 DC for being Diminutive) that is covering his tracks (+5) after an hour of rainfall (+1) over bare rock (20).

Hat tip to Zilvar for pointing it out, and of course the original source by Merlin the Tuna

The cost of a vote

So... Angry... FFFF!

How much does it cost to buy a vote in the national legislature that could potentially save your business billions of dollars in legal liability for you willfull, illegal actions over a period of several years? Well, it varies depending on the legislator, but for Verizon, Sprint, and AT&T to get retroactive immunity for their role in placing what amounts to millions of unwarranted wiretaps on United States citizens it averaged $9,659 each.

That was how much, on average, a Democrat that voted against the March 14th immunity but turned around to support the June 20th immunity received from political action committees run by these telcos. To be fair, the 129 U.S. representatives that voted against immunity averaged $4,180 in contributions each since the beginning of the year, but that five grand apparently represents the value of your privacy, citizen.

Take a look for yourself. How much did you rep cost? Nancy Pelosi costs about $24,000 to win over. John Murtha of Pennsylvania (former contender for the majority leader position) came in cheap at a mere $5,000. Wonder how that is.

Please note that these numbers are just the campaign contributions, and does not reflect other money spent on lobbyists. There’s a slim chance that the Senate won’t just turn around and show their ass on this. Again. Where do your representative and senators stand?

Be Cool

King bee

No, bee cool. Not something I’m particularly into, but I’ve noticed a fair number of honey bees in my back yard, milling around my vegetable garden and groundcover (which happens to have a continuous dusting of little purple flowers). Bees have been in a lot of trouble lately. Buzz buzz.