Category Archives: Musings

Multi-speed leveling – Example

What would different XP tracks look like in practice?

My last blog post looked at the idea of having characters level at different rates. I called this asymmetric at the time, but I’m not sure that’s quite right. I mean, they’re all getting XP for the same things, so it’s not truly asymmetry – it’s just they advance at different speeds.

I thought I’d throw out a worked example, to show what it might look like.

Take the D&D5 campaign, Curse of Strahd. The rear blurb announces this is for character levels 1-10. I immediately decide this means, by the end of the adventure:

  • Adventurers will be around level 10
  • Farmboys will reach level 12
  • Veterans will reach level 9
  • All characters will be equal level around level 7

So I create an XP table with the following key points in place

Adventurer Farmboy Veteran
1 0
2 300
3 900
4 2,700
5 6,500
6 14,000
7 23,000 23,000 23,000
8 34,000
9 48,000 64,000
10 64,000
11
12 64,000

Then, it’s a relatively simple job of filling in the blanks. First I make a couple of general assumptions:

  • I want Veterans to start at level 3, and to be ahead of the Adventurers at every level up til they hit 7 together.
  • I want Farmboys to be around 1.5 levels behind Adventurers until 4th level, and to have a fairly even progression throughout
  • I can broadly split the difference for Veteran level 8
  • I want to share as few leveling milestones as possible, to increase the chance of characters leveling at different times (and sharing the joy this brings!)

Using those two assumptions, my modified table now looks like this:

Adventurer Farmboy Veteran
1 0
2 300 1,000
3 900 3,000 0
4 2,700 6,000 600
5 6,500 10,000 2,000
6 14,000 15,000 8,000
7 23,000 23,000 23,000
8 34,000 29,000 42,000
9 48,000 36,000 64,000
10 64,000 44,000
11 53,000
12 64,000

Basically, the farmboy has progression increase by just 1k per level, with 2,000XP from 2nd to 3rd, 3,000 from 3rd to 4th. It takes a slight jump in the middle, to align with my desired parity level at 7th, but then resumes at 6,000 for 8th, 7,000 for 9th and jumps slightly at the end with 11,000XP for 11th to 12.

Other Considerations: Hit Points and Death Saves

As I said before, probably the main difference between levels if you’re not a spell-caster is just the number of hit points you have.  I suggested you might tweak Death saves to even this out, but I think you can do a bit more than that just to even things out.

  • Farmboy: you have to fail on 4 Death Saves to be killed. However, after the parity point, you get -2 HP per level
  • Veteran: you have to fail on 2 Death saves to be killed. However, after the parity point, you get +3 HP per level.

I’m sure you could do a lot more to tweak this further, including reducing the number of skills Farmboys start with and even tinkering with Hit Dice. But for me, this does enough to make things interesting without introducing too many new rules (and possible imbalances!)

Asymmetrical D&D Parties

I knocked this up quickly this morning on Twitter, and decided I felt so strongly about it, I’d drop it into a quick blog post as well.

The party is the core of most Fantasy RPGs. While I understand there are some people who hate the idea that someone in the party is more “powerful” than them, modern RPG thought tends to lean more on ensuring everyone can contribute *something*, everyone has a clear niche and that one player or character isn’t completely over-shadowing the rest. As long as you do this, mixed power levels work fine (just look at the Avengers).

For me, AD&D’s asymmetrical party was a feature, not a flaw, and allowed different PCs to shine at different times. How could you introduce that into the likes of D&D5e without completely messing it all up? Here are some thoughts:

  1. Make sure the combined party level averages out to suit the adventure. A group of adventurers of L3, L4, L5, L6, L6 should be fine for an adventure targeted at 5th level PCs
  2. Probably don’t vary by more than a couple of levels. While asymmetry is cool, you don’t want the lower level PC to be totally ineffective and/or vulnerable to insta-kills. Having said, playing a single session as a Level 1 character hiding at the back could be a fun roleplaying opportunity!
  3. I’d build asymmetry into the structure of the game, so everyone knows what they’re getting into. Think about the planned leveling arc of your campaign. Note the maximum level you expect characters to reach. Create 3 XP/milestone tracks:
    1. Farmboy goes slower at first, but accelerates, reaching Max+2 by end of campaign
    2. Veteran goes faster (maybe starts a level or two higher) but gains much slower, ending at Max -2 by end of campaign
    3. Adventurer progresses normally.
  4. Ask players which XP track they want to use for their character. You may need to negotiate a bit to get the right mix OR…
  5. Apply the XP tracks to specific classes, not PCs. Maybe every Wizard is on the Farmboy track. Maybe every Paladin is a Veteran. That can really add some campaign world flavour, reinforcing the fact that, e.g., the most powerful individuals in Tolkienripoffia are all Rangers

This model ought to work really well in D&D 5e, because of how the mathematics of the game have been structured. While HP and special abilities do advance quickly, basic competence and Armor Class are fairly static. So a lower level character will have reduced damage output, but their chance to hit and skills will rarely be more than a point or two different to their higher level colleagues. (indeed, one might argue this is the greatest flaw in my proposal – in 5e, for non-spellcasting classes, the only real difference is just the PC dying quicker)

And while this is ideally geared towards a full campaign, there’s no reason the approach can’t be taken in shorter adventures. E.g. in a 3-4 session one-shot, the Farmboy levels up every session, the Adventurer levels in session 3, Veteran never does.

Addendum: Death Saves

Quick extra thought. The XP track could also influence the Death Saves. The Farmboy needs 4 unsuccessful death saves to die; the Veteran only 2.Provides a bit of balance to the disparity in HP, and highlights that the Farmboy is destined for greater things, whereas the Veteran, who has been there and done it, feels the inevitable fate drawing ever closer…

D&D Basic Rules Re-write

Back in December 2018, I made the bold assertion that I could edit a chapter from a popular RPG down to 50% of its word count. Why would I make such a foolish assertion?

My own writing can be incredibly verbose. My university dissertation came in at three-times the targeted 10,000 words, and is so tedious I’ve barely been able to read it in the 25 years since. My increasingly rare blog posts are frequently gushing lakes of word soup. If words are my stock in trade, I’ve always favoured quantity over quality.

And yet, ironically, my day job is writing. But my business writing is always accompanied by strict space restrictions. Over the years, I’ve adapted my writing style to communicate often complex business concepts in highly prescriptive word limits. Believe it or not, I’ve become pretty good at it, despite what the indulgent word splurges of this website might suggest.

 

Why? And how?!

In recent years, it’s become increasingly clear to me that the average big-release RPG is seriously over-written. I first noticed it in Fantasy Age, a delightful and relatively simple RPG by Green Ronin. That’s a book that clocks in at just 144 pages, and yet never states any rule once when three times is better.

Conan Swimming

I saw it in Modiphius’ excellent Conan RPG, with its detailed and entirely unnecessary explanation of what the Swimming skill does. And it’s all over Pathfinder 2, with masses of repetition that suggests either each character class is designed to be printed and handed out to players separately, or the writer negotiated a strict, no-cap by-the-word contract.

So this is the context to my claim. And, after nearly 12 months of prevarication, I got down to it. The twitter poll decided the text I would tackle: the D&D Basic Rules, the free PDF of the fifth edition rules published by Wizards of the Coast.

Twitterpoll

My basic rule was, as much as possible, to keep the structure, headings and format. This wasn’t a rewrite, it was purely editing what was there. It should also read as prose, not purely a list of instructions. It took a little over 2 hours to reduce the word count by 45% in a first sweep. A quick review of which sections had been reduced the least, and I mopped up the remaining 5%. Last night, I took out another 0.5% just to be tidy. So there, less than half a day’s work. Done.

 

The results

So, without further ado, here it is, arranged in two columns: the original text on the left, and my edit on the right.

https://www.dropbox.com/s/puqxipk6nli1neb/Dicemechanic%20D%26D%20Basic%20Rewrite%20Project.docx?dl=0

I hope you’ll agree this works fine. You may prefer the original, but I’d argue that the rules are equally clear without the additional explanations the base text provides. And while flavour text may make the original easier to read, I think the fact it’s half the length more than makes up for this.

 

A conclusion. Of sorts.

The RPG designer, Dennis Detwiller, of Delta Green fame, has noted that as much as some people complain about big expensive glossy books, publishers use this format because the market clearly favours it: big glossy sells. I think this is probably true. The price of printing a few more pages may be more than balanced by the increased shelf real estate in your Friendly Local Gaming Store (especially where books are competing on the basis of spine not cover art).

It’s just a shame that the price of this format is generally more quantity, rather than quality. Tight writing isn’t dead. Indie games excel in delivering punch in the shortest page count possible. Black Hack and Cthulhu Hack are works of genius. King of Dungeons, by the Smart Party podcast’s Baz Stevens, compresses the essence of Pelgrane Press’ 13th Age into a pocket digest whilst adding huge amounts of colour and flavour. But where an ever-growing catalogue of RPGs are competing for shelf-space, perhaps having more pages is a necessary evil to get your book into gamers’ hands?

 

Copyright

The D&D Basic Rules are nothing to do with me. They’re owned by Wizards of the Coast and I have not been given permission to replicate them. I don’t claim to own them, and you can get the originals directly from the WotC website (just enter D&D Basic Rules into your internet search engine of choice).

I’m hoping what I’ve done constitutes fair use, and that WotC don’t send me a cease and desist for repeating copyright material. But if they do, I’ll be taking this down immediately, because this was nothing more than a proof of concept.

Britt the Warlock renegotiates…

For several adventures, the party hadn’t been entirely comfortable adventuring with Britt the Warlock, someone whose power explicitly came from a relationship with an angel from the higher planes. Sure, Britt was a powerful ally with all manner of cool powers, but the fact she only got her powers because of some shady agreement with an extra-planar entity made them feel a bit uncomfortable.

Tori the Bard was sure that Britt could find lots of deities who would be more than happy to give her otherworldly power, with just a bit of praying and none of this patronage nonsense. It would be the easiest deal in history, she said.

Sovrin the Wizard wasn’t sure about that. He was pretty suspicious of any deal with Outer Beings like this, and it was about time Britt took back control. Sovrin felt really strongly that no patron was better than a bad patron.

On the other hand, Pragmat the Paladin, whilst concerned about some of the onerous requirements of patronage, felt Britt’s actions showed a close alignment with the morals and ethics of the rest of the party. Even if another patron could be found, who knows what conditions they might impose on Britt? He struggled, as ever, to come to a decision. Both ways had their merits.

Things were much clearer for Mona the Cleric. Angels were a good thing. Stick with angels, stick with Warlock power, why change a good thing? And Banck the Fighter? Well, as usual, he saw it simply. Without Britt’s eldritch blasts, the party would be a lot weaker. Weaker meant fewer kills. Fewer kills meant less XP. And he couldn’t support that.

After much debate around the campfire, they finally decided to have a vote on it: let Britt keep her patron, or leave and find another source of power. Predictably, there was no way to separate the two sides. However, they had forgotten about Boris the party donkey. As the voters put down their arms and prepared for more pointless arguing, Boris wandered up and nonchalantly pissed into the circle of adventurers. And as his golden stream jetted onto the ground, the foul-smelling fluid rebound with such force that it splattered Mona and Banck where they sat. As the two yelled out their urine-soaked rage, Britt was clear. This was a sign. She would take back control.

# # # # # # #

It took many days – many, many days – but eventually Britt returned from her hidden Warlock’s Tower. She was haggard and pale, exhausted from long hours communing with her patron. The deal was done, documented here in 500 rolls of finest calf-skin parchment.

Well, no, of course Iye-Yu, her mighty angelic patron, wouldn’t accept an unconditional departure. The patronage came with an agreement, with commitments, and those commitments couldn’t be easily unravelled. Plus, if everyone thought it was easy to get out of patronage – why, they’d all try it! And Iye-Yu couldn’t be responsible for that sort of message.

So, here it was: a binding legal agreement stating that Iye-Yu was no-longer Britt’s patron. Now, in return, Britt would need to find another soul to pay for the one she still owed Iye-Yu. Or she could give up the one she’s got, but that might limit her ability to find patronage elsewhere. Also, until such time as Britt found a new patron, she’d still have access to her Warlock powers. It’s possible those powers might be changed, or Iye-Yu might decide they didn’t work against certain opponents any more, and Britt no longer had any say in that. But she kept the powers, so that was good right? It also meant she could keep on fighting, so Banck would still get his XP. Well, mostly. Result!

Now Sovrin wasn’t entirely happy with this. This looked like Iye-Yu would actually have more control over Britt’s actions, not less. That didn’t look like taking back control. Britt had negotiated out of patronage, by agreeing a lesser form of patronage where she didn’t even get a say. What sort of stupid deal was that?

As for Tori, she felt Britt had mucked things up completely. Britt shouldn’t have negotiated at all. Iye-Yu was lucky to have any kind of relationship with Britt – after all, Britt’s ancestors had been some of the most powerful heroes in the world, just a couple of hundred years ago. Britt was a catch. She should just walk away. There are loads of deities looking for supporters. Who cares if we all earn less XP for a while, eventually she’d level up and then we’d be back on the XP Gravy Train. And sure, they wouldn’t be the same powers you have now, but they’d be better powers, without all the restrictions of this stupid patronage that Britt was clearly suffering under at the moment.

Mona was also unhappy. You had a good thing, why throw it away? You’ve got to find and handover someone’s soul for Gods’ sake, and those things don’t grow on trees. Not willing ones, anyway. Why go to all this trouble to get something that is worse than what you have right now? It’s the very definition of stupid.

Pragmat thoughts it was ok. I mean, it was a compromise, of course no-one would get what they wanted.

The party turned on Pragmat in a murderous fury. No-one likes a smart arse…

 

 

How do you roll? #RPGaDay, Day 1

While I’ve always tried to respond to RPGaDay via Twitter (@thedicemechanic), I’ve never gone into any detail in a blog entry. This year, I’m going to try harder.

RPGaDay 2016

When it comes to dice-rolling, my preference is the real thing. There’s something about the feel of dice, the sound of them clattering across the table that tells me I’m playing a game. Apps are fine as an emergency, so you’re never without a convenient randomiser, but for play it has to be the real thing.

Virtual Dice

Funnily enough, my love for dice doesn’t extend to Virtual Tabletops. I’ve a bit of experience of both Fantasy Grounds and Virtual Tabletop Simulator, both of which have dice icons that have to be grabbed and thrown. I hate this. I much prefer roll20’s default, which quickly generates a number. Real dice I love, virtual dice just leave me cold.

Diceless

No thank you. Except sometimes. The idea of role-playing without a random element at all just doesn’t appeal. I have played Everway, Jonathan Tweet’s brilliantly clever game that incorporates three types of resolution mechanic in the one game: random (“fortune”, based on cards), story-based (“drama”, based on GM fiat) and deterministic (“karma”, highest stat wins). I have to say I loved that, but a lot of the appeal was in the sheer damn cleverness of the game.

super_arm_wrestlingI also think diceless philosophy should have a greater presence in traditional RPGs. In D&D, for example, a Str 18 Muscleman is significantly stronger than a Str 10 Norm: pretty much any test of strength should automatically by won by the former, rather than going to a Str vs Str roll where the weaker character wins 1 in 3 times (66/30, 4% tie)

But in general, I really love rolling dice!

Cards

Having said all of this, I am quite confident that I could be divorced from my love of dice by a card-based mechanic. I have always loved card-based elements within roleplaying games. Deadlands and TSR’s Marvel Super Heroic Adventure game both used cards within their resolution mechanics. WHFRP 3rd edition is almost entirely card-based, although as with D&D4e (as you’ll see from my most recent posts, currently very much in my thinking), it’s more about convenience of tracking powers than a bespoke card-based resolution mechanic.

However, when it comes to card play, there are a couple of examples that really stand out for me.

Everway cardsEverway’s vision deck is just a beautiful resolution mechanism that plays strongly against my deterministic, numerical nature. But I love it. The idea of drawing a card and then interpreting the result intuitively based on the image, it’s applicability to the situation or symbolism is just so wonderful in it’s profundity and utter uniqueness.

Torg drama deck

Torg’s Drama Deck does a great job of handing more control into the players’ hands. Different cards offer mechanical bonuses to actions, for engaging in subplots and for effective team work, which means success in tough encounters is truly as much down to player skill as character ability. In addition, the pacing mechanic built in to card play – with each player putting no more than 1 card per turn into their pool – means that players are incentivised to play the long game, building up their card resource round by round before triggering them at the last possible moment for a famous last-ditch victory. This was the first RPG mechanic that reflected the pacing seen in action movies, with the Indomitable Hero taking blow after blow, his gun knocked out of his reach, the villain at last getting his hands on that weapon just as the Hero’s out-stretched hand closes around a handy spanner and knocks his opponent out for the count.

What I really like about cards is how they appeal to my Gamist nature. I like the idea of player skill being able to influence success in RPGs. However, I’m not a big fan of games that induce analysis paralysis by including reams of tactical options, manoeuvres and quirky rules that incentivise rules-lawyerly play. Cards are a great compromise that allows for tactical game play without encouraging players to spend hours poring over rule books. They can also provide for “controlled randomness”, giving players’ the choice as to when they really want to succeed and when it might not matter so much.

So far, I’ve come across a number of card-based mechanics that add to an extra dimension to game play. However, I’ve yet to find the one that does everything I would want from a card-based system. When I do, it might finally be time to kiss those rolling randomisers goodbye…

 

 

Power Ranks – combining absolute and variable resolution mechanics

Time to throw a log of contemplation into the cold dead ashes of this blog burner.

Earlier this week, I read another excellent blog entry by always thought-provoking Rob Donoghue, one of the creators of Fate, around resolution mechanic based on TV tropes. Read it here:

http://walkingmind.evilhat.com/2015/11/02/the-tvgame/

The idea of rigid tiers of ability is something I’ve considered myself on many occasions, and it is one that pops up from time to time in RPGs. For example, Jonathan Tweet’s Everway. The actual model described by Rob, with near-automatic success over lower ranks, a small chance of beating a higher rank, and more nuanced conflict resolution within ranks pretty much describes Robin D. Laws HeroQuest / Hero Wars system to a tee.

This got me thinking a little about Superhero games. Building mechanics that allow you to reflect Awesome Man’s planet-moving abilities alongside Sneaky Man’s street-level gumption and then bring them together in satisfying game play is notoriously difficult. However, it strikes me that retrofitting a rank-based model into existing superhero games could go a long way towards solving this issue. There are numerous ways this could be done, but as food for thought, I’ll set one out below.

 

Rank Concept

Every character, power and ability is given a rank. These range from 0 to 5:

  1. Incapable. This character simply doesn’t have this ability in a way that can be used game-mechanically (e.g. physical strength for a 3 year old child)
  2. Normal human
  3. Above normal human (street-level hero or villain)
  4. Super-human
  5. Powerful super-human
  6. Cosmic super-being

Every character has a core rank. This is the default for every stat, skill, ability and power they have. However, you can also increase or decrease abilities on an individual basis.

  • An ability of a higher rank always beats an ability of a lower rank
  • An ability of a lower rank can only affect an ability of a higher rank if there is some kind of advantageous or aggravating factor (e.g. overwhelming odds, team work, a critical hit mechanic, exploiting a stated weakness)

To illustrate this by example:
Superman is a Rank 5 hero. It is impossible for any attack from a Rank 3 to hurt them (whether they just don’t hit, or they bounce off his Uber-tough skin, or whatever).

Batman is a Rank 5 hero* with Rank 3 physical strength. Although he can mix it with the big leagues, his physical attacks are impotent against many bad guys so he needs to find other solutions.

Wolverine is a Rank 4 hero with Rank 5 Claws. Those things can cut through anything.

*or could be. Other builds are available!

Ranks plus Conflict Resolution

The impact this has on the conflict resolution mechanics can potentially be quite dramatic. Points-buy systems typically give tough Heroes high levels of invulnerability or defences to reflect the fact they aren’t easily hurt. They then need to give equivalent high levels of damage to reflect the opponents that can sometimes hurt them. You then end up in a situation where any Villain that is a challenge to Superman will kill Batman in a single blow.

However, with a rank system you don’t need to do this. Instead of giving Superman a 25d6 punch attack, you can give him a Rank 5 8d6 punch attack. With that punch, he can damage any opponent he fights. But he won’t insta-kill a street-level thug just because he’s forgotten about the pulling-your-punch mechanics. Similarly, you can build a Captain USA character who looks like he’s just a normal human, but because he’s a Rank 4 hero, he can dodge bullets and duke it out with super-powered foes without needing to break in-game scaling mechanics.

Similarly, Batman has rank 4 Intimidate. Against ordinary bad guys, he doesn’t even need to roll. Against average super-villains, he uses his (high) skill. Against Justice League-level baddies he just glowers moodily.

To work at its very best, you need to separate out Combat mechanics from Non-combat mechanics. For example, Strength should reflect the ability to exert force on the game world but NOT reflect damage. This is a fundamental requirement to ensure scaling for things like Lifting doesn’t break scaling for Combat. It’s something I used to hate, because it broke my simulationist view of the real world, but the reality is we’re not simulating real world, we’re simulating comic book world and to my knowledge Superdude hasn’t punched anyone’s head off to date. As I recall, Silver Age Sentinels and related tri-stat games did just this.

Finally, a beneficial side-effect of this is that it can increase how much you are able to play in the game mechanical sweet spot. Hero System, for example, with its buckets of dice approach, offers quite different game play when the typical attack does 4d6 damage to when it does 15d6 damage (not least, because more dice reduces the likelihood of rolling extreme values). Using ranks, you can pitch the game at the level your group most enjoys whilst still allowing for apparently vast differences in powers and abilities.

 

Playing with the concept

The other fun thing about the Rank concept is it offers different ways you can play with it to make it work for your game.

For example, instead of linking it to hard-and-fast power levels, you can just use it as a relative scale. Rank 6 means you are the best at that in your campaign universe. Regardless of any other PC or NPC, you are the best. Want to be Usain Bolt? There ya go.

Another, related, way to use it is for niche protection. According to the canon, Superman has a genius-level intellect, yet in the Justice League he invariably plays second-fiddle to Batman – this is because Bruce invested points in Rank 5 intellect, giving himself niche protection as “the clever one”.

One option is to introduce rank auctions as part of a collaborative character generation, for a bit of competitive tension in the creation of the PCs. Not suitable for every group, or indeed every game, but forces you to ask yourself just how much are you willing to give up to be the best warrior in the kingdom?

Finally, for those characters like Batman who seem able to effortless scale up and down as befits the story, you can do away with multiple character versions or complex power-builds. Simply vary the character rank based on the story you want to tell and nothing else needs to change. (“Today, we’re playing a Rank 3 scenario”). Or create a power that allows a character to more easily raise his Rank: you don’t need a mob of Batmen to duke it out with Superman, you just need to remember that he can knows your weaknesses and he always has a plan…

D&D Deck Building Dungeon Bash Boardgame

When Dungeons and Dragons 4th edition was published, as a fan of game mechanics, I thought it was a work of beauty. OK, it wasn’t D&D as I knew it, but with so many fun crunchy things inside, I couldn’t help but be intrigued.

I loved the way each Class had multiple unique powers. I loved the options they gave the players, the way the mechanics integrated and complemented one another, how they gave different classes a distinct role and feel. However, my first play experience soon put things into context, as my group found combat was slow and the exciting choices hinted at by the range of powers lost their sheen after the third encounter. My group plays infrequently, jumps system regularly, and it’s not unusual to never play a game twice. So we waved farewell to D&D4 and never went back.

I stand by this decision. I don’t regret it, except for one thing… all those lovely untouched powers, sitting there, waiting, calling to me… On the one hand, I’m disappointed that I only scratched the surface of the powers. On the other hand, I wouldn’t be prepared to put in the time commitment to do any more. But what if there’s another way?

Deck Building
Get your hands on the D&D4 power decks that were published. Several sets. Or make your own. Create D&D4th edition characters. Then give every character at least 2 classes. Maybe 3.

  • Give every character all of the 1st level powers of those classes. Give them as cards, in a deck.
  • Allow each player to draw a hand of 3 or 4 cards.
  • Every time you’re in combat, you can draw a card and play a card. If you don’t play a card, I guess you can probably draw 2. Dunno. Maybe.
  • If you play an At Will power, it goes into a discard pile that forms the new deck once it’s exhausted.
  • If you play an Encounter power, it goes into a different discard pile that is shuffled in once the encounter finishes.
  • If you play a Daily power, you could have a third discard pile, but I actually think it would be more fun to treat it as an encounter power, but you don’t get to draw a new card. Or maybe you have to discard another card to fuel it. Or both. Or something.

Dungeon Bash Boardgame
Nominate a DM. Create a 10 encounter dungeon. Start at 1st level. Finish with the 10th level Big Bad Boss Encounter. Create a bit of story and a few puzzles to link them together. Drop the characters in, kick down doors, kill things and take their stuff.

After each encounter, give every character a heal and level them up. Keep things moving quickly, see how far you can get in one night. Strong on dice-rolling. Weak on story. And using deck-building to mitigate some of the issues of encounter speed and analysis paralysis.

Hey presto. D&D4 as a deck-building dungeon bash pure combat board game.

For a one-off, more complex, version of a typical dungeon-bash board game, this actually sounds rather fun to me. Normally, following an idea like this, my inclination would be to get into some really detailed analysis. Check whether every class and every power would work properly with this. Plan it, write it, think about it, rewrite it. On this occasion, I think I’d rather just play it and see what happens. After all, it’s not like we’d ever do it twice.

NB: Ok, it’s not really very deck-buildy. I just like the alliteration. The rapid levelling and adding more cards as a result after each encounter does give it a sort of deck-building element. But I accept, it’s no Dominion.