Monday, February 22, 2016

D&D 5e: Planning for Out of the Abyss

While the group I DM for is still working its way through Tyranny of Dragons, I've had my eye on Out of the Abyss since it was released, and received my own copy at Christmas. I've started reading through it, thinking about how to prepare it for play, and thought I'd share some of my thoughts on modifications and adjustments (as well as simple execution tips).


***SPOILERS DEFINITELY AHEAD***

You really don't want to read any further if you're going to be playing in an Out of the Abyss campaign.

Even when other bloggers and commentators had begun to discuss it, I knew Out of the Abyss would be handled a bit differently--that even more than Tyranny, it would be testing (at least my!) DM skills. This was only confirmed further when I read Power Score's review/read-through of the adventure path. I highly recommend reading Power Score's read-through on this. It might take a while, but it's worth it. At least read through the first few chapters. (Don't worry, I'll wait.)

All set? Okay.

Power Score's read-through brought a few things to my attention that I saw more clearly in my own read-through:
  1. The adventure relies on a lot of traveling. How that traveling is handled will determine a great deal of the success of the adventure as a gaming experience.
  2. The layout of the book is not linear. How a DM navigates the book and what is or is not at his/her finger tips at any given time will dictate how cleanly a DM can cleave to the "as written" adventure.
  3. The ability to prep random encounters or travel encounters ahead of time is not clear. The sandbox nature of the adventure, along with the sliders of travel speed, party size, party composition, and "getting lost," all factor into how a potential path comes together. To put it in traditional terms, this adventure has a ton of moving parts.
Traditionally, a set of random encounters can be readily generated ahead of time by simply plotting out the PCs' course and rolling out where the encounters will be along the route. My gut instinct was to do this, and it looked something like this:

Day 1: Travel: No encounter
Day 1: End-of-Day Camp: No encounter
Day 2: Travel: Terrain encounter
Day 2: End-of-Day Camp: No encounter
Day 3: Travel: Terrain and Creature encounter
Day 3: End-of-Day Camp: No encounter

...and so on and so forth.

Unfortunately, this kind of prep work doesn't take into account what happens if the party gets lost, and doesn't take into account different pacing.

At least with regard to the travel in Chapter 2, I chose to combine the "Summarizing Travel" rules and the traditional ahead-of-time-prep.

The key is to stop looking at travel as a function of "days" and to start looking at it as a function of miles. By looking at travel in terms of distance instead of in terms of days, it allows for the party to change speed at will, and still to account for encounters at an appropriate pace.

To the left is what one of those travel maps would look like, represented as a single arcing line of squares.

The two shaded squares represent the starting (upper left) and ending (middle right) points.

As is listed on the sketch, each square represents two miles of travel. (The scale is because the travel speeds are all listed in even numbers.)

"-C-" indicates an encounter that happens when the PCs camp after passing the indicated point. A "-T-" indicates an encounter that happens as the PCs pass the indicated point. I determined these somewhat at random, occasionally even allowing a camp encounter to be a terrain one (having the PCs reach a cool terrain feature at the end of their "day" of travel).

A single page (like this) can sketch out the encounters the PCs would encounter across hundreds of miles in a compact, easy to generate way. I think this particular page took less than 15 minutes to generate, and would probably take my players at least one full session to get through. I made a second page like it to track the number of hours the PCs may spend while lost, and the additional encounters they might run into while not making progress toward their destination.

One other change I made is in the frequency of encounters. Chapter 2's summarizing rules ask for 1d6+1 days between encounters. Since these encounters don't always involve more than a short narration and many don't involve a real challenge--let alone combat--I thought this seemed a bit sparse. My first rolls indicated a journey of a hundred miles with only three encounters and no combat encounters. (For those of you following along at home, the trip from Velkynvelve to Sloopbludop only had a single non-combat, non-challenge encounter.)

To remedy this and up the danger level (something my players felt was lacking in my running of the Tyranny of Dragons arc), I decided to alter the frequency rolls. First, I had to convert "1d6+1" days into miles. My conversion is this: 1 day = 6 miles. Second, I lost the "+1", making an encounter each 1d6 (x6) miles. If the encounter I rolled was not a challenge for the players (for example, a non-combat encounter that didn't increase the drow pursuit), then the next time I rolled, it would be 1d6-1. If I got another non-challenge encounter, it would become 1d6-2 in the next case. When I rolled a zero or a negative number, I employed an absolute floor of 4 miles between encounters.

I haven't had a chance to run this yet, so it's possible that this will be too deadly, but I think this is an appropriate modification.

Happy prepping!

Monday, February 15, 2016

D&D 5e: Solving the Artificer Problem (Part 4)

Many months ago, I began considering the problem of how to bring an Eberron-style Artificer class to life in 5e. I continued that line of thinking into how magical item creation might function, and then considered how to deal with infusions. As stated at the end of that third article, I think it's time to consider how the class's features will look, and to consider what a basic archetype might look like.

Let's take a look at a "generic" class chart (without any archetypes):




So, how to flesh this out? Let's start with the simple stuff:
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Class Features:
As an Artificer, you gain the following class features.

Hit Points: 
Hit Dice: 1d8 per Artificer level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per artificer level after 1st.

Proficiencies: 
Armor: Light armor
Weapons: Simple weapons
Tools: Thieves tools and one other tool set of your choice

Saving Throws: Intelligence, Charisma
Skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, and Religion, then two additional skills of your choice.

Infusion Magic: 

As a tinkerer and meddler in all things magical, you have learned how to create infusions of magical power. Through a unique and idiosyncratic combination of intuition, scholarly training, and observation, you've learned to infuse ordinary objects with magical power. In many ways, this allows you to mimic spells cast by more conventional magic users.

In order to create an infusion, you need to have bound yourself to an Artificer focus. This focus can be mundane or magical, but it must be present on your person to cast infusions. Infusions work in one of two ways; if the spell has a range of touch, it must be cast onto an item/object; if the spell has a range greater than touch, it is cast into or through your focus.

You may bind yourself to a new focus during a long rest; this removes your connection to any previous focus.

Use the Wizard spell list to learn your spells from.

Cantrips:
You know two Wizard cantrips of your choice from the Wizard cantrip list. You learn additional wizard cantrips of your choice at higher levels, as shown on the Warlock Cantrips Known table.

Spell Slots:
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your slots are of the same level. To cast one of your Wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Starting at 13th level, your spell slots become 6th level.


Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Wizard spell list.

The Spells Known column of the Warlock table shows when you learn more Wizard spells of your choice of 1st level and higher with one exception: starting at 13th level, your spell slots become 6th level. A spell you choose must be a of a level no higher than what's shown in the table's Slot Level column for your level.

When you reach 6th level, for example, you may learn spells of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which must also be for a level for which you have spell slots.

Spellcasting Ability:
Charisma is your spellcasting ability for your Artificer infusions, so you use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Artificer infusion you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Artificer Insight:
In your experience dealing with magic and magical devices, you have discovered--whether through intense study, sheer luck, or repeated experience--how to use an infusion to mimic a magical spell you have witnessed, studied, or developed that is of a spell level you can cast (as an Artificer).

Starting at 2nd level, you learn two new spells of your choice from any spell list; you will cast these as infusions. Additionally, when you gain a level in Artificer, you may choose one of your spells learned from Artificer Insight and replace it with another spell of a level you can cast (as an Artificer).

You learn an additional spell of your choice at 7th (total of 3), 12th (total of 4) and 17th (total of 5).

Magical Item Creation:
Your insight into the nature of magic and its interactions with the physical world make you uniquely suited to creating a wide variety of magical items, both permanent and temporary, even if you lack the normally associated skill set. Use of this class feature is entirely up to DM discretion.

Starting at second level, you may create Spell Scrolls for spells you know. You may similarly work with other spellcasters to create Spell Scrolls for spells that they know. You may only create Spell Scrolls for spell levels which you know (or for levels of infusions you are able to cast). An Artificer may scribe a scroll for a spell without using up the source. For example, an Artificer may duplicate a scroll in his possession, may mimic a spell from a wizard's spellbook, or may scribe a scroll from a spell known by a cooperating and ever-present spellcaster who is assisting in the preparation and crafting of the scroll.

[Assume this description is much longer, banking off of the magical item creation discussion in the previous entry. See that article for details.]

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 Not bad! We've waded through the initial crunch, but now it's time to consider the third level and (likely) the archetypes. For our purposes, I'm going to start with thinking about the three possibilities I came up with in my last post on this subject and go from there:
  • the Wandloren (an implement-focused Artificer who ekes additional life and utility out of magical wands, rods, and staves to make them more potent)
  • the Tinker (a true jack-of-all-trades who dabbles in many skills and magics, rivaling the bard in esoteric knowledge), 
  • the Mechanist (a magical craftsman who seeks to make machines, homunculi, and other golems or golem-like creatures)
  • the Magewright (an artificer who seeks to become a better spellcaster through creation/use of magical grimoires and other implements) 
If we take the Wandloren as our "standard" archetype, then perhaps it will look like this:

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Artificer Archetype:

At third level, you choose an archetype to assume in the pursuit of magical knowledge: Wandloren, Tinker, Mechanist, or Magewright. The Wandloren is detailed at the end of the class description. Your archetype choice grants you features at 3rd, 6th, 10th, and 14th.

Ability Score Improvement: 

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Artifice Mastery:

At 18th level, you have achieved such complete control over magic's interactions with the physical world that you have developed a few foolproof infusions which you may use at will. Choose a 1st-level Wizard spell and a 2nd-level Wizard spell that you know. You can now cast those spells as infusions at their lowest level at will without expending a spell slot. To cast either infusion at a higher level, you must expend a spell slot as normal. 

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells meeting the same criteria.

Grand Artifice:

At 20th level, your well of inspiration becomes nearly limitless. You may draw on inner reserves of magical power by spending one minute in contemplation of the problem or challenges that lie before you. Regain all of your expended spell slots from the Infusion Magic class feature. You must finish a long rest before you can do so again.

Artificer Archetypes: 

The Wandloren:

As a Wandloren, you are a versatile spellcaster whose strength lies in creating temporary magical implements and in maximizing the potential of more permanent magical devices. You've devoted your life to the study of wands, rods, and staves. Even the simplest non-magic stick can instantly become a magical implement in your expert hands, so attuned are you to the pathways that magic takes through such objects.

Tempered Baton:

At 3rd level, you have learned exactly what differentiates an ordinary bar, baton, or stick made of metal, bone, or wood (or other suitable material), from a magically treasured wand. Once per day, you may attune yourself to a non-magical bar, baton, or stick, imbuing it with one spell of your choice from those you are capable of infusing. This attunement takes a minute, but is otherwise follows standard attunement rules. Though the device you've created functions exactly as a wand, it can only be attuned to you and will only retain its magic until you take a long rest. You may use your Artificer Focus as your tempered baton.

The spell you choose cannot have a casting time of greater than one action, must have a spell level of three or lower, and cannot have a costly material component.

The tempered baton you create has 1d3+2 charges, and becomes a simple non-magical object when the final charge is expended. Many Wandlorens have a favored object which they give a pet name and imbue each day. 

Implement Extension:

At sixth level, your control over wands and other magical implements has been greatly improved, coaxing even greater magics from your chosen wands. When you create your tempered baton, your creation has 2d3+2 charges. Additionally, any other single permanent magical wand in your possession is considered to have two additional charges per day (or other period, as specified by the wand). 

Instead of a wand, you may endow a rod or staff with one additional charge.

In addition, you recognize magic wands simply by handling them; even the briefest physical touch lets you know the wand is magical. If you handle a magic wand for at least one full round, you know the spell stored inside as well as how many charges it has, when it recharges, and any other conditions affecting the wand's use.

Strengthened Implement: 

At tenth level, you begin to use your own power to push the limitations of wands and other implements. When you create your tempered baton, your creation may store an additional spell of first level with its own 1d4+1 charges. 

In addition, your Implement Extension feature is improved: you may now endow a rod or staff with two additional charges, or a single permanent wand attuned to you and in your possession is considered to have three additional charges (per day or other period as specified by the wand).

Wand Virtuoso:

At fourteenth level, your level of control and expertise over wands becomes so extensive that wands cannot completely fail you. When you expend the final charge of a wand, roll a d20. On a roll of a 1, the wand is not destroyed, and on a roll of a 20, the wand regains one charge. This also applies to your tempered baton (which, on any roll but a 20, does lose its magical status granted by your Tempered Baton feature).

A Wand Virtuoso is capable of breaking the laws of magic as they pertain to magical implements. Your expertise in implement magic allows you to imbue a standard melee weapon--magical or nonmagical--as your tempered baton. You still need to attune yourself to the weapon to use the wand functions as usual, but can now cast spells while wielding the weapon, rather than needing to have a the wand drawn separately.

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Let's take a look at what this class progression looks like with all of these features in place:


...and there it is! A (preliminary) 5e Artificer. To stay true to the original, I tried to stress versatility over expertise.

Let me know what you think in the comments. I think this might be ready for play-testing! My early thoughts are this iteration of the class will be wildly powerful at the mid-tier, low-powered at the beginning, and will start to fall off by the highest tiers of play.