Why do we level up?

I just sent this questionnaire to my players, what is your response?

Why do you want to advance levels, if you choose more than one order in importance?
a) Being more powerful compared to the world around you
b) Having a larger variety of abilities and powers
c) Getting new abilities and powers
d) Bigger numbers
e) Being able to tackle more significant challenges
f) Bigger influence on the environment, changing and influencing local, national, global events etc.
h) Easier to do things (travel, find information, kill things, etc.)
i) Easier to get your way
j) More HP
k) Other:

Where do you see the power level of the characters at the penultimate level:
a) Fighting a 100 orcs or a dozen ogres as a group
b) Defeating a 100 orcs or a dozen ogres single handed
c) Defeating 100 orcs or a dozen ogres while taking a nap
d) Fighting groups of Giants or a Dragon as a group
e) Defeating groups of Giants or a Dragon single handed
f) Defeating groups of Giants or a Dragon while drinking tea
g) Fighting the armies of nations as a group
h) Defeating the armies of nations single handed
I) Defeating the armies of nations while catching up on your favorite book
j) Fighting the armies of nations and hordes of dragons and demons as a group
k) Defeating the armies of nations and hordes of dragons and demons single handed
l) Defeating the armies of nations and hordes of dragons and demons before lunch
m) Fighting a god as a group
n) Defeating a god single handed
o) Defeating a god while catching up on the local gossip
p) Unifying the gods under a single ruler, you.
q) Destroying the universe and creating a new one that suits you better.
r) Other:

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Spellcasting in D&D next

D&D Next (as of the last playtest packet) changed spellcasting from previous versions of the D&D. Spellcasting works basically the same for all spellcasting classes with a few exceptions which I will make note of. Cantrips work a little differently than normal spells, I will explain them after normal spells. First lets start with some definitions.

Long Rest:
A Long Rest is resting for an eight hour period with no more than two hours of light activity such as reading, talking, eating, or standing watch and no more than one hour of those spent performing strenuous activities such as combat or travel. If these conditions are exceeded the Long Rest must start over.

Spell List:
A characters Spell List includes all the spells it is possible for that character to cast. Cleric’s, Druid’s, Paladin’s and Ranger’s spell list includes all the spells from their respective class spells that are of a level that they can cast (see below). Mages must choose a number of spells from the Mage spell list to add into their Spellbook. This is now their personal Spell List and these are the only spells they can prepare. Bards are also different, they select a number of spells from the Bard spell list and these become Known Spells which are the only spells they can cast. Mages and Bards add more spells as they increase in level to their Spellbook and Known Spells respectively.

Spell Preparation:
Each caster can prepare a number of spells based on their level (see below). These spells can be of any level the character can cast. These are the only spells the caster will have access to till they prepare spells again (after another long rest) so it is a generally a good idea to prepare at least one spell of each spell level you can cast(see below). You can choose not to prepare some of your spells and prepare them at another time (later in the day for example). Preparing a spell takes one minute of concentration per spell level of each spell prepared. Preparing a 1st and 2nd level spell will take three minutes.

Clerics, Druids and Mages – After a long rest these casters can prepare a number of spells from their Spell List equal to their spell caster level + 1. A 3rd level caster can prepare 4 spells, 4th level caster can prepare 5, etc.

Paladin, Ranger – After a long rest these casters can prepare a number of spells from their Spell List equal to Half their Paladin or Ranger level + 1. A 3rd level Ranger can prepare 2 spells, a 4th level Paladin can prepare 3, etc.

Bard – Bards do not need to prepare spells.

Daily Spells or Spell slots:
After a long rest a character can cast a number of spells of each spell level available to them based on their caster level. See each class for details on the number of spells they can each cast per day. These spells can only be Prepared Spells which is why it is useful to prepare at least one spell from each spell level you can cast. After you have cast your limit of spells you must take a long rest before you can cast again.

Bards are an exception, they only cast from their list of Known Spells as they do not Prepare spells but they otherwise follow the same rules.

3rd Level Druid Example:
A 3rd level druid can prepare four spells and cast four 1st level spells and two 2nd level spells after a long rest.

In the morning after a long rest you choose to prepare three of the four spells you can have prepared. You prepare Cure Wounds (1st level), Animal Friendship (1st level) and Moonbeam (2nd level). During the day you get into an encounter and cast Moonbeam(2nd level) and Cure Wound(1st level) twice. Now you have used two of your four 1st level spells and one of your two 2nd level spells. You can still cast two more of the 1st level spells you have prepared and one more of the 2nd level spells you have prepared before you need to take a long rest to cast any more spells. Now as you only prepared three of the four possible prepared spells in the morning you can take a few minutes to prepare the last one at anytime during the day. After the encounter you find a cave entrance and realize you want to use the spell Darkvision (2nd level). You take a few minutes to prepare Darkvision spell and add it to your prepared spells (Cure Wounds(1st), Animal Friendship(1st), Moonbeam(2nd) and Darkvision(2nd)). Now you can cast Darkvision or Moonbeam with your remaining 2nd level spell for the day.

Ritual Spells:
Any spell with Ritual in the description can be cast as a ritual which increases the casting time by ten minutes but does not expend a spell use for the day as follows:
Bard – The spell must be one of the characters Known Spells.
Cleric/Druid – The spell must be prepared.
Mage – The spell must be in the Mage’s Spellbook.
Paladin – Paladins cannot cast spells as a Ritual.
Ranger – Rangers cannot cast spells as a Ritual.

To continue the example, after casting Darkvision and going into the cave you get in another fight and get wounded. You cast Cure Wounds twice to heal your wounds. You have now cast four 1st level spells and two 2nd level spells depleting all your spells for the day. However because you have Animal Friendship prepared and it is a Ritual Spell you can still cast it without any spells left for the day. You just have to cast it as a Ritual which will take an extra 10 minutes. If you had only used 1 Cure Wounds in the cave so you had only cast three of your four 1st level spells for the day you could cast Animal Friendship as your last 1st level spell and it would not take ten minutes, only the standard time but then you would have used your last remaining 1st level spell for the day.

Cantrips:
Cantrips work the same as normal spells except in the following ways:

Cantrip Spell List:
You select a few cantrips during the character creation(probably 2-4 depending on your class) and might add more as you advance in levels.

Paladins and Rangers do not have any cantrips.

Preparing Cantrips:
You don’t prepare cantrips, all the cantrips on your spell list are always prepared.

Casting Cantrips:
In the default rules you can cast an unlimited number of cantrips per day. However I have changed this to be twice the number of first level spells you can cast. So for a 3rd level druid you can cast 8 cantrips per day.

Magic Ability
Bard and Paladin – Charisma
Cleric, Druid and Ranger – Wisdom
Mage – Intelligence

Saving Throw DC:
The DC to resist one of your spells equals 8 + your Magic Ability modifier. If you are holding or displaying a spellcasting focus(see class descriptions) when you cast a spell, add your proficiency bonus to the spell’s saving throw DC.

Rangers are an exception, they never add their proficiency bonus to their spell’s saving throw DC.

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Style of play – Theater of the Mind

I just sent this to my players in an effort to challenge them and improve my game, tell me what you think:

I like to run my games in what I have heard called a “Theater of the mind” style. Most of the story and action takes place in our imaginations. Reading through the d&d next play test I found some evidence that they would like to support this style of play as well:

“This is one of the reasons why we state right up front that the basic flow of the game involves the player describing an action and the DM calling for a check (or attack, when relevant), because it reinforces that the character’s action comes first, and the game mechanic is merely used to help resolve the outcome”

This statement really enforces the type of game I want to promote. The story comes first, the game mechanics should be under the surface and are not as important or prominent as the story. I try and see the game as a interactive story, book or movie, not a bunch of numbers and rules.

Here are a couple of ideas I like to challenge my players with to help improve the game and story. It will probably speed up the game as well:

1) Don’t meta gaming
Meta Gaming in simple terms, is the use of out-of-game information or resources to affect one’s in-game decisions. Part of this can also be separating player and character knowledge

Example 1: If you encounter a mottled green lanky humanoid about 10 feet tall, some of you may have read the monster manuals or in other games previously encountered trolls and know they regenerate, so you scream out “quick use fire on him!” That is using player knowledge and meta gaming. The proper thing to do would be to think if your character had ever encountered something like this before, if not you can ask the DM, have I heard anything about creatures like this and the DM might ask you to make a check for knowledge your character has which he would then inform you about. After learning about Trolls and their regeneration the next time you encounter one of these creatures you can scream out “Last time the damn thing wouldn’t die till we lit it on fire, get out the torches”.

Example 2: Probably the most common example of Meta Gaming is the statement “Lets kill them so we get XP”. Which is one of the main reasons I don’t give XP for fighting stuff for no reason.

Not meta gaming does two things; It builds the in game story and excitement and does not break the fiction/story/imagination with out of game mechanics and knowledge; It also makes your characters react based on what is happening around them and not external information that may or may not be applicable. One of the great things about D&D is that lots of things can be easily changed and customized and in my game Trolls might not regenerate at all, in fact they might love fire because it heals them and then you are really going to seem like an asshole for convincing everyone to try and burn them 🙂

2) Keep communication with other characters in character
This is especially noticeable during combat. You are in the middle of a life and death battle there is no time to carefully plan out the whole parties next action. When in combat you can yell out a quick command or a few words about an observation but you can’t coordinate with everyone else about your next course of action. When everyone is sitting around the campfire planning the course of action for the next day it is totally fine and normally for everyone go talk together and in depth because that is what you would be doing in character.

This will also help speed up combat and not over complicate things and keep the game moving.

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How unlimted spell casting makes wizards less fun

This post goes into details about Wizards or Magic-Users but it also applies to any other spell casters as the changes through editions have been similar.

One of the changes in the more modern versions of D&D has been to fix the “problem” of the old school Magic-Users having very little to do. Old school Magic-Users started at 1st level with a single spell per day. Although the some of the spells were powerful (sleep, charm person) a Magic-User could only use a single spell per day. Once this spell had been used the Magic-User had no armor, a dagger and very few hit points.

To make Magic-Users more fun to play at lower levels 0th level spells were added in 3rd edition which gave a few more spells per day that were pretty weak and mostly useless but still something to do. In the most recent editions (4th and the D&D Next playtest) Wizards have several spells or powers that they can use “at will” or unlimited use. These unlimited spells, while not as powerful as the old school once per day spells are still useful and more powerful then the 3rd edition 0th level spells which could only be used a couple times a day. It sounds a lot better for Wizards these days right?

In the recent games I have been running I noticed that these unlimited spells are actually making the Wizard and the entire game less fun to play. The old school Magic-User had a single spell and usually saved it till absolutely necessary or when it would be the most affective. The rest of the day they had to be creative. They had to think outside the box. Find ways of being useful without spells or weapons. Search the environment for advantages or ways to help the party. This lead to all kinds of unique and interesting actions. Sure sometimes it did some down to throwing daggers at the enemies but more often then not there was other ways to be effective. Now when it comes around to the Wizards turn more times then not the player does not even think about what they could do, just what spell to use. Generally they have one useful spell for most situations and they is what they do. So instead of thinking creatively, looking for advantages or alternate ways to be useful the modern Wizard does one thing, over and over and over. Is this really more fun for the players or the game in general? Instead of looking for ways to take advantage of the situation and the environment (Wizards are almost always the smartest member of the group) the Wizard just casts their one spell again and again. I think this is actually more boring them only having one spell. I think I will do some experiments in my game to see what the Wizards do when they don’t have their same spell to use for every action…

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1st Edition

Just picked these up! Looks like they are exact reprints of the originals with a new cover. I think the 1st edition DMG is one of the most interesting D&D books every made. So many interesting ideas and advice for running a game.

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Aneeria.com

I just got the map working again on the front page, aneeria.com. It is still really rough, mostly just testing the map concepts EO and I have been working on. Hopefully I will have some time to clean it up and then we can get some of the real maps in.

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D&D Next Nov 13th playtest packet

Just downloaded and started looking over the d&d next 11-13-12 release packet.  Looks like some interesting changes including standardizing maneuvers across multiple classes, not just fighters (now monks and rogues too).  The XP scale changed again.  Its going to be fun to explain to my players that they now have 200xp instead of 800xp.  Especially because last game I converted them from the original D&D next scale where they all had around 2000xp 🙂

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