Baldur’s Gate 3 Still Has Plenty Of Surprises After All That Early Access

I, like many other people, started diving into Baldur’s Gate 3 today. I’d already played a bunch while it was in Early Access, despite normally avoiding paying for games before they’re fully released and avoiding doing testing work that I’m not getting paid for (though, obviously, some exceptions apply since I’ve helped out friends with projects in the past). I actually bought it way back in early 2021, because there was a big media push for it and it was on sale. Or I had a coupon of some kind. Maybe a voucher? I don’t remember that period terribly well, on account of early 2021 including one of my worst insomnia boughts since high school, so I’m not sure how I got it for fifteen dollars, only that I’ve got a receipt that says I paid fifteen dollars plus tax for it. I remember thinking that it was probably not going to be that cheap at any time prior to a special sale the winter holiday period after it came out, so I might as well get it then and never play it. Then one of my friends also got it and we played it a bunch together. Not a whole lot, maybe twenty hours total, but enough that I was genuinely excited for the game’s release and fairly confident in my ability to zip through the early parts of the game after replaying them so many times with my friend.

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Saying Farewell To My Last Dungeons & Dragons Campaign

It took us three sessions, a total of about ten hours, to wrap up my last remaining Dungeons and Dragons campaign, but we did it. I got to deliver final lines, talk about the world the heroes built, and finally close the loop on themes I’ve been building for years. It was a hefty, emotional moment for the four of us, as we said our goodbyes to the characters and the world they had saved, that left me choked up. Even if we struggled to meet regularly and it took us two years to get to where we were before we started to wrap things up, we’d still invested a lot of time and thought in our characters. It would have been nice if everyone could have been there, at the end, but sometimes people fall by the wayside and there’s no bringing them back. I just find it interesting that it was the players who learned this lesson instead of the characters (who managed to bring back a friendly NPC using a True Resurrection spell after they’d failed to bring them back during our first year with a pair of raise dead rituals gone wrong).

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Rewriting History Is More Difficult Than It Seems

One of the choatic elements to come out of a recent D&D session was one of the players gaining the ability to get the answer to a question his character focused on, along with the knowledge required to use it in a way to solve the problem the question related to (essentially knowledge and the wisdom to use it as intended) along with the ability to change one event from the past, specifically by causing that event to not happen. This power was earned fairly early in the evening’s chaos, so while everyone else was laughing and joking about powers gained and reacted to how many times we drew specific cards despite the unlikelyhood that they’d keep showing up after I reshuffled the deck, this player was busy thinking about how to use this specific combination of powers. As much fun as I was having with the chaos happening to the other players, I was more excited to see what this player would come up with since he’s usually the one to push the envelop and come up with things that surprise me.

For instance, the first thing he suggested as a potential use for his reality-altering power was to prevent the death of the god whose name had been granted to the world in honor of her sacrifice. This god, according to the history the players learned, chose to save the mortals around her form a raging elemental titan that would have otherwise destroyed them. The titan wound up destroying her in its rage, but her death spurred all the other gods to action, thereby starting the creation wars between the gods and the elemental titans, the results of which directly lead to the initation of the godswar an unknown (by them) time later, which resulted in much of the damage and scarring the world bears in the present day of the players’ characters. Not to mention, of course, that the elemental titans had been killed but also left in the world for reasons unknown, which was causing real problems for the people in the time of the players’ characters. Preventing the death of that one god could have changed everything!

Except, of course, that it really wouldn’t have. As my players and I discussed, prompted by that idea and a few other ideas floated by the other players in response to that one, wars typically happen as the culmination of many events. Systemic problems frequently can’t be solved by the alteration of a single event, even if you have been given the knowledge you need to understand what event needs to change to prevent the outcome you know. An abusive and dangerous empire isn’t made by a single event. You can’t dethrone a godking by making one of his supposed miracles fail. You can’t stop a war by preventing the death of the first victim in one specific moment. The empire might falter or lose a step, but it’s inertia will carry it to victory eventually and nothing short of another series of events with a similar amount of inertia will properly topple it. A godking with a failed miracle will merely find a scapegoat and then prove their power via a new miracle since anyone willing to believe in a godking will believe that a godking’s enemies were out to make them look foolish in that momemt. If someone chooses not to sacrifice themselves to save others, thereby sparking a war, on one specific day after a long series of watching people they care for be hurt, they’ll probably do it eventually and the only real change will be that more people were lost before the war began.

I tried to provide as many examples as I could of how our world’s history could change with one or two events being shifted. It can be difficult, though, because there’s no way of really knowing how things would play out with a minor tweak. People are fond of saying that Hitler getting into art school would have prevented the rise of nazism and the second world war, but I think it would have just looked different. I mean, the US is a pretty good example, what with Trump and US facism. All the elements were already there, the situation was right for the rise of authoritarianism and reactionary politics and the fascism that seems to always show up after those do. The orange menace just gave it a kickstart and launched it into the open. It might have taken more time to get where we are today without the travesty that was the 45th presidency, but we probably would have. The shithead turtle leading the conversatives in the senate was already using the playbook, so it was just a matter of time. The rise and fall of movements, power, and societies aren’t quick or easy things, nor do they reduce down to single tipping points as often as we’d like them to, so changing one single event in a massive chain like that wouldn’t have a huge, drastic effect on the world.

What the player wound up doing was changing events so that his character was in a position to start a chain of events that would change the world. In ways that are both significant and that, from the perspective of the other players, won’t have any visible change until they start digging into things. It is entirely posssible, given what the player and I have discussed, that I’ll be able to pull a “the world was always this way.” I think I can even incorporate it into the side-campaign that gave the player the knowledge necessary to attempt something like this, though even that might have been a retroactive thing he only realized once he’d used his single answer to gain a bunch of information that wound up being connected.

It’s a little difficult to parse from where I am, if I’m being honest, since it has been so many years since I made this world and started the first campaign in it. I’m not sure I’ve kept all of the details separate, but I’m sure I’ll figure that out as I go along. After all, no one but the player and I know what his character did. No one but I knows what the future originally held that will now no longer come to pass. The campaign might be radically different, and the future might change again because of what the player might still do, but I’ll figure all that out as we get to it. That’s most of the fun, anyway, having to scramble to make everything fit as my friends and I roll dice while joking about how everyone got a card from the Deck of Many Things that granted them one or more levels except one player who drew a card that gave him a servant who was given card draws that then put him at a higher power level than the player character he was supposed to be serving. Good times.

I Forgot I Have Fourteen Sets of Digital Dice

It has been a while now, since D&D Beyond created their digitial dice. I haven’t used them enough to get a sense of whether they actually roll in a truly random manner (some dice rolling apps don’t), but I have used them enough that I can confidently say that no other dice rolling application or tool I have ever encountered has ever felt as close to actually rolling dice as theirs does. The click-clack of tossing a bunch of dice down to roll them is an essential part of the experience, the key to the feeling of satisfaction, and D&D Beyond delivers. Even more so if you roll them on a phone. There’s the perfect amount of vibration when you roll on your phone so that it feels like you just shook up a bunch of dice and had them clatter into a box in your hand. It is so incredibly satisfying.

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A Focus on Power Fantasies Ruins TTRPGs For Everyone

I saw someone post on Twitter that Dungeons and Dragons is all about power fantasies and, as a result, most people play characters that are like them in an effort to roleplay situations that make them, personally, feel powerful. I have a lot of mixed feelings about this idea and a WHOLE lot of thoughts about how it can play out in actual games. Part of the problem, of course, is that making any blanket statement based on your personal experiences shows your personal biases, privelege, and frequently overlooks the experiences of people who aren’t like you. I’m going to try to avoid making any such statements here by talking about my experiences specifically, but I will have to generalize a bit unless I’m going to write an entire novel. Which has a certain appeal, but this isn’t really the medium for discourse at length.

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Alignment Systems Lack Nuance

I’ve been thinking about alignment in tabletop RPGs a lot lately. It came up because the game that I’ve been playing lately, Pathfinder: Kingmaker, has an incredibly clunky alignment system that pushes characters towards lawfulness and goodness (on a 9-alignment system of good vs evil and lawful vs chaotic with neutral separating each alignment from the others) because the basic assumption is that a decent person is “neutral good.” Anything that is a little orderly is lawful, anything even a bit self-oriented or anti-established norms is chaotic, anything other than being decent is neutral, and anything absolutely reprehensible is evil. I disagree on so many levels it is difficult to find a place to start other than the very basic assumption: I think most people, even allowing them to be decent human beings, is “true neutral” or unaligned.

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Visible Versus Hidden Dice Rolls

When it comes time to make a skill check, every DM faces an eternal conundrum: do you let the players roll it or do you roll it? Is it better to allow the players to make every roll for every check, save, or attack or is it better to keep some of them to yourself so they don’t influence the way your players choose to act in the moment? Sure, there are roleplayers out there who won’t flinch at a botched stealth roll or who can resist summoning dreadful images in their head if they roll single-digits on a saving throw, but most people aren’t that good at separating what they know from what their character knows or can infer.

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Tabletop Highlight: Games You Never Want to End

You’ve been running a game with the same group of people for years, now. You’ve done your best to play weekly, but it has still taken the better part of a decade to get from the beginning of the game to the end. Maybe the end was a total party wipe because the fighter did something stupid. Maybe your players resolved all the open plot hooks they were interested in and, after amassing an incredible amount of wealth, have decided to retire. Maybe they finally killed that demon/elder dragon/Tarrasque and they’re officially so strong not even the gods would lightly make a move on them. Whatever the reason, the game as you know it has come to an end. Except no one wants it to end because they all get along, it’s tons of fun to play tabletop games with people, and they had this idea for a character they made a while ago that they’re dying to try…

So you extend the game. If the party-wiped, you’ve got a couple of really fun options and one simpler option. If you want to just keep it all going, then you can have some kind of fail-safe alert a new group of adventurers that the people previously trying to solve some big problem died. They get sent out to collect corpses (maybe revive the players who want to stick with their old characters), and then they carry on in the stead of the previous group. It’s easy, it makes sense in a lot of scenarios, and it makes it easy to get down to playing again. If you want something a little more challenge but that would add some depth to your world, start the party over. Everyone rolls up a new character, maybe not level 1, but probably at a lower level, and a new adventure starts. Whatever the old group was trying to prevent has come to pass during the intervening years (any number is fine, but I like to make sure it’s at least a couple of generations so everyone has a chance to discover all of the ramifications of their failure) and the new group is trying to either fix the problem or facing some new threat in the world created by the death of the older group. This, of course, necessitates that the issue the old party was trying to prevent wasn’t something truly world-ending. If that’s the case, you could always throw out some kind of “incarnation cycle” spin and have the players basically play themselves reincarnated on the new world the gods made in response to the destruction of the old world. There’s a lot of fun opportunities their, including relics from the old world and maybe some kind of special, inherited powers from your previous incarnations. The sky is the limit here.

If all of the characters have decided to retire from their lives of adventuring with their dubiously gotten gains, that opens the door for a generation-spanning game! Maybe the players can roll up the children, adopted or biological, of their old characters. Or, perhaps, the child of someone else’s character. Students or protégés are also fair game. However it happened, they’re playing someone who grew up under the tutelage of a character from the old game and, as a result of something happening (anything from the tragic death of their mentor to a decision to emulate their mentor’s life of adventure), has hit the road to find our what’s on the other side of the horizon/save the world/strike it rich by looting the long-dead corpses of other adventurers and the private homes of the various races who don’t live in the same kind of societies that your adventurers grew up in. Maybe an unresolved plot hook the previous generation chose to ignore has come calling again, perhaps grown more urgent as a result of the passage of time. Maybe one of the magic items or artifacts collected by the previous generation is the key to some plot a new villain has hatched and they used the old hero’s advanced age as an opportunity to put their dastardly plan into motion.

If your players have all gotten to the point where there is nothing left to truly challenge them besides the gods, maybe just start a new campaign in their shadows. The new characters grew up in a world forever changed by the actions of the old characters and are inspired to set out on their own adventures by the legends still living and walking on the mortal plane. This creates a lot of narrative fun for the DM because whatever problems the new characters are given to solve, whatever legends they chase, can’t be big enough to draw the attention of the more powerful adventurers who still live and exert their will upon the world. This can also create a lot of fun situations because you can have players reprise their old characters in role-playing moments, maybe because the new characters are hirelings who the old character is paying to take care of some problem that’s probably beneath their notice or that they don’t really have the time to solve on their own. Or that they just don’t want to deal with, similarly to how most people pay someone to change the oil in their car rather than learn how to do it themselves. Whatever route you choose, it’ll be memorable so long as the incredibly powerful previous characters are still around to pop up now and then. Plus, most players love to see their old characters crop up in a campaign.

Whatever you decide to do, just make sure you talk to the players about it beforehand. Most of them would love to figure out what their characters decided to do after retiring or getting too powerful to be stopped, so that’s a good opportunity for them to become more invested in whatever game comes next. The idea of playing in a world where your old character is walking around and living their life is incredibly inviting. The opportunity to maybe run into them and to see them play out a scenario again is one I, personally, would never pass up.

Tabletop Highlight: What “Hit Points” Mean For You and Your Players

Hit Points. Life. Soul. HPs. Damage. Shields. Power. Lots of different ways to express the same concept. Every game with combat needs them in some manner or another, and they often serve different purposes even if they’re usually the same at the core. Ultimately, whatever they’re called, they’re the numerical or mechanical (as-in “gameplay mechanic”) representation of a character’s ability to survive damage from an enemy before they suffer a lethal blow. This works great in stuff like video games where your character never really speaks about the numbers representing their bodily health unless they’re scripted to break the fourth wall. However, when it comes to tabletop role playing games, you actually need a way for your characters to discuss a numerical representation of their bodily health without breaking the fourth wall. There have been a lot of attempts, but most fall short or simply break the fourth wall rather than entirely shatter it.

Probably my favorite is to take it humorously. Instead of saying “HP” or “Hit Points” in D&D, my players jokingly have their characters ask each other a question: “If you were to compare your health to a number of tomatoes, how many tomatoes would have left?” It was my own joke, initially, that I made during on session when one of the players struggled to convey his character’s hit point total during a bit of a drawn-out fight.  I don’t remember where I got it. I’m not sure if I read it somewhere or just extrapolated it from the popular “D&D Stats Explained with Tomatoes” Reddit post, but it’s something that hung around my head for a while before I stuck it into my players’ heads.

I’m not that much of a role playing stickler that I won’t let my players talk about their skills, abilities, or hit points in concrete terms, but I generally encourage them to get as absorbed into the game as they’re willing to go. It can make it a bit difficult to openly discuss who needs healing the most if no one is allowed to quantify their level of damage, though. Typically, so long as the characters aren’t talking about hit points, I’m fine. The players can talk about them as a concrete concept as much as they’re like since their characters would be able to more easily visually assess the relative health of the other characters around them. It’s really just a way to help the people outside the game bridge the gap between what they know of the game they’re playing and what their characters would just know as a result of being a part of the game.

When it comes to describe hit points and how they work as the Dungeon Master, it can be a little tricky. If your fighter has one hundred hit points and your wizard has forty and your rogue has sixty, then it makes it pretty clear that they can all survive different amounts of punishment. The fight can probably stand to be impaled a few times since being impaled on a spear does around twenty damage. Something much larger, with a horn of some kind, would do much more damage, but the fighter could easily survive one or two hits from even the hardest hitting impaler. Further complicating things is how Armor Class affects the way damage is applied. If your fighter is wearing full-plate and wielding a tower shield but still gets hit, how does that work? Did his opponent find a gap? Did they break through the fighter’s armor? Chop through their shield? Is the fighter’s armor filling up with blood now, or was it just a scratch?

The way I like to think of it, I consider hit points to be a reflection of an individual character’s ability to turn an otherwise lethal or debilitating blow into something minor. Think about a sword-fighting anime. You have two master swordsmen rushing at each other and they swing. These two people were chopping arms off of mooks just five minutes earlier, have both sliced through rocks, and can effortlessly slash down a heavy wooden door. How is it that they only took minor cuts on their arms or cheeks or whatever? They used their skill, gained over the length of their time training and leveling up, to move in such a way that an arm-removing chop just made them bleed a little. The same is true of your fighter and your wizard. They might be the same level, but a fighter is going to be much better at negating the lethality of a hit than a wizard. When they finally run out of hit points, that means they’re cut up and tired enough that they can no longer negate the blows and something that had, seconds before, caused only the smallest red line to appear now removes their hand or arm.

Critical hits are a little more complicated. Generally just walk it up as being a non-lethal hit still, but one that would be severe enough to cause a big scar. Maybe the cut was long but shallow or maybe it was actually a puncture. You can be run-through without damaging anything that’d get you killed. It’s not easy and it’s more likely than not that you’ll get extremely hurt, but a fighter could probably do it a bunch of times in a day.

The one major except to my practices is when a player takes massive damage. In the three point five edition of Dungeons and Dragons, there’s a suggested rule to require a saving throw to avoid death if a player takes massive damage and they define massive damage as something exceeding fifty points in a single attack. Now, there will be characters who go from level one to twenty and never once have fifty hit points. There are characters who, at twentieth level, will be able to laugh off fifty points of damage. Better, in my mind, to make it based on their total hit points. In my campaigns, players can face debilitating injuries if they take half their hit points or more of damage from a single attack. Lost limbs, evisceration, unconsciousness, broken bones, and of those are fair game if they get absolutely wrecked by something. This means that the one hundred hit point fight is much less likely to get a massive damage hit than the wizard, but it makes sense that it’d work that way.

How do you treat hit points in your games? I’d love to hear how you handle the description of losing hit points and accruing damage. Please feel free to comment!

Check out today’s Tabletop Highlight about Hit Points! I cover the roles they play in games and how you can describe your players losing HP in fights! Check it out here!

Tabletop Highlight: Player Fatalism and How to Salvage the Game

I honestly don’t know if I can speak for everyone, but it often feels like every tabletop gamer I know has a story about a game where someone was constantly pessimistic and fatalistic. Someone, perhaps even them, spent an entire session, or even several sessions, throwing their hands up in the air every time something bad happened and complaining that they knew this was going to happen or that there’s no point to them trying any more if they’re just going to die.

This happened recently in one of my games. There’s a player, the one I often bring up as the person who does some dumb stuff or makes questionable decisions (he featured heavily in the “Up for Interpretation” post from three weeks ago) who has been engaging in this kind of behavior lately. To be entirely fair, his character has died as many times as the rest of the party put together and he seems to always come up short when I roll to determine who gets to be the target of whatever is about to happen. Even his rolls tend toward failure when he tries something. He missed a sneak attack that would have insta-killed the enemy spell caster because he rolled in the single digits on his attack. He failed a skill check to make it back to safety afterwards and would have been knocked unconscious if not for an ability of his special weapon that gave him temporary hit points. The poor guy has had it rough.

To be entirely, fair, though, he makes a lot of assumptions and does a lot of stuff without thinking it through. He died during that same fight because he hopped over a barricade to attack an enemy he could have just stabbed from where he was. I let him live because he apparently didn’t realize he could do that and it’s pretty clear he wouldn’t have done it if he could have avoided it seeing as he was so low on hit points. Though, to continue being fair, he also didn’t retreat from the battle or take a back seat once he was down to nothing but his last few hit points either. He’d already seen how much damage his enemies could do with one hit and yet he continued to try to front-line them.

A lot of that behavior and those unneccessary risk-taking could have been a result of his expectation that his current character won’t be much longer for this world. He’s already created a new character to replace him, prompted by my jokes about a TPK, which I’ve managed to avoid so far since the players know when to run. There was a close moment, though, because they messed up some earlier stuff and had to deal with the consequences. That was probably the first time they were pushed to their limits from a marathon of battles rather than a single tough monster. It was winnable, though. I was never going to put them in a situation where they feel powerless or like they are being punished. If they screw up enough to get themselves killed, it will mostly be swift and decisive. Otherwise, they’ll always have options and only poor decision-making or bad luck will get them all killed.

It can be hard to keep again running, especially a story-drive one, when one of the players just lets go as soon as there’s any tension. I can’t make the game feel dramatic if someone is just giving up as soon as things look bad. They start to get angry if it keeps happening and a lot of drama and tension in story-telling is uncertainty or challenge, so I wind up trying to keep them invested without sacrificing too much story. I don’t think this player’s attitude is affecting the other players very much, but I’m hoping it’s just the recent string of bad luck he’s had (which is really just his perception of events, he’s also had some really good luck since he’s only come close to dying or getting captured).

I’m going to talk to him (and will have, before this post goes up) about what’s been going on and workshop some ideas on how to get through it. This isn’t a problem unless it’s making the game less fun for the other players and the person displaying the fatalistic behavior refuses to change. Usually when this happens, as is happening with my player, there’s something causing it. Before you try to address the problem, you need to figure out what this underlying cause is. Once you know that, you need to verbally (and privately) address it with the player so they have the opportunity to change. Not everyone realizes they’re doing it. I’m not even sure if my player recognizes that he’s doing it.

For him, the source lies in some of his first exposure to D&D and a long string of bad decisions compounded by bad luck. His first DM was very adversarial. He tried to manipulate the players constantly, forced them to act a certain way, did his level best to kill them constantly, and gave all of the good magic items and experiences to his closest friends so that other players wound up with under-leveled and under-geared characters who just died all that much more frequently. He’s had a few more experiences between now and then (most of which I’ve seen), but one characteristic of his gaming has always been making decisions without considering the consequences and bad luck on rolls. From the silly little campaign I ran to test out a book world I’d developed to a “Shits and Giggles” campaign I ran to fill my weekends, to my current serious campaign where he seems to constantly get the short end of the stick. Sometimes, it’s because he accidentally stepped on the large stick he had and wound up breaking it, but I’m sure that doesn’t feel very fun to him.

Problems with characters and DMing I can fix. I have no problem helping my players create the best possible version of their character (though I usually insist they stick to a personality rather than just minmaxing) and I generally try to avoid getting adversarial in any context. Bad luck and poor decision-making… There’s not much more I can do beyond being forgiving when he’s legitimately making a mistake as a player versus when he’s doing something reckless or risky. It’s a fine line, but I wrote an entire blog post about how to tell the difference so I’m confident I can manage it.

I hope we can figure something out. I’d hate to think he’s not having fun. That’s all I really want, as a DM.