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.
Tension
Tabletop Highlight: Slogging Through Open War
I’ve always been interested in the idea of a D&D campaign focused around participation in a war. A lot of “classic” D&D campaigns usually include participating in a war, but that’s often tangentially. In version 3.5, the recommended method for including players in a war setting campaign is to give them specialized missions. Stuff like being a strike team sent to seize an important asset, protecting important figures, or capturing important enemy figures. There’s a feat that can be applied to building an army, called “Leadership,” but it is one of the feats that can be most easily abused by an unscrupulous player and all it really does is provide a character with a small army of a few hundred people.
What I’m looking for is to make the players participate in the actual war itself. Giant, sprawling battlefields filled with magic and mighty heroes like something out of an anime. Great battles with terrible consequences for all the poor souls who survived the battle. Rules of conquest, for conquerors and the conquered. The important moments and decisions that are the only things that separate success from failure. Diplomacy to end wars and failure diplomacy to start them. I want something enormous in scale that dice alone don’t really support all that well.
I’ve tried making my own rules. Role-playing through plan making sessions, mixing in a few strike missions to give them something immediate and impactful to do before sending them off to roll a bunch of dice to emulate a day’s worth of combat. Trying to send them into large encounters to have them act as a rallying force to either break through enemy lines or patch up their own lines. Showing how much difference a bard can make by letting them affect as many allies as can hear them over the din of battle and then watching as the relatively minor boost literally turns the tide. Watching the bloody hell that is a wizard or sorcerer unleashed on a battlefield of basic soldiers. The problem has always been that it inevitably breaks down into some rather boring math. There’s no real tension or suspense since the end is pretty much decided from the outset.
For instance, the tank in my current campaign has over 100 HP (the “average” human warrior has 8) and his armor class (how hard it is to hurt him in combat) is 27. Most average human warriors who appear on the battlefield are going to have a spear and a +2 bonus to hitting things and will do 2-9 damage per hit. Which means that, when they roll their die to attack, they will never get a high enough number to hit. If you’re using “natural 20’s” as “critical hits,” then that hit automatically beats whatever AC it’s up against. Statistically, my current campaign’s tank will get hit once out of ever twenty attackers. On the flip side, the same character has a +20 to hit, can hit more than once, and does a minimum of 8 damage per hit. He’ll hit the average warrior every time and kill them every time. If we assume the tank never gets healed, gets hit once every twenty attacks, and is in a position where he can only get attacked once per round of combat (which lasts six seconds), then he’ll get hit once every two minutes for an average of 5 damage, which he’ll be able to do for about an hour before he needs to stop or dies. If he has any kind of protection from damage, which he’d be sensible enough to get in this scenario, he can easily get it down to an average of 2 damage a hit, which means he could keep going about two and a half hours without a break before being overwhelmed. With the healing he can do on his own, he could get himself another hour, at least. With a little pre-planning and the right allocation of magic, he could double all of that, for six hours of fighting and killing. During all this time, he’s killed almost 2,200 enemy soldiers.
The numbers sound nice, but that’s just a talk through of what happened. I could tell him that he did those things, but they wouldn’t really mean much to him because there was no real risk to him and he did nothing terribly exciting. He just slaughtered a bunch of mooks. The same is true of archers. They can stand behind the tank and, with the right boosts, kill a target for every arrow they get to fire. Right now, if the tank’s ally did that, he’d kill almost 5,000 people and that’s without taking a single hit point of damage. After he did that, he could take the tank’s place and then fight for about four hours, bringing his total up to just over 6,000. Throw in a wizard of the right kind and he could probably double that number, over the same ten-hour period. Only the rogue wouldn’t have that level of combat efficacy, but you could easy send him to go kill officers because not even luck will save them from his sneaking abilities. He could easily kill one or more officers or important figures every five minutes. In ten hours, that’s 120 officers or leaders. That’s most of the army’s command.
Throw it all together and you’ve got a pretty typical D&D party taking out an entire army on their own. But it’s boring as hell and there’s no real tension. It’s just numbers on paper. I want more than that. I want to give them a reason to be excited about victories, rather than have them be a foregone conclusion. I want them to feel real fear as they figure out if their character will live or die. Unfortunately, as you can see here, having to chop your way through a bunch of mooks even when you’re already beat up isn’t a big deal. The only tension comes later when you have to fight the guys giving the orders.
Matthew Colville is producing a book for the fifth edition of D&D that’s supposed to include rules for warfare. He apparently uses them in his own games and, after seeing the internet’s response to some of his home rules, he’s now going to share them with us. Having not actually watched any of Colville’s games, I don’t know much about his rules. I’d really like it if they had solutions for the problems I’m facing because I sure as hell don’t. All I’ve got is math and one-off missions that miss the true scope of a war.
In the mean time, I’m going to just stick to large, unwieldy encounters segregated by rooms in towers or castles in lieu of effective warfare rules. It makes it a lot easier when it’s just a bunch of waves for the players to beat down.
NaNoWriMo Day 29 (11/29)
I did it. I got home from work early yesterday, dug deep, and wrote 5,000 words. I’m officially over a day ahead of schedule. I’m 1500 words away from finishing. I would have stayed awake longer to just power through those last words, but I was practically dead from exhaustion. I’d been nodding off during a meeting at work and couldn’t shake the feeling of fuzzy-brained idiocy I get when I’m warm, not nearly caffeinated enough, and sleep-deprived. So I opted to go home early at the cost of working an extra hour or so every other day this week. The trade seems to have worked out for me because I’ll easily be able to finish writing tonight and I feel so much better than I did yesterday.
I was always sure I could finish (and I REALLY hope I’m not jinxing myself by assuming I’m going to finish at this point) but I know that I truly considered giving up more than once as I fell further and further behind during the first two and a half weeks of the month. If I hadn’t gotten sick, I probably wouldn’t have been so exhausted that I had to write almost half of my word count in four days. I’d have spaced it out better. If I’d had better discipline from the start, I wouldn’t have fallen so far behind that giving up seemed like the right option. I know for a fact that I only persevered because I knew I could do it and I am too stubborn to do anything but double-down in the face of this kind of adversity. If it is something that relies on my ability to work hard and keep going, I will always double-down.
As much as I’m often conflicted about the many different parts of myself and my internal life, I really appreciate this sort of stubborn inability to give up. I can safely say that it is either a result of learning to cope with my mental illnesses or has been instrumental in coping with them. Or both. Something as core to my self-identity and self-experience as my stubborn refusal to accept giving up as an option is hard to trace to its source. Maybe I was born with it, maybe I developed it, maybe its just a tiny voice inside me that constantly says “you’ve gotten through worse so you can get through this.”
Whatever the case, I can verify that the wakefulness and focus this sort of determined stubbornness provides is one of constant and exhausting tension. I can always feel it in my back and in my neck when I’m relying on it. I can feel it in the way my head rests uncomfortably on my pillows and in the way my headaches start at the base of my neck and work their way up when I get so tired I can hardly see properly. Losing that tension, born of a need to accomplish a goal, leaves me feeling all limp and unfocused. After I finally caught up, it took me almost an hour last night to get back to work and only by focusing on another goal, on getting my word count to the point of being ahead one day, was I able to become productive again.
Today, I will finish writing. Tomorrow I will look back and reflect on my journey through National Novel Writing Month. Friday, I will look to the future. I’m interest to see where this goes.
Daily Prompt
Even the best of friends will fight or have disagreements from time to time. No matter what we do, we will eventually lose out temper with someone we love and respect. It may not even be their fault. Maybe we lost our temper with them because they were the dozenth person to ask us a question we don’t want to answer or address. Maybe we’d had a very frustrating day and something they did that normally is just a cute annoyance was the straw that broke the camel’s back. Regardless of why, a lot of the burden of fixing what happened is on the person who lost their temper. Not because expressing their anger or frustration was wrong, but because they lost control or weren’t respectful. To be sure, that is not always the case, maybe us losing our temper was entirely justified, but we’ll still often feel incredible guilty about it. For today, write a scene in which your character loses their temper with someone they love. Show us whether or not they were justified and show us what they’re willing to do to fix things, even if they weren’t the one who was in the wrong.
Sharing Inspiration
Today’s inspiration is something I’ve technically shared before. On the second day of this month-long project, NaNoWriMo Day 2 (11/2), I shared a link to an hour-long compilation of Pokemon Route music. Today, I’d like to share a specific song from it because this song, to me, is what victory sounds like and I’m feeling pretty damn victorious today. This link is to a half-hour version of this song. This one is to a Jazz rendition of it. They’re both pretty good, depending on which sort of music you’re in the mood for. I was definitely feeling the jazz version last night as I sat in my room, writing, my room light only by the softened glow of my monitors and the four pillar candles I’ve placed around my room. I hope you enjoy it as much as I do and that it propels you on to finish your writing.
Helpful Tips
Music has a huge influence on my mood and on the tone of what I’m writing. I like to keep a variety of playlists around specifically for changing and influencing my mood as I write. I used to keep my playlists on iTunes, but I’ve changed computers and had my library deleted by iTunes too many times to rely on it any longer, so they’re all on YouTube. That way, I can access them pretty much anywhere on any device that has internet access. I high suggest that you do something similar if you’re looking for a way to affect your mood while you write. Even just putting on something that makes you feel good about yourself or the world or other people can turn what started out as a burdensome day of writing into a more exciting and fulfilling day of fun.