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DESIGN
DIARY
In
this column, I cover issues that come up during the process
of writing Arcana
Unearthed: A Variant Player's Handbook. Some are
specific design issues, while others are somewhat more esoteric.
I hope you find them all informative and interesting, answering
a lot of the questions you have about the book, the kinds
of things designers think about, and about the whole publishing
process. This Design Diary will be updated sometimes every
week, sometimes every other week. -- Monte
Greenbond Notes
DATE:
June 26, 2003
Last
week's preview of the greenbond class
gives a nice glimpse of a lot of Arcana
Unearthed issues. First off, the greenbond is
no druid. The similarities are there, but once you look
closely, you see that they are fairly superficial. And
yet, despite these differences, the greenbond might very
well be the Arcana Unearthed class that is most
similar to one of the 3rd Edition core classes. This book
isn't just the Player's Handbook with the serial
numbers rubbed off. Yet, it's not so different that you
couldn't use these classes right along with the core classes.
You'll
notice that the greenbond is very much a mage: lots of
spells, bad base attack rolls, low Hit Dice. But wait,
you might be thinking, it's a d6 HD -- it could be worse,
right? Not in Arcana Unearthed. The lowest Hit
Die used is the d6. See, even in the development of 3rd
Edition, we realized that the d4 HD is almost unplayable.
It's not a matter of balance, it's a matter of making
it hard on the DM to devise encounters that allow the
fighter to have 95 hp and the wizard only 23. One good
fireball, might kill the 23 hp character, even
if he makes his save. Ultimately, we kept the d4 HD for
wizards and sorcerers because of game history. Plus we
didn't want to be tempted to mess with rogue's d6 HD,
thus starting a chain reaction through all classes' Hit
Dice. We figured players could use the endurance spell
as a fix for problems with low wizard hit points (that's
why those ability-boosting spells have such long durations),
so it would probably be okay. But as with so many things
while designing this variant player's handbook, once I
was free of the burden of "that's the way it's always
been," I was able to get rid of d4 HD altogether.
The
greenbond is, without a doubt, the best healer in the
game. Not only does the class have access to all positive
energy spells (all healing spells have the positive energy
descriptor), but it has the infuse with life class ability
serves as a handful of really good healing "doses"
each day. However, every class that casts spells has access
to some healing magic, and magisters have access to all
of the spells -- thus they can cast any spell the greenbond
can. This
overlap ties into my goal of making every class viable
but no class vital. It's bugged me for a long time that
you pretty much have to have a cleric to have a workable
D&D group (that's not an indictment of D&D --
I love D&D -- it's just a pet peeve). The cleric is
vital. Although each class is unique and has important,
useful abilities, no single one in Arcana Unearthed
holds such a vital role, like healing, that you can't
possibly play successfully without it.
You
can see another example of this versatility in the greenbond's
class skills. The class has a lot of class skills to choose
from, even though it has only 2 skill points per level.
Lastly,
take a look at the bond with the green ability. This is
an example of something I referred to in an early
Design Diary entry: putting more power back in the
hands of the DM. Reading through the description of the
power might raise a question or two, such as, "What
is happening exactly when the land is 'being harmed'?"
Such a lack of exacting detail goes against the 3rd Edition
approach (and, apparently, even more the 3.5 approach).
But not everyone needs their hand held. DMs must determine
some things for themselves.
From
a design point of view, this approach can be tough. Tough
because the designer has to ask, "Is this fine without
further detail, or I am just being lazy?" Sometimes,
the designer's just lazy. When that happened to me in
Arcana Unearthed, I filled in details, or gave examples,
such as in the bond with the green ability. Other times,
though, a rule is just fine as is. In such cases, the
DM is left to determine some aspects of a very general,
usually flavorful (rather than combat-oriented) ability.
This means that how DMs use bond with the green is going
to vary from campaign to campaign -- some will allow its
use every other session, and some will use it once. For
a character ability like sneak attack or cleave, that
would be terrible. But for an ability like bond with the
green, that's just fine.
Lastly,
let me point out that another reason for powers like bond
with the green is that they allow the PC to really link
up with the campaign world, making them feel invested.
At the same time, it provides the DM an instant plot hook
to interpreted however he wishes.
We'll
have more previews of Arcana Unearthed in coming
weeks. Keep an eye out for them.
DESIGN
DIARY PAST ENTRIES
*
Spell Templates -- June
26, 2003
"This
week I thought I'd discuss an idea that I'm really very
happy with. The idea is spell templates..."
*
Playtesting -- June
12, 2003
"Playtesting
is extremely important to me. When we developed 3rd
Edition, we did more playtesting than perhaps any other
RPG product, ever...."
*
High Magic -- May
29, 2003
"I
referred to the Diamond Throne as a high-magic setting.
I should clarify..."
*
The Diamond Throne -- May
23, 2003
"So
it's about time I start talking about the Diamond Throne.
The Diamond Throne is a campaign setting for
Arcana Unearthed -- the default setting, like
Greyhawk for D&D, I suppose...."
*
Death's Door -- May
8 , 2003
" I
like the D&D death's door rules. I like that at
0 hp, you're still up and can take a limited action,
but then you exhaust yourself...."
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."
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