A Walk in the Dark A look in to the mind of an RPG designer

      

3Apr/11Off

Gamma World and the Great Legal Unknown

I have recently completed a Gamma World "delve" (5 encounters) tentatively titled Fire From the Sky, and am considering making arrangements as far as distribution.

Part of me wants to send it to Wizards of the Coast for possible publication in Dragon or Dungeon, not because of the money but because it would be a rather cool experience to see something with my name on it appear in a WotC publication (I use the term "publication" loosely). But I'm hesitant in doing this because they kind of demand exclusivity; it will be released once, and only once, and I will get only one paycheck as a result (and, by my calculations, it's not that big of a paycheck either: six cents a word, I believe). They will "own" it from then on, and I will be relegated to simply saying "yeah, I wrote that"... which is rather cool in its own way, but still.

The other option I'm considering is a non-exclusive distribution through DriveThruRPG, throwing it up there for a buck or two in the same fashion as many other people have already done. But before I do this, there's one obstacle to overcome: the 4e GSL.

You see, when you want to publish D&D 4e content, the rules are pretty cut and dry if you follow the Dungeons and Dragons 4th Edition Game System License. This consists of a few things:

  1. Filling out and sending them the "Statement of Acceptance", agreeing to abide by their publication guidelines.
  2. Include some legal text in the publication, with very specific size and positioning requirements (see sections 5.2 and 5.3 of the Game System License document).
  3. Follow all the rules of the 4e System Reference Document, which details what source material you can and cannot use (for example, I cannot republish a monster stat block from any monster in any core manual; essentially I can only say "see Monster Manual") as well as guidelines for the presentation of new material.
  4. Include the GSL Logo.

But the problem is that all the above relates specifically to the Dungeons and Dragons mechanic. What about Gamma World?

If you look at the above logo, you will see the following text:

Requires the use of the D&D Player’s HandbookMonster Manual,® and Dungeon Master’s Guide® Player’s Handbook® 2, Monster Manual® 2, Adventurer’s Vault™ core rulebooks, available from Wizards of the Coast, LLC

Unless players are expected to buy all these books in order to play Gamma World, that obviously doesn't apply.

I asked Wizards of the Coast (through their support site) about the existence of a Gamma World SRD, and this is the first response I got:

Thanks for the question! The Game System License applies to any d20 system. This does include Gamma World. Unfortunately, we are unable to provide any more information on the GSL than what appears on the relevant website here: http://www.wizards.com/d20.

After I tried to explain that the text and logo they are expecting me to include doesn't apparently apply to Gamma World, I got this:

If you are in need of further assistance on this matter you would need to contact our legal team at the below address.

Wizards of the Coast
Attn: Legal
PO Box 707
Renton, WA 98057-0707

Uh... OK then. No email address? As usual, lawyers make us sometimes feel like we're in the Stone Age.

Another reason for this confusion is that the Gamma World Rulebook not only has the "D&D" logo on the front and back covers but, throughout the book, the game is explicitly referred to as "D&D Gamma World". So is it D&D or not? The mechanic stands alone, and one doesn't need any of the D&D core rulebooks in order to run a game (they certainly help in terms of experience, but they're not a requirement).

So, despite it being done, I can't publish the module yet. Putting all the above on the 2nd page of the module just to comply legally doesn't feel right when I know that the content they're asking me to put in simply doesn't apply.

Does this mean that I'm not authorized to publish Gamma World content at all? Am I spinning my wheels here, borderline oblivious to the fact that I'm not supposed to be doing what I do?

The first draft of Fire From the Sky is complete and is in the hands of an "elite few" that are proofreading it and making sure I didn't do something horribly wrong with the Gamma World mechanic. Once they give it their blessing and I can resolve some of the questions posted above, it will be unleashed upon the masses.

If the legal ramifications continue to be unclear, I might end up submitting it to WotC just to avoid any problems. If they accept it, yay! If not, at least some time will go by while I sort all this out.

We'll see how things go. But I promise you'll get it sooner or later.

2Apr/11Off

Critical Effects

One of the biggest complaints I had about D&D 4e is that a "critical hit" didn't really mean as much as they use to, and many people that discussed the topic missed the ways it was done in the past. In 4e a "critical" usually means not much more than "max damage", and "max damage" wasn't much different than being lucky on die rolls. I mean, a dagger would roll "max damage" 25% of the time as it is... That hardly seemed like anything special or dramatic.

I know that, as levels progress and magic weapons become more readily available, the damage and effects do add up. In one of the campaigns I'm running I'm playing a goliath tempest fighter that, when he crits, has a boatload of damage and effects piled on to the maximum damage. When he critical hits, he causes:

  • Maximum damage on the main weapon (2d6 +17 = 29 damage)
  • +4d6 damage on the main weapon, +4d8 if I have combat advantage (Chainreach Short Sword +4)
  • +2d6 with Executioner's Bracers
  • +1d10 with Devastating Critical feat
  • Gains Resist 10 all until the end of his next turn
  • If the critical hit is with the main hand, gets an attack with the off-hand as a free action.

So damage on an MBA rockets up from a mere 19-29 hit points of damage to a bone crushing 36-83 damage on a critical hit (plus an additional attack with the off-hand), almost three times as much. Then again, he was designed for this sort of thing; I don't imagine the "average" character being able to do that much.

That character is level 23, however; he's already working through his epic destiny. What about a character that's level one? Shouldn't rolling a natural 20 be something special regardless of your experience, above and beyond being lucky on the damage roll?

And there's another issue: what if the attack roll isn't a damaging roll? In one of the online campaigns I'm running we have an invoker that likes to use Whispers of Defeat every chance he gets. It gets an attack roll (Wisdom vs Will) but it doesn't actually cause any damage. Rolling a natural 20 on that means absolutely nothing, and I'm not even sure if the magic weapon damage bonus applies to that sort of attack.

So while looking around the 'net I found a "Critical Effect Chart" that seems to satisfy most of the issues. Here is the one I am currently using:

Critical Hit Effect: Roll a d20

1-2: Target deafened until end of target's next turn (-10 to Perception checks).
3-4: Target weakened until end of target's next turn (half damage against all targets).
5-6: Target blinded until end of target's next turn (everything has concealment, -5 to basic attacks).
7-8: Target slowed until end of target's next turn (movement speed reduced to 2).
9-10: Target pushed 1 square and knocked prone; attacker can shift 1 square as immediate reaction.
11-12: Attacker makes another melee or ranged basic attack against target as a free action.
13-14: Attacker gains 3 temporary hit points for each tier (+3 THP in Heroic tier, +6 THP in Paragon tier, +9 THP in Epic tier).
15-16: Target dazed until end of target's next turn (only one action, move, minor or standard).
17-18: Target is bleeding (ongoing 5 damage, save ends).
19: Target is stunned until end of target's next turn (no actions).
20: Attacker adds extra 1w (2w for Paragon tier, 3w for Epic tier) to the damage total.

I apply the above to ANY "attack roll", so a natural 20 on Whispers of Defeat still has the possibility of causing some more lasting effects. Also note that this is meant to be in addition to the documented rules: weapons still do maximum damage and magic weapons and implements still do additional damage due to their enchantment.

In the above chart, if the creature rolls another 20 and the source of the attack doesn't have an explicit "W" defined, use the attack's base die, multiplying x2 for Paragon tier and x3 for Epic tier. For example, a warlock's Eldritch Blast would cause an additional 1d10 per tier.

The blog also contains a "Critical Miss" chart. I considered it at first, but after discussing it with my players I elected not to use it. Reason? I think it's too much. We're talking about seasoned adventurers here, and I just don't feel that they're going to go all Keystone Kops 5% of the times they make an attack roll (the odds are even higher for burst effects). When a monster critically misses, it's DM's choice whether to turn it in to a bumbling idiot - I have had undead trip over themselves and bandits fire arrows in to the backs of their allies because of a critical miss - but I don't think the players should ever be that stupid.

All in all, it works out real well. Players get excited when they have to roll for the critical effect, even during the first encounter of a level 1 campaign.

Filed under: 4e, Campaign, DnD, Mechanics No Comments