Thursday, December 18, 2008

A Small Report, Episode IV

Well, the last three weeks are just a blur. There has been a bunch of things that I've done, yet I have trouble recollecting them. Let's see.

I noticed that the batteries for my old camera (a 2.1M Canon Digital Ixus V) are getting old. The one that best maintains its charge keeps the camera going for fifteen minutes or so. The worst battery has just enough juice for two and half a minute of use, on full charge. So I got a new one, a 12.1M Nikon Coolpix S700, which was on sale for 99€ (a new battery for the Canon would have been around 50€). It's last year's model and probably has less goodies that more recent models, but it got quite favorable reviews when it was new, so it was probably a good deal.

Oh, and I now have a new computer. I went the netbook route and got an Acer Aspire One (Linux/512MB/8GB SSD) on sale for 200€ and also purchased 1GB extra RAM for it for 11€. So far, I'm quite impressed with it--the keyboard is decent (if a bit smallish) and the system runs fairly well. Some thoughts:

  • It boots in 15-20 seconds (depending on how you count)! That's pretty impressive, all things considered. On the other hand, it is pretty slow to shut down, maybe they are actually rebooting and hibernating rather than just shutting down? My Ubuntu desktop takes longer to start but is quick to shut down.
  • 8GB is actually plenty. (On my desktop, I have about 4GB in use, excluding my home directory.) Unfortunately, the AAO seems to ship with a lot of various... stuff installed by default. I haven't had time to really browse the list of installed software yet, but I thought I saw something about a DHCP server (among other things) when I quickly glanced through it. What is that doing there? Is it somehow essential? There's plenty of those, and once I have time I will go through the list and see what I think can be removed and what can't. Regardless, I have put in an order for a 16GB SDHC just in case (I read that the AAO supports 16GB SDHCs, in spite of Acer's claims to the contrary--and if it turns out it doesn't, I can trade with the 8GB SDHC I purchased for my camera), because I really don't want to risk running out of storage space at some point when I truly would need it.
  • Installing the extra RAM is annoyingly difficult--you actually have to take the entire laptop apart in order to fit the memory chip. There is a removable plate on the bottom, but it does not line up with the memory chip slot. In fact, I don't think the plate lines up with anything. Ridiculous... Either way, once the RAM had been added it seemed safe to drop the Swap partition and reclaim 1GB storage space.
  • The pre-compiled kernel does not support iptables. What's up with that? Surely Acer must understand that many buyers get the AAO for its portability, and connecting straight to the Internet without a firewall does not seem like a sensible option, especially not if it runs DHCP servers and stuff.

But... yeah. So far, so good. Quite impressive. As I said, I have put in an order for a SDHC card (16GB/40€ rather than the 8GB/17€ I initially had in mind). I also decided to get a soft case for 19€ since I don't have any suitable carrying case for something that small. That totals up to 270€, not too bad for a 1.6GHz netbook with 24GB solid state storage and 1.5GB RAM.

As for the HP laptop... I dunno. HP seems pretty confused at the moment. Initially I only found the tx2590 in stores (now for 800€). Then I found out about the tx2690 from HP's website, but the stats were evidently later pulled. Then the tx2670 appeared on their website, which is now also pulled. You can search for them and find some pages about them that way, but last I checked they are not included in the official lists. So I have no idea when the tx26xx models will appear in stores, and apparently, neither does HP... well, I got the AAO now, so I will play around with it and check back in half a year or so. (I still crave that touch screen. *grin*)

Otherwise... not much has happened. I played some board games twice the last two weeks, and have watched lots of movies, but read quite little, except I have read some of the latest CS book. I have also done some fiddling around with the MediaWiki, including setting up e-mail on the system. What I haven't done is gone to the gym. :-( I really have to make a better effort with that. Perhaps after Christmas...

Monday, December 1, 2008

Getting a New Computer

As I probably mentioned, I'm looking into getting a new laptop. My current laptop is an Acer Aspire 1691WLMi, which is several years old, and it hasn't aged well--but then, computers (and laptops in particular) rarely do. It's in very good condition, with the exception that serious use quickly sets off the fan, which has become quite noisy. However, the single-core 1.6MHz Pentium M processor is no longer anything to write home about, and the 512MB memory is a serious bottleneck.

So, essentially, I'm looking at two alternatives. Either I get a replacement laptop, in which case I'm looking for something in the 800-1,000€ neighborhood. I'd really like it to come with maxed out RAM, so I don't have to worry about that later. It's ridiculous how much laptop memory costs (relatively speaking, in particular for budget models) if you have to buy it separately. Luckily, most models come either maxed out nowadays, or at least pretty close to it (3GB of max 4GB max since 32-bit Windows can't use the extra memory anyway). So I guess Vista has at least brought some good with it. Other details are not that important, but I of course intend to get fair value for my money. An nVidia graphics card would be preferable, since I will be installing Linux on the laptop anyway and am somewhat unimpressed with the open source ATI drivers, but even that can be discussed. The other alternative is a netbook, meaning a small computer that is easy to carry about and... well, apart from price, that's pretty much the only upside. I'm pretty much unwilling to pay more than half of what I would for a decent laptop. (I'm seriously considering a 12" laptop rather than something similar to the 15.4" I have now, so a new laptop would be pretty portable anyway.) Some netbooks are sold with Linux installed, which is always a plus when you consider compatibility issues--even if I'd get a Windows version, it seems safe to assume that there would be a working Linux distro readily available.

My Current Laptop: A Retrospective

Now, fairly or not, I've been rather unimpressed with my Acer. Pricewise, it was somewhere between a budget and business computer when I bought it, so I expected it to not be complete crap. And it wasn't. But there have been issues.

The built-in wireless has been a problem at times. At first, I didn't realize what was the cause of the problems--Windows would sometimes simply totally freeze, and the hard disk park. The screen was on and showed what it had at the time of the freeze, but the computer was entirely unresponsive. It took keeping the power button pressed for a few seconds to actually turn it off. There was no mention of anything in the various Windows logs. I deducted the issue from the fact that there seemed to happen when other wireless systems came online (the neighbors turned on their laptop, I suppose). I called Acer support and was told that I could send in my computer, but if the issue wasn't happening consistently, there was probably nothing they could do about it. The extended warranty had seemed like a good idea at the time, but it really did not do me much good.

In hope of at least alleviating the issue of the computer freezing and possibly corrupting my files in doing so, I run the what's-its-name program that turns a FAT32 partition into NTFS. It may have secured my files (or not), but either way it turned out to be a bad idea, as it seriously slowed down everything. Another call to Acer support and I was told that my laptop was optimized for FAT32, whatever that meant. In any case, it was a bit too late to go back now.

I finally fixed the freezing problem myself, by changing the frequency my base station uses. Of course, I'm still not sure that that was what eventually helped, or that it was the wireless that caused the problem, but since my computer now freezes very occasionally if at all rather than almost daily, evidence strongly suggests so. (Incidentally, much later, I once got the same freeze under Linux, except that I got some info about the wireless in the logs. So I guess it wasn't a Windows OS issue or an Acer driver issue, but actually a hardware problem.)

At some point, Windows was starting to act up. Rather than wiping my hard disk clean (taking all the data and configuration files with it), I was hoping to use the Windows CDs to repair the OS. Except that there were no Windows CDs included; all there was was a set of system restore disks, and you probably know that they wipe your system. Not having any practical alternatives for backup at that time, I yet again called Acer support, and ultimately gets told what amounts to no, I'm not getting any Windows CDs, and would I kindly hang up already as I am screwing up the support guy's average response time? I kindly thanked the guy for his patience and hang up, and lived with Windows' kinks. (I later solved this issue as well, by installing Linux and mirroring the entire Windows partition to a file on an external USB drive and then performing the system restore. It was not ideal, but I still have a copy of my entire previous Windows installation (and not only the files Windows would let me copy) available should I need it, and I find myself spending more and more time running Linux anyway.)

Then there was that Acer issue with an Active-X component that allowed remote execution of arbitrary code. I have no idea of whether this issue has been explicitly fixed by Acer or not, but it has supposedly been present on some laptops as early as 1998. (You can disable it yourself, though, which is what I did.) I honestly feel like this can't be described as anything but sloppy. There has been other peculiarities as well: I removed the D partition to install Linux and one of the essential components that Acer had installed freaked out if a second partition wasn't available, resulting in it eating all CPU cycles, until I disabled the component entirely.

So all in all, I haven't been terribly impressed by my Acer experience. Apart from the (probable) wireless issue, I can't complain much about the laptop itself, but in general it felt very clear that Acer could not really care less about me as a customer once they had got my money. Well, vote with your wallet as they say, and I am still determined that my next laptop will not be an Acer. In the future? Who knows, but not my next one.

The Netbook Route

I have had an opportunity to play around with three different brands of netbooks (there aren't that many available here yet): An Asus, an Acer and an HP. The very quick verdict is that I can't stand the Asus' keyboard at all; it feels like mashing Lego pieces with oversized fingers. So that one is right out. The HP, on the other hand, has a great keyboard (for a netbook at least), but underperforms on battery life and effective CPU speed in all reviews I've read, and especially the high-end versions cost as much as a budget laptop. HP also has a new model coming out that supposedly has the same great keyboard, but if previews are to believed it again fails on other aspects, such as worse connectors than the current model and using a seriously underperforming hard disk. That leaves the Acer, which is reasonably cheap, uses the same 1.6MHz Atom processor as most other models, and has a keyboard that, while undersized and nowhere near as good as the one of HP's model, at least has a decent feel to it. Fujitsu-Siemens has also released a version that seems interesting as it is reasonably cheap and comes with Bluetooth, but I had not had a chance to try it out yet. I have yet to see the MSI Wind anywhere, or the higher-end Asus netbooks (although I feel the actual value of a netbook becomes more dubious as the price and size increase; might as well buy a laptop, then), and I'm not aware of any other brands (Dell, for instance) being sold anywhere.

So I'm a bit divided, here. On the one hand, I am unimpressed with Acer's performance as a company. But on the other hand, I have little faith that other manufacturers are actually any better. Still, it feels like I should at least give others a chance to prove me wrong. Yet again, if I buy the cheapest Acer (512MB, 8GB Flash Memory) and boost it with a 8GB SDHC and 1GB extra RAM, I think I'd get a pretty cheap solution that I can afford just to try things out, and a comparatively strong one at that. I fully understand that it is not meant to replace a real laptop, but then I'm not at all convinced that I need one at the moment, either. After all, my current laptop mostly rests unused on my table at home, only seeing use when I am traveling, and even then I can't really say I use it very extensively. A netbook might easily suffice, and if it doesn't, well, in the worst case scenario I have just paid some 330€ for the netbook, and I'm pretty sure I could think of some use for it. I could also go with a 1GB/120GB HDD version for effectively just 10€ more (as I can then skip the SDHC and at least temporarily also the extra RAM), or 20€ more if I want the Windows XP version. If the Acer had slightly bigger keys, there would probably be no contest at all.

The Laptop Route

The laptop route is much more open-ended at this time. After all, there's a multitude of models out there that aren't manufactured by Acer. Having said that, there is one model that I find myself returning to regularly. I've been pretty satisfied with my budget HP desktop computer, so I've paid particular attention to HP's offerings. The Pavilion tx2590 is a 12" laptop with a touch screen, so you can use a pen instead of a mouse (and presumably, also draw on the screen). It seems like a reasonably solid model (except that there's a slightly faster version seemingly around the corner). It goes for about 1,000€, and the only significant drawback I've seen is that it ships with 3GB memory rather than the maxed out 4GB and has an ATI card. Of course, it would be awesome if it had better than 1280x800 resolution, but the current trend seems to be 1280x800 and it's questionable if a higher resolution would be useful for a screen that size. I must admit that I'm quite excited about this model, and if I was sure I needed a laptop, it would be very high on my list of alternatives... which isn't that long anyway, if I limit myself to 12" models and an 800-1,000€ price range. HP also flashed a tx2690 on their website for a while (with slightly better CPU specs) and right now a tx2670 that comes with 4GB memory, but those models seem to be in flux, with the latter not being available in shops(?) and the latter not even having price information yet.

Currently...

Currently though, I'm quite satisfied to sit and wait. I'm not in immediate need for a new laptop, and I'm kind of hoping that Christmas will bring some offers and possibly also new models, such as the F-S netbook and the tx2670. I'll make a new post once some sort of purchase is in the near future, rather than in the distant future.

Sunday, November 30, 2008

A Small Report, Episode III

Not much has happened during the last two weeks. I've been struggling with the flu, but thankfully it seems to be just about over. The gym has been out of the question, in part due to the flu in itself and also because we've been having sub-zero temperatures and I've wanted to avoid complications. Last week, I still didn't do much anything, being too busy ventilating my sinuses and being generally tired. This week has been slightly better. I've done some painting (why oh why did I pick a translucent motive for my first painting?), read some more of my (third language) book and pretty much set up the Mediawiki (I at least get some practical practice out of it, even if I'm afraid that the Wiki itself will not catch on), and started on my next computer science book.

Sunday, November 16, 2008

A Small Report, Episode II

Well, I'm sad to say that this week was pretty much a complete loss.

On Monday, a storm hit, complete with strong winds and heavy rain. (I read on the news that the storm had in some places torn off roofs from houses.) On the short trip home from work, I got soaked. In spite of planning to go to the gym, once I got home I did not feel much like that anymore. I figured leaving and getting soaked again, followed by working out for an hour or so, and then putting the wet and cold clothes back on would be a recipe for pneumonia. I could always go tomorrow, right? So I just stayed at home and wondered if the windows would break or not. Come Tuesday I had caught a cold, and still have it. That pretty much killed any hopes of going to the gym for the rest of the week, and many other things as well.

So I haven't done much anything this week. I've read some in the book I mentioned. In spite of a runny nose, I went and saw the newest Bond movie. (Meh.) And I've written this post. Always something.

Sunday, November 9, 2008

A Small Report

Well, one week has passed by and I don't have anything else to write about. (Not true--I do have something else, but it is too much to get into right now, it will require at least one post completely dedicated to it, and it's getting late here anyway.) So let's see.

I went to the gym once, which was less than I aimed for but still better than nothing. I installed and played through Portal. I watched, um, six movies. I've read a few chapters of a book written in my third language; I'm counting it double for both reading and language training. I finished one CS (computer science) book, but have so far failed to start with the next one. And I've made some backgrounds and generally prepared for further painting. And now, I'm writing this short post.

I dunno. It felt like a pretty fun week, overall. And pretty busy as well, because I have done other things not on my list as well. My biggest disappointment is not having made it to the gym more than once, so I'll make it my goal to go twice this week. I'll also try to finish at least one painting, read a fair bit of the book I am currently reading, and cross off at least one more movie from my list. Maybe also write the post I mentioned in passing above, and maybe get started on another CS book. We'll see.

Friday, October 31, 2008

Want vs. Do, Hope vs. Know: Reflections

It's been an intense month and a half, with about two posts per week on average, which is far better than before, but I have decided to make an effort to break the pattern. See, when it comes to smaller things at least, I hope I'm more of a do-person than a wait-for-someone-else-to-do-it-person or wait-for-the-issue-to-go-away-person. And I also think that I am.There are other things (apart from blogging) that I also want to do but have not been doing, and so I now hope to put my money where my mouth is. Don't get me wrong, I enjoy blogging, especially now that I've worked up a decent pace, and I intend to continue with it. But I don't want to do it at the exclusion of almost everything else. Some of the other things I want to do are:

The Gym: It's time for me to face facts: My fat ass ain't melting away on its own. I've tried. If there is one thing on my list that I've been hoping would take care of itself, maybe by increasing the amount of greens that I eat and decreasing the rest (which I have been doing), this is definitely it. So it's time to put that gym membership to use and start working on actually getting it done. I hope to make it to the gym at least twice, ideally three times a week (because more than three seems unrealistic). Maybe I'll also get healthier in the process--I don't have any issues yet, but I ain't getting younger, and whatever I can do to remain healthy seems like a good idea to me.

Books, Computer Games, Movies: Not particularly high on my list of priorities, but I still have several instances from each category on my to-do list. In particular, the computer games have been neglected for quite some time.

Computer Science Literature: Definitely something that I should read more of. I have a list....

New Languages: I got several languages in which I wished I knew at least the basics. French, German, Spanish, Portuguese, Italian, Japanese... well, that list could just go on and on. In particular, I once bought a computerized course in Spanish, and I should at least try to go through that one.

Drawing and Painting: I once used to draw quite a lot. Well, maybe not a lot. But I enjoyed it. So maybe I should try to take that up again. I would also be interested in trying painting, something that I haven't really ever done. I got several subjects in mind.

Creative Writing: Another thing that I enjoyed when I was younger. Blogging is fine, but it isn't really creative. I have an idea that I might realize. In fact, I've already taken some preliminary steps in preparation for it.

Programming for Fun: I do this at work, but wouldn't mind doing some more as a hobby as well. In particular, I've started a Java port of a Magic inventory program. I also have plans for an improved version, but... well, we don't play much Magic anymore. A Java port would be nice, because the existing program is Windows-only, and I run Linux myself and also know that there has been some Mac users that have expressed an interest. As for the improved version, well, maybe some day, but that is really rather low on the list of appealing project ideas.

(Another project idea that is both interesting but also an immediate dead end is an improved Apprentice (Magic simulator). I'd like to write something more like MTGO, but that won't happen, for several reasons. First, it's way too large for a single person, even if I picked one core set and went from there (with hooks for future cards). Second, I might be able to write it but would not be able to maintain it, not at the pace Wizards releases expansions anyway. Third, as I understand it Wizards holds several software patents related to computerized versions of CCGs, so they'd shoot me down. Fourth, even if issues 1-3 could be circumvented somehow, it would be a pretty shitty thing to do to Wizards. So all in all, no dice.)

MediaWiki: I've had some thoughts about starting a wiki for my friends, for a particular cause. This entry would include setup and starting on the content. But the cause seems pretty much a non-cause at the moment, so this one is on ice for the time being.

And in addition, I'd like to keep up all I've already been doing, including friends and gaming whenever opportunity arrives. Blogging. Working to pay the bills. Unfortunately, I still need to eat and sleep, so that is going to slow me down as well.

All in all, this is a pretty tall order, but none of these are going to do themselves. The bad thing is that they are all ongoing processes; I'll never be able to write off anyone as completed. But hopefully I can cross off at least a few of them as having worked on this one at a satisfactory level in a year or so. We shall see.

Thursday, October 30, 2008

Want vs. Do, Hope vs. Know

Want vs. Do

I've been thinking a lot lately, it seems, about the difference between wanting something and actually doing something. I've come to the conclusion that a lot of us want a lot really, but in many cases aren't really willing to do anything.

I visited my parents this last week. My mother owns the apartment she lives in, and almost all of her neighbors also own theirs. As such, there is a board that essentially makes all the decisions and handles the day-to-day affairs of the apartment building, and my mother is the Chairman of that board. It pains me to visit her, because just about every time I do, there is always one issue or another that practically eats her up. My siblings and I have told her we're tired of seeing her like that (and quite frankly, also of always hearing her complain about it) and we keep telling her to give up the position for someone else, that it's not worth it, let someone else do it for a change, because she has had the position for a great many years already. But she says she can't, that she must remain Chairman because no-one else will do it. And she is probably right. My mother is closer to 70 than to 60, yet everyone is perfectly content to let her do all the work and handle everything that needs to be taken care of. Everyone wants those things taken care of, but no-one wants to do them.

Here's a really small yet recent observation: The coffee at the place I work. Every day I brew far more pots than I consume myself. That is not something I lose sleep over exactly, yet I know that there are several of us that will regularly pour out the bottom sludge and put on two fresh pots whenever we pass by the coffee maker. And since the pots are regularly almost empty, that pretty much means that there are those of us that rarely, if ever, will put on a new pot. I've seen the same half-inch of sludge remain at the bottom of a pot for several hours once. Sometimes there is a set of coffee mugs present, their owners evidently waiting for someone to brew a pot so they can get their caffeine fix. Don't get me wrong, I like everyone I work with, but really, how <adjective/expletive> is that that someone will rather go without coffee instead of putting on a new pot themselves? A goddamn pot of coffee?

Hope vs. Know

Another thing that I've been thinking about is the difference between hoping and knowing. I think the same thing is true there: we hope for a lot, although (at some level) we often know that whatever we hope for will not come to be. I guess there's a more fundamental difference right there, too: Once we know we'll actually get something, we can no longer hope for it.

But that is all pretty elementary. What I've been thinking about is how Want vs. Do and Hope vs. Know connect. When we want something but don't want to do it ourselves, what is the actual reason? Is it just laziness? Is lazy a good word to fill out the <adjective/expletive> blank above? How about selfish? No? Do we have some weird need to see other people do things for us, some odd domination game? Are some of us unable to do even simple things for ourselves? Do we just want to be taken care of? Or have decisions made for us? Something else? Is it some combination of some or all of the above?

I can't say, of course. Probably everyone will claim their own motivations. But I think that one thing that a lot of those motivations will have in common is, indeed, hope. We know that something should be done, or even must be done... but we hope that someone else will take care of it, or it will take care of itself, or that it eventually won't matter. For instance, we know that our planet's resources are being consumed at a rate that will screw us all, perhaps even our particular generation, and of course we want something to be done about it... but we hope that someone else will take care of it, someone that actually has the ability to do so, so that we, ourselves, don't have to make an effort. Heck, it doesn't even have to be something that someone else has to do (or can do). How often do we put off doing something that we don't want to do, in the hope that the problem will somehow go away by itself?

I think that in general, people see what the want to see, and put a blind eye to the rest. That way, we can hope in spite of actually knowing better, and in hoping we can want without actually having to do.

Tuesday, October 28, 2008

What's The Frequency, Kenneth?

So there was this recent article by Kenneth Nagle on MagictheGathering.com. Seems like Nagle has been given the task of championing bad cards, possibly because no-one wanted to read one more such article by Mark Rosewater. This is somewhat amusing because back when Nagle wasn't yet a Wizards employee, he wrote an article named Winning With The Worst Card Of All Time. But anyway. I'll admit that I've been itching to write something about bad cards in general and bad rares in particular, and this is as good a time as any. I don't buy into Rosewater's articles (and now also Nagle's article) because I simply do not believe that Magic must have bad cards (as in bad-bad) in order to flourish as a game. Furthermore, the articles come across like a sales pitch. The point is not to be informative, the point is to convince the players/buyers that Wizards is doing the right thing.

Having said that, both Rosewater and Nagle do have some points that I find myself agreeing with. That leaves a lot of points that I don't agree with. In the interest of keeping this post reasonably short, I won't respond to all of them, but only to those with which I disagree the most. I'll also make some points of my own, so that this post isn't all one-sided. They probably won't be points that everyone will agree with, but they certainly are true for me. But first...

What Is a Bad Card?

I imagine Wizards hear a lot about how many bad cards they make, so it is understandable that they are defensive about it. I personally don't mind weak cards. Rosewater mentions the Iron Star cycle, and Nagle defends Cylian Elf. The latter might be a little unassuming, but I would definitely not mind adding it as filler in a Limited deck. The former... well, I would probably not put them as filler in any Constructed deck (possibly as a build-around), but I know for a fact that I have won matches with preconstructed decks due to such cards, so they can't be entirely bad.

So no. When I talk about bad cards, I don't mean cards like those. I speak of real stinkers. Cards that make you think why, oh why could I not have got a Gray Ogre instead? Cards like One with Nothing.

So with that out of the way, let's move on.

The Someone Likes It Defense

Nagle says that 'No one would ever play with this card.' is simply a way of hiding the more selfish statement that 'I would never play with this card.' That's pretty unfair. We all know that no one is hyperbole, but it does not have to be an unqualified statement. If I ran a poll for all Magic players, and got a hypothetical result that 95% would never play seriously with One with Nothing, would Nagle's reaction just be to decry that 95% for being so selfish? That's a pretty simplistic world view there; anybody that doesn't agree with you is just selfish.

Both Rosewater and Nagle mention the Über-Johnnies, the guys that like playing with the stinkers. Fair enough, they probably exist. However. I'm going to make some assumptions here. Assumption one is that even Über-Johnnies will find pleasure in cards other than stinkers. In other words, it is quite possible to design cards that appeal to that demographic without resorting to stinkers. If I'm right, you don't have to make stinkers for the Über-Johnnies' sake. Assumption two is that sometimes a stinker is just a stinker, and at some point the Über-Johnny will move on without having been able to break the card. If I'm right, there are stinkers that don't even appeal to Über-Johnnies.

The same goes for Nagle's comment that all cards see play in the casual MtG:O room. I'm sure there is someone that takes every card he gets out for a whirl before concluding that wow, it really did suck as much as I thought it did. Nagle doesn't mention numbers, so we don't know how much stinkers are played, only that they are. My guess is that it doesn't happen particularly frequently, or Nagle would have mentioned it.

The Power Balance Defense

Rosewater goes on about how Wizards can't just make more and more powerful cards. Nagle says Wizards can't just drop the weakest cards all the time. Welcome to the wonderful world of asymptotes. More seriously though, no-one says (or at least I don't say) that you should increase the power level. What we're saying is, could you please stay away from the cards that, given the absolute 0.0-5.0 pointing system that you guys use, would end up at 0.0? Keep the lower end around stuff that most people at least sometimes could consider using as filler.

And Rosewater... speaking of the pointing system, you realize that it can't be used without reservations to buy a set, right? A 200-card set where half of the cards are 5.0 and the other half is 0.0 would not equal a 200-card set at 2.5; it would effectively equal one 100-card set at 5.0 and another 100-card set at 0.0. So all stuff at evening it out doesn't really fly. Sets are defined by their stronger cards (or at least the cards that go into decks). You only hear about the lower end when there are so many low-point cards that players start objecting.

Rosewater also asks how does R&D keep the more powerful constructed cards from being ruining (sic) limited? The answer to the problem is to make troublesome cards rare to minimize their effect on limited. But that is exactly the wrong way to go about it. If you mix bombs and stinkers (or fine, bombs and so-sos), the disadvantage of not getting a bomb grows as the number of opportunities decreases. It's as with coin flips: If you only flip one coin, you'll get heads 50% of the time and tails 50% of the time. But if you flip two coins, you'll get two heads 25% of the time, one head and one tails 50% of the time and two tails 25% of the time. And so on. As the number of coins increases, the probability of getting approximately the same number of heads as tails grows. And if heads is a bomb and tails is a so-so, then evidently you'd get a more even Limited environment by using more coins, because then the probability that everybody is on a similar footing would be higher. The current solution is to dilute any heads you get by shuffling them into a stack of tails. That works, too--at least until someone has to play with a stack of all-tails against someone else that has three or more heads in their stack--but don't make it sound like that is the only solution, or even the best one from a strict mathematical point of view, unless you're actually ready to put down some proof behind your reasoning.

The Hidden Gems, Discoveries and Skill Defense

These are mostly fair points. In some cases, yes, narrow cards can be hidden gems, it might take skill to notice them, it can be a sense of discovery to the process. But sometimes, a stinker is just a stinker. And players will notice. Other than Über-Johnnies, I don't really think that anyone cares for cards like One with Nothing. I don't care that the rare Gray Ogre-variant that you made that costs 9R but is otherwise functionally identical works so wondrously well with Riddle of Lightning. It does not take skill to understand that it is sensible to replace that with a Greater Gargadon, it only takes common sense.

Counterpoint: Price

It may be true that some shops have boxes with discount rares that go for US $1 each, but that is not the case everywhere. At the Magic shop nearest me that sells singles (a mere 100 miles away), One with Nothing goes for 5€. Why? Because it is a rare card. If I want to go Über-Johnny and buy a playset to try out with my friends, it'll cost me 20€. Because although the nearest shop of mention is 100 miles away, it is also by far the easiest and most convenient way for me to get singles. And if the choice is between a single Overgrown Tomb and four One with Nothings, well, it's not a hard choice really.

Counterpoint: Starvation...

One thing that annoys me particularly much is when the stinkers are rare. I would prefer them to be at other rarities. Rosewater points out that when it comes to people like me, There's some irony to the fact that so many players essentially said, 'I hate this card; you should have printed more of it.' He does have a point, but he also misses half of the issue.

Fact is that bombs tend to come as rares. Rosewater says this is intentional, because bombs are disruptive to Limited. It is an imperfect solution, but none the less, that's the way things are. Let it also be said that Wizards also makes a fair number of great commons. But bombs still tend to come as rares. Given that, every stinker rare I get is a bomb I didn't get. The stinkers starve out the bombs, and that is true both in Limited and Constructed. It would be less irritating to get a common stinker because the probability is quite high that I only lose out on a so-so card. If all rares were stinkers, or if power truly was equally distributed between the rarities (as in, the average common is as powerful as the average uncommon is as powerful as the average rare) and only then would a slew of stinkers be added.... in that case, yes, I would much prefer to have the stinkers at rare so that I would see them as little as possible. But such is not the case. Wizards is working on equalizing the power level between the rarities, and I applaud that, but we aren't there yet and frankly I doubt we'll ever be. I mean, take a look at just about any recent set's rares: even now, could you ever conceive of (for instance) Battlegrace Angel at common?

Counterpoint: ... and Saturation

Furthermore, there's also the issue of saturation. Even if I lost out on a great common and got a stinker common instead, I will likely get that common from another booster, even if I buy relatively few boosters. I get eleven commons from a booster after all, but I only get one rare.

Let's consider a 80/80/80 set, and an equal split between colors (just single-color cards, no colorless cards). If I buy a booster display (36 boosters), I get 36x11=396=99x4 commons. I might not have four of each common, but it is quite probable that I am quite close, and I might also be able to trade the 80 or so surplus commons away for the commons that I'm missing. However, I just have 36x3=108 uncommons, which is a long way from 80x4=320, to say nothing of my 36 rares. Now, if 25% of the commons were stinkers, it would not matter to me... because since I have a full set of all commons, I will also have full sets of the non-stinker commons. I'm saturated and have 75%x80x4=60x4=5x12x4 common non-stinkers, or 12x4=48 of each color--more than I can fit into any single 60-card deck, even if I used just the commons and made it mono-color. But if instead 25% of the rares are stinkers, that leaves me with 75%x36=27 rare non-stinkers, or 5.4 (on average) of each color. In this case, the stinkers directly cut into the amount of rares that I can put into my decks, because if there had been no stinkers I would have had 7.2 rares (on average) per color. And if the non-stinker rares are bombs, I obviously would like to have as many as possible in my decks.

If I just bought a few boosters from every set, and the power truly was equally distributed among the rarities, then sure, it would make sense (in some way) to put the stinkers at rare. But you don't have to buy that many boosters to saturate your commons--for a set with 80 commons it takes 30 boosters, or ten drafts, or five Sealed deck tournaments, and you're there. After that, all you can do is collect more uncommons and rares, and at that point you don't want any stinker rares.

Monday, October 27, 2008

Dungeons & Dragons 4.0, Part 2 (Conclusions)

I guess I'm kind of getting fed up with this series, since I actually wrote a raw draft for another post before starting on this one. It's probably time to wrap this one up and return to Part 3 when I actually have some play experience to draw upon. I'll start by reviewing what I would have wanted from 4.0 and how I feel it actually performs, and then give some final thoughts and impressions.

Goals

Fun:

Can't say until I've actually played the game. However, I think this one will depend very much on the group you play with, as that has certainly been true (for me) with every D&D edition so far. Some groups tend to lead to more careful and strategic play, which is interesting but perhaps not always fun per se.

Roleplaying:

D&D has always been heavier on the hack-n-slash and lighter on the roleplaying, at least when only considering what the rules bring to the table. 4.0 might have have added skill challenges, but contains very little else on this front. On the other hand, the fluff skills of earlier editions are pretty much gone. As pointed out, I also think that multi-classing and various other customization is a thing of the past, and that limits the non-mechanical aspects of your character concept as much as the mechanical ones. Since there are no NPC classes anymore, there are no skilled specialists anymore, at least not on paper. Nor does 4.0 concerns itself with such insignificant details. All in all, I think that as a roleplaying environment, 4.0 is on par with Descent Journeys in the Dark. However, Descent is a board game and makes no claim to be a roleplaying game, so this is in no way meant as an endorsement.

As with previous editions, it's up to the players to decide the extent to which they want to roleplay, and how much they just want to kick monster ass. Strictly speaking, it does not take houseruling to bring in roleplaying. The DM just needs to fill out the blanks, but there are a great many blanks to fill out.

Immersion:

Imagine that you are watching a suspense movie, and just as the killer is about to attack the hero in the back, you lean forward on your seat and hold your breath, and for a moment you forget that it is just a movie. You'll get that with 4.0, I think, when you (or your opponents) throw that die on which the entire session outcome depends. But I don't think that you will experience the type of immersion where you wonder what will happen to newly orphaned Billy, now that the unknown murderer has slaughtered his parents.

Realism:

The static environment is represented fairly well, but hardly any better than in previous editions. Once you start looking at things beyond that, though...

4.0 has sacrificed far more realism than conceivably could have been needed to streamline the game. 4.0 is no longer setting for adventures and roleplaying, it is a board where miniatures can inflict imaginary violence on each other. The system is designed to be cool and exciting and what seems reasonable or sensible has been butchered without a second thought. 4.0 seems at times more like Dragon Ball Z than a new edition of Dungeons & Dragons.

Consider, if you will, the Ranger's Level 1 Daily Exploit: Hunter's Bear Trap. This is a daily exploit. You took a shot with your bow, and whew, now you're exhausted? Or maybe it is a trick shot and for all your attempts throughout the day, you only manage to pull it off once... yet you can still choose exactly when it happens. If you wonder how this makes sense, the answer is of course that it doesn't. You just have to accept that this is how 4.0 works. Vancian Magic has taken a lot of heat throughout the years for not making sense, but how is this any better?

Other questions that remain unanswered are: Where did all the copper coins go? Where did all the platinum coins come from? Where did all the low-level monsters go? Where did all the high-level monsters come from? Why are all magic weapons we find usable by at least one of us? Why are all magic items we find suitable for our level? The rules make no attempt to answer them. These are things that don't matter in 4.0. Sorry guys, but to some of us oldies it does matter.

Reasonable Pace: Can't say anything about this one yet.

Simple and Effective Rules:

4.0 has seen a lot of improvements, and while I can't say for sure yet, I think the rules now are simpler and more effective.

Final Thoughts and Impressions

Something Yet Not Mentioned:

I believe that 4.0 pretty much killed advancement. Why? Because everything scales, and does it all too well.

As written in Creating Monsters in the DMG, all monster stats are pretty much a direct function of level. For instance, AC increases by exactly +30 over 30 levels, with a base score depending on monster role. On the other hand, the characters' abilities improve correspondingly. For instance, over 30 levels, attack bonuses improve by +15 from level, +6 from magic weapons and (presumably) +4 from ability increases. That adds up to +25, and the missing +5 can no doubt be found when adding powers and other magic items to the mix. This means that you will have pretty much the same chance of hitting a <monster role> that is N levels higher/lower than you regardless of your actual level: If you hit a 2nd level brute with a 13 or better when you're at level 1, you will also hit a 16th level brute with a 13 or better when at level 15, and a 31st level brute with a 13 or better when at level 30. In other words, 4.0 could have simplified normal combat to just say:

Chance to hit: <monster role modifier> + <your level> - <monster level> or better on D20.

The same is true for other defenses, and I would be surprised if you couldn't simplify damage and hit points in some similar way.

Why didn't 4.0 use this formula, then? Quite possibly because it then would become much more obvious how little levels actually mean in 4.0. All those pages of powers don't do much else than a) increase the number of powers you can use and b) increase the damage somewhat, and taken together the increased damage output per encounter matches the hit point increases of the stronger monsters. The basics of all encounters remain the same; the combats last about as long, you use about as many powers, you end up with (proportionally) as much damage. In other words, you're just grinding. The books even state that the goal is to have your characters reach level 30, at which point you start all over again.

This is not entirely the fault of 4.0, because 3.x has a lot of CR-appropriateness built in as well. But this was not always the case. In the black box from D&D 1st Edition, attack bonuses and monster hit dice and armor class came wildly mixed. Approximating 4.0 terminology, a max-level fighter had a core +23 to attack (not counting ability modifiers or magic items), yet it was still not unusual for monsters to have an AC of 20 or worse. The immortal Dragon Rulers topped the charts with ACs ranging from 28 to 32, and 24-40 hit dice (meaning 108-180 hit points on average, 192-320 if maxed out). High-level characters meant something back then, with a max-level fighter able to hit the most powerful dragon ruler with a roll of nine or better, before you added in STR and magic for another +8. Compare that to Orcus in 4.0, with his 1,525 hit points and AC 48. (Speaking of Orcus, he had AC 27 and 39 hit dice back then.)

It's not just combat in 4.0, though. Before errata, the given Easy, Moderate and Difficult success chances in the DMG were pretty close to constantly 50%, 30% and 10% respectively, once you factored in the level bonuses.

All in all, 4.0 seems like a game that aims at keeping everything consistently comparatively equally difficult for all levels. It does not matter that you gain levels, because the opposition always becomes proportionally more powerful. And that's a pity, because you remove all incentive to gain levels. All that is left is a desire to level your character to 30. It also represents the kind of perfectly balanced game that I might have set out to make myself, back when I was a teenager and did not realize that variety is the salt of life.

The One-Paragraph Summary Verdict:

I will probably be playing Dungeons & Dragons 4.0 a fair amount, if that is what our group will be playing, and I don't see any explicit problems with that. But if you ask me what I would have liked for 4.0, I will definitely say something that could have been called D&D 3.75, and that's not just because the entire purchase circle now starts over again. No, it's because 4.0 feels like the designers stripped down 3.x to a skeleton, kept some of the terminology, built a boardgame/skirmish game around it and called it D&D. 4.0 feels like something else that had a widely recognized brand name slapped on it because it would sell well, and I can't help but wonder if that won't come back to bite Wizards in the ass.

Monday, October 20, 2008

Why Complain About 4.0?

While composing my previous blog post, I started thinking, why bother? Fact is, it is highly probable that no-one that matters will read it.. and even if someone did, what could it possibly result in? For better or worse, Wizards of the Coast has set the course for D&D, and no matter how much I or someone else points out areas of improvements and gives suggestions, it's not like that course will change. Dungeons & Dragons is a brand with significant weight behind it, and even if 4.0 turns out to have been a singularly bad move (and I'm not saying it will), nothing will stop that juggernaut. The PR machinery will not allow any suggestions of 4.0 having been a bad move, and that includes changing direction mid-flight.

I think there are many different kinds of people. One of the things that differentiate us is how we take to changes. Some people will have a natural predisposition to like changes, while others will dislike changes, and some are somewhere in the middle. At one of the extreme ends of the spectrum, there are people that will like anything, although typically under specific circumstances, such as anything from a particular author, band or company. Some choose to call such people fan-boys. On the other end, there are people that will hate everything. They are usually called trolls. Neither label may always be entirely appropriate, but there it is, anyway.

Another thing that differentiates us is how we react to those changes. Someone might want to let the whole world know how good/bad they think something is, others may just let it pass by without fanfare. I think just about all of us can point to at least one thing that they think really, really sucks but still just accept it, because it isn't going to do any good no matter how much you complain. Similarly, most of us will also have something that they feel very happy about and would not mind sharing with anyone that is ready to listen.

Me, I'm a grumbler. I'm something of a perfectionist, and I can almost always find something that I think could have been done better. I'd like to think, however, that this is more a consequence of wanting to improve things than bring them down. Rather than just blah blah blah this sucks blah blah, I try to isolate things, argue why I think they don't work as well as they could, and suggest improvements. (Or at least, I hope that I do.) I have a rather optimistic (one could probably even say naive) side, and prefer to believe that people actually want to improve things. And the way to continuously improve, I think, is by remaining vigilant and bringing up flaws. I think that excessive coddling is a bad thing, and that attempting to help someone improve will turn out to be more beneficial in the long run, as long as it is made in a constructive manner.

On the other hand, I realize that I'm a dreamer. It seems far more probable that Joe Average is more interested in just getting through the day than actually attempting to improve anything, at least not for anyone else than himself. What's in it for him, after all? People's sense of entitlement seems to grow all the time, with less and less respect for whoever helps them out. You used to be a nice and respected guy if you helped your friends; now, you're just a moron. You just have to read a few news articles to realize that we're no better now than we were 500 years ago, except now we have computers, so we can abuse each other from the comfort of our living rooms. People die in droves every day, and not from old age, either. In the face of that, it feels pretty stupid to write whiny blog posts about D&D 4.0.

But who knows? We're good at not seeing what we don't want to see, and write and talk about the things that happen near us and to us that we can deal with, regardless of whether they are important or not. We avoid the big questions because they are big, and limit ourselves to scopes that we feel comfortable with. But even with the small things, maybe once in a while, the right person listens and it will matter, if only a little bit.

Sunday, October 19, 2008

Clean

Now I'm clean
The cleanest I've been

Shamelessly borrowing from Depeche Mode here, but it feels rather true. I just reviewed my older posts, and deleted all but two of them. Both of them are up again, although I modified one of them slightly. They were the only two I felt like saving (and even they were kind of questionable), so there you go.

I also found a list of subjects that I've planned on blogging about. I've probably reuse that, as soon as I've finished the D&D 4.0 Part 2 series (plus one related post) and three others that seem temporally relevant right now.

Dungeons & Dragons 4.0, Part 2 (DMG)

I've been having some computer problems lately. I'm really feeling the limitations of my old laptop (512MB memory) whenever I try to do anything serious with it, so I might have to look into getting a new portable computer relatively soon. On my desktop, VirtualBox suddenly started crashing all the time and I was having problems when connecting through SSH. Fixing those issues has taken some time (turned out fixing one caused the other), but was quite necessary as I have certain plans that rely on both working (may they come to fruition some day!). None the less, here is the second part of D&D 4.0 part 2, covering the DMG. But before that...

Player's Handbook Addendum

... a thing that I forgot to mention in the previous D&D 4.0 post. Or rather, I mentioned it but did not give it the credit I feel it deserves. I'm talking about conditions and durations.

One of the things that annoyed me a fair deal in 3.x was the spells that had durations of one round per level. If you buffed yourself with several such spells, you usually had some five rounds or so before the duration of the first spells ended. Once that begun, you had to recalculate the total effects for all affected targets, usually once per round. Paperwork is hell for a DM, but it felt particularly true with these spells. You could deal with instant effects as they happened, and long-time effects could be considered permanent (for the duration of the battle, anyway) but effects with duration counted in rounds made life as a DM interesting, and the fact that many additionally overlapped (so effect X at +N ends, but Y with the weaker +M is still in effect, so adjust A by -N+M even as you adjust B by -N, and in two rounds you further adjust A by -M...) just made things worse.

4.0 seems to solve this through a few methods. I got the impression that there are less named bonuses and penalties, so you can often just apply effects for the length of their durations without having to worry too much about overlap. Speaking of durations... first, there seems to be a lot of effects that are effective only for one round, meaning that you can write it down and then just cross it off when it ends. Second, some effects last for as long as the initiator sustains them. Third, some effects are ongoing until the target saves against them (rolls 10+ on D20). All of this feels like some really great ideas when it comes to decreasing paperwork for the DM. The first two delegate the task of duration to the initiator, which is usually a player. As for the third, you can also just write down the ongoing effect and then cross it off when the target saves successfully. In short, the countdown durations seem all but gone. (And did you just forget to cross off a round?) All in all, these are all great improvements that will simplify running the game by a lot, and in my opinion you don't lose much, either.

And now for the DMG!

Dungeon Master's Guide

How to Be a DM: Not much to comment here. Feels a bit like the beginning of 3.5's DMG2. A useful chapter.

Running the Game:

This chapter also reads like something from 3.5's DMG2. That is a good thing, because DMG2 contained a lot more useful stuff for new DMs than the ordinary DMG (3.0 or 3.5) did.

Under Narration, there is a subheading called Realism. It brings out some good points... unfortunately, those two paragraphs seem to be essentially the only nod to realism the entire set (PHB, DMG, MM) contains. In general, it seems to me that 4.0 concentrates on being a skirmish game far too much, to the detriment of the roleplaying aspect. PHB had a fair deal of things (which I hope to get back to in the last post of part 2) that feel weird in a RPG but make perfect sense in a skirmish game. I'll point out particular issues in the DMG as I go on; there are a lot of them, and they by far constitute my biggest disappointment with 4.0.

Combat Encounters:

At the beginning of Combat Fundamentals/Running Combat, the DMG teaches us not to hit people when they're down. Good advice. Or? Well, no-one likes to see their helpless character get slaughtered. But realistically, any even reasonably smart opponent would make sure that once a character goes down, it stays down. I'm undecided on this one. If you want to run a realistic game. monsters should kill fallen opponents before someone heals them. If you want to keep your players happy, monsters should ignore fallen characters. The latter option seems to open a can of worms once the players start faking their characters' deaths and attack monsters in the rear... but maybe monsters can automatically tell the PCs' HPs in a skirmish game, so this is not going to be a problem? :-|

Under Additional Rules/Actions the Rules Don't Cover, there's a lot not to like. The problem is not that the table (which has been changed a lot in recent errata, but anyway) tells the DM how difficult a particular DC is for characters of a certain level--if it did that, everything would be fine, but it is clear that this is not the intent. No, it works the other way around: the DM is supposed to decide how difficult it should be, and set the DC accordingly... which is pretty FUBAR, from a realism perspective. Let's consider the example. Shiera the 8th-level rogue swings on a chandelier, who-hoo! We pick an easy DC of 20. Fair enough. Now, imagine that on the floor below, Shiera's little sister, who is a 1st-level rogue, does the exact same thing. For her, the DC is 15. And on the floor above, Shiera's big sister, who is a 30th-level rogue, does the exact same thing. For her, the DC is 30. Clearly, chandeliers come in heroic, paragon and epic versions; why else would the DC to do the same action differ? Except that if all three sisters attempt the same trick with the same chandelier, the DC will still differ for them. So it's a shapechanging chandelier. Or something. Absurd.

Similar issues come up in Precipitous Terrain under Additional Rules/Forced Movement and Terrain. Don't put 1st-level characters in a fight at the edge of an 80-foot cliff. Because a 80-foot fall is lethal to a 1st-level character. Good advice again, right? No! What if the players choose such a location as arena for a battle? Impossible? Are there no 80-foot cliffs while the PCs are low-level characters? They just pop some time later, around level 4 or so? Or do cliffs magically grow and shrink according to the PCs' level?

Building Encounters:

Encounter Components introduces the XP budget, which is a new way to balance your encounters so that they don't overwhelm the PCs. Assuming it also works in practice, this sounds pretty awesome. Even if it doesn't, it still deserves a big thumbs-up for being a new angle to solve a problem, rather than just an attempt at a fix of the old solution.

Non-combat Encounters:

Skill Challenges is the a new thing introduced in this chapter, and it seems like a pretty good thing. On the one hand, it just formalizes how a set of skill checks, taken together, will determine some eventual outcome. On the other hand, it formalizes how a set of skill checks, taken together, will determine some eventual outcome. I think it is really good to have a framework in place for this, but on the other hand it is not something really amazing, outstanding or new.

It is worth noticing that several things have been changed in 4.0.3 errata. One thing in particular that has changed is that the complexity rating now actually works. In 4.0, there was a sweet spot (70% success chance on skill check) after which it actually became more beneficial when the complexity increased, because the number of allowed failures increased as well. This has been changed, though, and the sweet spot no longer exists and more complex challenges are actually also more difficult. (Can't believe they didn't catch this one in play testing.)

However, there are also things that are difficult to like. First, the DMG implies that you should design challenges for the PCs. You know what skills your player characters are good at, so make sure to include some chances for every character to shine. Again, while it is amiable to do this as it gives all players something to do, it is not particularly realistic. If the DM wants to put a climbable cliff in the PCs' way and none of the PCs have Athletics, the DM must either drop the idea (cliffs evidently don't exist in this particular campaign) or come up with some way the PCs can, say, Bluff their way up the cliff, and neither is a particularly appealing alternative. Second, if the DM can't come up with any way a particular skill can be used in a challenge, it defaults to a hard DC, which will be a cause for frustration for players with unimaginative DMs (I really don't see how you can use Athletics to keep the door open, so if you insist it will be a hard DC to do so. Why don't you use Acrobatics to roll through the gap before it closes instead?). This seems to be somewhat improved in 4.0.3, though. Third, it is also presented inconsistently, with some paragraphs saying do this and others say do that and this and that don't really work together.

Adventures: Nothing of particular note in this chapter. Good stuff, if nothing outstanding. The map key gave a nice nostalgic flashback to D&D 1st Edition.

Rewards:

Nothing particularly exciting in this chapter either. Good basic stuff, most of it. There were three things that stood out, however.

Milestones. I don't know for sure yet, but I can't help but wonder what's the point? It seems to me that under most circumstances it will be more beneficial to rest rather than pressing on to reach a milestone.

Under Treasure, there is yet another realism-breaker. Evidently, lower-value coins start disappearing from dungeons once the character reach certain levels, and higher-value coins start appearing. I don't know, what can you say to something like that? I mean, I understand the metagame reasoning, but... duuuuu-uhh!??? The mind boggles...

Parcels. This one, on the other hand, is pure genius. All editions up until 4.0 have done some sort of random treasure generation. Sometimes you got something appropriate for the characters' levels, sometimes you did not. This does away with all that, and good riddance! There are some small fixes that can be done (like spreading out single parcels over several locations, so that not all the coinage in the dungeon is kept on the same monster) and some things that again are realism-breakers (if none of the PCs use a bow, evidently there cannot be a bow in a parcel), but other than that, excellent idea.

Campaigns: No comments here.

The World:

Not much in particular here, either. The new cosmology is a rather interesting break from the old one, and while I was pretty fond of the old one, I can't really find fault with the new one--it is much simplified but that does not have to be a bad thing. The artifacts seem a bit bland, but then they are only examples and not a comprehensive list.

The DM's Toolbox:

Nothing much worth commenting here, either. Useful stuff, for sure. Although... I can't help but think that Creating Monsters is, ultimately, very bland. In particular, I think it is rather lackluster how (almost) everything scales so completely according to (monster) level, which in turn is strongly related to the PCs' level... but I'll get back to this in the Conclusions post.

Fallcrest: I just skimmed this chapter, so I don't have much to comment here. I think that the chapter is intended to do double-duty as both a starting point and a set of various examples.

Thursday, October 9, 2008

Par For the Course

I should probably be writing the second part of the D&D 4.0 series right now. Instead, I write this.

I'd also like to point out that although this may read as a rant (and I guess it is, in a way), I'm not at all irritated or aggravated (or at least, no more than usual).

Par For the Course

So this morning I decided to do two things after work: go and fetch my new ID card from the local police station, and at the same time go and shop, since a local supermarket chain is throwing a sales. Both the police station and the supermarket are located near the center of my town (city?), and I live at the periphery of town (but everything is relative), so it seems convenient to combine these two tasks. The weather is fine for autumn.

I prepare to leave work at 4PM, which is a bit earlier than normal. Of course, by now it is raining. Not to be discouraged, I quickly ride home by bike, which probably takes five minutes or so; I live in an apartment complex very near work. As I bring my bike inside one of the sheds that are integrated into the building, this one being nearest my door, I am briefly annoyed by the multitude of bikes that are left just outside the shed door, and consequently, outside the door leading to the staircase leading to my apartment. They form a mini-maze that is navigable by foot but offers difficulty when handling a bike; sometimes more, sometimes less. Today is rather bad, but it could of course be worse. Not for the first time, I think about what would happen if there was a fire, or if someone had an accident and the ambulance needed to get near the door or just get a stretcher through the door. And I think about how it seems that of all five doors that lead inside to the various apartments, only people living near me seem to need to hamper door access with their bikes. Oh well.

Once inside my apartment, I just grab an umbrella and essentially turn around at the doorstep. I head for the nearest bus stop, which is almost right outside my door, except on the other side of the street. While I wait for the traffic light to turn green so I can cross the street, the bus rolls by the bus stop, and comes to a stop at the same traffic lights, which now have turned green for me and red for the bus. I make a questioning sign with my hand (Can I get on mid-flight, since you're standing still anyway?) but the driver shakes his head, something that I fully understand. I then head towards the next bus stop, which is just some 100 yards along the street, since more buses stop at that one. While I'm walking there, the bus passes me by, promptly followed by another bus. They are long gone once I reach the bus stop, of course. I silently muse for myself, again not for the first time, about the brilliance of setting up the bus schedules so that almost all buses that share the same routes always seem to pass by at exactly the same time. (And not only my route, by any means. Oh no.) Or for that matter, start from the exact same location all at once. Brilliant. Eventually, another bus comes by and I board it.

While on the bus, I start worrying about the police station closing just as I get there. I suppose I should have checked how long it will be open, but on the other hand, I had not cared that much as I was going to the supermarket anyway. If it's closed when I get there, it's closed and that's that; I'll still go shopping. I also ponder why so many shops close around 5PM at the latest, that essentially being the time when a lot of people leave work and at earliest will be able to visit any shops. I mean, I understand that the shopkeepers want to go home to their families as well, but on the other hand it feels like a poor business choice--surely 6PM would be possible, and could enhance business significantly?

I leave the bus and walk briskly the last half a mile or so, fearing I won't make it before 5PM. I make it there by 4:45PM, but by then the police station has already been closed for half an hour. Which, I might add, does not come as a surprise at all. There's something bittersweet about the situation. Long story short, applying for renewal wasn't exactly a smooth process either, so having problems picking it up actually feels entirely right in some twisted way.

I then walk to the supermarket. It's more crowded than usually, but that is to be expected. Another thing to be expected, unfortunately, is the mothers with their prams. I really can't figure out the logic behind bringing kids and babies to an already more-crowded-than-usual supermarket. It's not like it isn't difficult to move along as it is. Oh, and aisle junctions are obviously the best places to park those carriages and strike up a conversation, because then you can block two paths at once! (Well, OK, so maybe I'm a bit irritated. But no more than usual! *grin*) But other than that, shopping goes painlessly. The only thing that I was particularly interested in buying on sale is sold out. No surprise there either. But I buy a lot of food, planning to put most of it in the freezer for next week and beyond. And some other stuff as well. Shampoo. Liquid soap. Toothpaste. Toothbrushes.

Once I get outside, it's raining more than before and I have both hands full (and then some) so I can't use my umbrella. Luckily for me, one bus going my way is real close. So I start running towards it, 30 yards or so. When I am one yard away, the driver closes the door and pulls out from the curb... and drives two yards to stop at the red lights. I pass the door and the driver looks out of the window at me, and shakes his head. So sorry amigo, can't let you in any more. And is that a smile I see on his face, as I stand there in the rain? Now, I'm not convinced that he noticed me and did it on purpose... but frankly, it does not seem at all unlikely. Cars have rear view mirrors, and he sure seemed to be quite too aware of me in order to not have noticed me. But if he did, and it made him feel like a big man, well, what can I say but good for him?

Me? I did let out a curse, and then head for another bus going my way, which miraculously hadn't yet left. When I get home, I notice that one of the shampoo bottles had come open, and there was shampoo everywhere in that bag.

... So there. Two hours from my day. What do you think?

Sunday, October 5, 2008

Dungeons & Dragons 4.0, Part 2 (PHB)

I've finished reading the DMG, and skimmed the MM, and thus feel ready to write part 2, covering initial comments on the rules and impressions thereof. (Part 3, covering actual gameplay experience, will appear some time in the distant future, I guess.) So what can I say? There are parts that I really like, and parts that I rather dislike, and some parts that I both like and dislike at the same time.

Since I already brought up what I felt is the commercialized aspect of 4.0, I'll refrain from commenting further on that, although I believe it very much affected the ultimate form of the game. If you really want to, you can google for various other reviews. Several of the reviews returned by Google, right on the first page, reflect some of my thoughts on this aspect pretty accurately (see [1] and [2], and why not also [3], which may have more anger than content but still makes a few good points), or perhaps my thoughts in general (heck, one even makes the same comparison to Descent that I've done with my friends, before I even got the books).

I'll try to stay away from what's already been covered, and try to add something fresh. I'll also try not to nitpick about the really small details, and stick to the larger picture. I'll go through the PHB and the DMG in the same order that they address topics, mentioning things I think worth mentioning. Most of my comments will concern the DMG, because I think that you need to see most of the things in the PHB in action in order to properly assess them. In order to keep the post sizes reasonable, I have decided to split up part 2 in three parts: one for the PHB, one for the DMG and one for conclusions/summary.

Player's Handbook

How to Play: Nothing particular to mention here.

Making Characters:

The character roles (controller, defender, leader and striker) are new, and probably worth bringing up. It will be interesting to see how they play out, and my initial guess is that they will work fine. On the other hand, it saddens me to see how the classes now are completely shoehorned into the role envisioned for the class. In fact, I'd go so far to say that the four roles are the new classes, and the actual classes are more like the kits of 2nd Edition AD&D. Expect the number of classes to explode, it's only a question of time until we see defender wizard, leader wizard and striker wizard, for instance.

Half your level is now added to most of your rolls, regardless of class. That's a nice simplifying change, and makes much more sense to me. I think that wizards should be as good attacking with their spells (whenever a confirmed hit was needed, as opposed to save for whatever) as fighters with their swords. It also brings much needed love to ability checks--in 3.x, you always had to struggle to come up with some skill that could apply to a situation so that you didn't miss out on that +15 or so bonus to your roll.

The number of total powers has decreased (as seen from a spellcaster perspective), but instead come in encounter/daily/utility variants. Overall, this will probably speed up the game, both bookkeeping when you level up and when you rest. In general, I think you'll be able to do as much as before between rests. On the other hand, you seem to lose out a lot in versatility. For instance, you can't even pick the same encounter/daily power twice, in order to use it twice per encounter/day. Nor can you for instance trade down a daily power for a day in order to use an encounter power twice per encounter for a day.

Overall, with the character roles and power system, effective customization seems minimal. Multiclassing is also effectively a thing of the past (see Feats, below). In other words, you are restricted to the designers' vision of the game, which in my opinion is frighteningly narrow. Thankfully, retraining is now included as a default option, so you at least have some limited ability to fix mistakes in choosing powers or feats.

Character Races: Nothing particular to mention here.

Character Classes:

There is not that much to comment on anything specific, here. I like some changes. For instance, I like that the cleric now can perform some healing as minor actions, or as (side) effects from other powers. I like that the paladin is no longer restricted to LG alignment. I like that the wizard still has a spellbook (of sorts).

I must admit to disliking that the only way to do actual two-weapon fighting is to play a ranger. I understand that you don't want to give the exact same feature to other classes as freebies, and the ranger does deserve some additional sexiness, but the way I see this, this restriction comes more as a result of shoehorning characters into particular molds. If you're not a ranger, you can't use two weapons simultaneously. Period. You might as well forget your concept of a rogue fighting with two daggers, unless you are ready to really pay for it with feats, and even then the results won't really impress anyone.

I'm undecided on the warlord. My initial feeling is that it risks being reduced to the toolbox that the cleric was in 3.x. Things like being pressured into always using Commander's Strike to grant the strongest character an extra attack all the time. Doesn't sound particularly fun to play...

In general, I'm disappointed that a lot of the powers seem to relate to combat and combat alone. D&D 4.0 almost seems to be concerned with miniature play only, with only a slight nod to abilities that are useful outside of combat. perhaps in order to still qualify as a roleplaying game. The roleplaying aspect feels like it is completely defined by skill challenges, and combat is completely defined by class powers. Surely there could have been significant overlap?

I'm also disappointed, again, with the lack of customization. We seem to have lost wizard spell research entirely. In previous games, the wizard could research a spell to solve a not-entirely-pressing problem. That is no longer possible.

Skills: Not much to comment here. Will need to see these in action in order to comment further.

Feats:

Not much to comment here either. Will need to see these in action as well in order to comment further. Except...

... the multiclass feats. Multiclassing appears dead, and is not getting better, either. The class-specific feats appear OK, but on the other hand they don't provide particularly much. The power-swap feats, on the other hand, seem way to costly for what they provide. It might allow parties with very few PCs to become versatile enough that they can take on some of the challenges that would normally require the inclusion of another class role, but in general I don't see why anyone would give up four feats for something that previously was something you just could do. More shoehorning...

Equipment:

Will need to see these in action in order to comment further. A few things stand out particularly much, though:

Sell-value is now defined as 20% of market price. Seems a bit low, but still nice to see it clearly defined, as opposed to DM's discretion.

Magic Items use a similar format as powers, which is nice. They also come with a definite level, which is also great as it keeps DMs from having to guess whether an item is too powerful for a particular party.

Ammunition can no longer be enchanted, another great call in my opinion.

On the other hand, the weird stuff is almost all gone as well. That is both good and bad, as there was a lot of magic items that almost never fulfilled any function, but at the same time there was also lots of stuff that could prove immensely useful in the hands of a clever player.

Adventuring: Will need to see these in action in order to comment further.

Combat:

Will need to see these in action in order to comment further. One thing that jars a bit is that Monsters and characters controlled by the Dungeon Master usually die when they reach 0 hit points. (Note to self: In 4.0, you're alive at 1 HP and dying at 0 or less HP.) Fair enough, this simplifies bookkeeping and since there now is no buffer at exactly 0 HP, it does not matter much. But at the same time, it deprives the DM of some roleplaying opportunities. One of the first significant character defining moments in 3.x and earlier was the first time the party took prisoners and decided what to do with them... but now defeated opponents die by default, so no moral complications there... :-(

Oh, and saves are now effectively for ending persisting conditions, and always the same regardless of your level: 11+ on d20 ends the effect. (Except that some persisting conditions, like diseases, involve making Endurance checks against a DC.)

Rituals:

This seems interesting, and like a good call. Also interesting is that they aren't restricted to any particular class; anyone can take the Ritual Casting feat and start collecting rituals. The party's wizard, or even the party's fighter, can now cast Raise Dead: no more oh shit, the cleric's dead, now what do we do? Will this be good or bad?

Saturday, October 4, 2008

Dungeons & Dragons 4.0, Interlude After Part 1

Well, would you look at that? Not even two weeks, and already a new post? Anyway... I feel ready to write Part 2, but I want to clarify some things first. There are certain things that I've been hoping for in Dungeons & Dragons 4.0, and my very personal and objective take on the rules will mirror those expectations. I think it is only fair to talk about those expectations before I start the rules review.

A simile to put things in perspective: I think that if you're a hardcore fan of drama and go and watch an action movie, you should not give it a 1/10 overall rating (overall rating being what most sites track) just because it did not appeal to you. Let's be fair: people don't go and watch Die Hard because they want drama. You're in the wrong theater. I think there's something petty and perhaps downright dishonest in publicly dissing a movie because it belongs to a genre that you personally do not care for. If you want to say friends of drama everywhere, beware! 1/10 drama rating on Die Hard, do not watch! by all means go ahead, but make sure it's clear for whom your rating is intended, because the typical watcher will probably not care about your 1/10 drama rating for Die Hard, as long as it has an 8+/10 action rating. In order for the overall rating for a movie to actually have any effective meaning, it should reflect how well the movie does in its designated genres, so drama fans should stay away from affecting the overall rating for Die Hard.

In other words, if you want something else from D&D 4.0 than I do, don't pay attention to the parts that aren't important to you. This is a quick list of what I would have wanted from D&D 4.0:

  • Fun
  • Roleplaying
  • Immersion
  • Realism
  • Reasonable pace
  • Simple and effective rules

Fun

Dungeons & Dragons is a game. As a game, it is my personal opinion that it should also be fun. However, tastes differ and fun means different things to different people. I personally find Chess to be interesting, but not fun. Additionally complicating matters, what some people consider fun may not be at all compatible with what others may consider fun. The trick is making something fun for all participants.

Roleplaying

Dungeons & Dragons 4.0 is a roleplaying game. It says so right there on the books' covers. The meaning of roleplaying is also somewhat different for different people. On a rather abstract level, Chess is a roleplaying game because you take on the role of a general moving his units around on the field of battle. Or something like that. If you make it abstract enough, everything you do involves playing a role. This is obviously too generic to be a useful definition.

A friend once asked me what roleplaying meant, and apart from the usual stuff about taking control of a character in a made-up environment, I said that you haven't really roleplayed until you've had your character make a move that you know is suboptimal but do it anyway because that is what your character would do. The party wizard knew that he had to blast the villain there and then, and end it all to save his party, but chose to use his spell to kill the underling that murdered his mentor instead. It's a bit too strong a requirement, though, so let's say that roleplaying is at least considering having your character do the suboptimal move, because the character would also considering doing it.

Roleplaying does not end there, of course. Roleplaying is about making the stats on the paper coming truly alive. You don't roleplay in the computer game Diablo; despite its fantasy trappings, it does not provide a framework for roleplaying, only for playing. Ultimately, roleplaying is not truly dependent on a framework but rather on the players, but the framework can and does do a lot to either encourage or discourage roleplaying.

Immersion

Once we are roleplaying, we can move on to immersion. Immersion is about forgetting that you are playing a game. This is not limited to roleplaying games, of course, but it should be particularly true for them.

Realism

(I choose to use the word realism here, rather than the more cumbersome believability, in part because that's the term used in the DMG.)

When it comes to RPGs, realism is a requirement for immersion. Nitpickers will no doubt point out that in reality, you're a guy pretending to be an elf in one of your friends' basement. Such things is hardly relevant to game realism. Realism is not dependent on real life; it only shares a common foundation. Realism is about the fact that once you're pushed off the cliff's edge, you fall--assuming a high cliff, probably to your death--unless you got some means to save yourself. Realism is about having reasonable means and methods do do something, not about the particulars. In real life, a parachute might save you in real life. In the game, it is just as realistic to use a Feather Fall spell to save yourself. A game with good realism may bend the rules of real life reality but does not break them entirely, so flapping your arms will not allow you to fly, for instance.

Another important aspect of realism is choices, actions and reactions. Fire burns you and gravity causes you to fall, but those are static aspects of realism. The actions of characters, NPCs and monsters should also make sense (see roleplaying, above). A druid that attacks you one round and heals you the other, or a CN character that rolls a die to see what he does this round, is jarring to a sense of realism.

Reasonable Pace

Not much to say about this one. In short, I don't want to be start and end this week's 3-4 hour session with the same encounter. Obviously, some things can take longer than ten minutes to accomplish, such as the twenty-trap combo corridor, and it's only fair that they do. But on the other hand, I don't want something that should be a simple thing to cause us to be bogged down for several hours. Combats are one of these things. Seriously, if there are ten rounds to a minute and a combat lasts four rounds, why do we have to spend several hours getting through 24 seconds of in-game time?

Simple and Effective Rules

This is pretty much a requirement for a reasonable pace and should of course apply universally, but there are some cases where this applies particularly much. Grapple in 3.x comes unbidden to mind. This is just as much about representation as actual rules: The grapple rules contained a fairly complex subset of the 3.x rules, but a lot of the problem with grappling was due to it being poorly and confusingly written.

Monday, September 22, 2008

Dungeons & Dragons 4.0, Part 1

Dungeons & Dragons 4.0 was released on June, 6th. I did not pre-order the gift set, but I still think it arrived by post no later than August, 11th, possibly a bit earlier than that. Now, six weeks later, I have still not read anywhere all of it. I have actually read most of the Player's Handbook, and skimmed the parts I felt I could read in greater detail later, and read half of the Dungeon Master's Guide. I will probably just skim the Monster Manual, once I finish with the DMG. In general, I've had other things to do these last weeks, and also have been in no particular hurry. Our little fellowship, never particularly big to begin with, is severely decimated, and I think it unlikely that we will actually see any significant play on this side of 2010, if at all.

Since I have yet to finish the DMG, I don't yet feel comfortable commenting on the rules, although I have already formed some opinions about some of them. Today's post will therefore be about something I feel I can justifiably talk about, and that is the general feeling I get from the game. And if you read my previous post, I suppose you can guess what the general tone of this post will be.

In short, I must admit that I am disappointed in 4.0. Not because of the rules, which I will get into later, but because it feels like the most commercialized of all Dungeons & Dragons editions so far. This feeling can probably by no means be called objective, but it is very real for me. As you can probably tell from my previous post, I am a firm believer of that a good product will sell itself. And that, of course, is not the truth. Crappy products continue to sell well due to excellent marketing, and superior products are shoved aside because they do not have the financial backing the marketed products have. But I want to believe. When it comes to me, I've played (admittedly to and fro, but played none the less) D&D for more than 25 years and it will probably always have a special place in my heart, if only for sentimental reasons. I want it to be good. And maybe it is. But the truth is, I think 4.0 could have been better. The goal, it seems to me, has not been to produce the best game you could and then make money of it, but to make money from producing the best game you could. Hence, commercialism takes precedence over quality, and design decisions are influenced and restricted by how much money the final product will bring the company.

You have no doubt heard of the extras that are now required (or at least useful) to play D&D, so I won't go into them in any greater detail. None the less, when the rulebook itself lists D&D Dungeon Tiles (granted, a more generic battle grid is also suggested as an alternative), a Dungeon Master's Screen and D&D Miniatures among the requirements to play, you know you have come a long way from the (paraphrased) all you need, apart from this book and the included dice, is paper and pencil of the 1st Edition boxed Basic Rules, or even the generic battle grid [... and] miniatures of 3.5. The continuous references to the subscription-based D&D Insider also get old fast.

Some of the sections feel extremely truncated. 4.0 has eight classes as opposed to eleven in 3.5 (or ten, if you consider sorcerer and wizard to be variants of each other). The 4.0 class descriptions average fourteen pages, while 3.5 averages three... which sounds like an improvement, until you factor in 123 pages of spells found in 3.5. Magic Items are covered using 33 pages in 4.0, while you find 79 pages in 3.5. As a specific example, 4.0 has nine rings, and 3.5 has 46. True, a lot of the stuff in 3.5 was not particularly useful... but don't tell me it was impossible to find 79 pages of useful items for 4.0, from all the accessory books Wizards has released over the years--if you do, you are either a) lying or b) making a rather damning comment on the general quality of the material released by Wizards. But of course, this way there will be more material that can be released later.

So what about the stuff that is there? Well, as I am writing this, Wizards have already released official errata. On August, 11th, all three books received updates and fixes... so about by the time I had the physical books in my hands, they were already outdated. Seriously, what's up with that? And they aren't any small fixes, either--the PHB has nine full pages, the DMG has about four and a half, and MM four full pages. Neither are they all minor, by any means--the Stealth skill has been almost entirely replaced (almost one full page of errata on its own) in the PHB, and in the DMG skill check difficulty guidelines have had DCs decreased by about five, ditto for all listed diseases (in some cases DC has been decreased by nine) and the rules for skill challenges have been significantly altered.

What I'd like to know is how did stuff like this, in particular the DCs that affect the game all over the board, get through playtesting and/or quality control, or editing, or wherever Wizards wants to place the blame? To be blunt, I find it sloppy, and sloppiness tend to be a hallmark of a product rushed into production, not a hallmark of a quality product. My second question is, now what? Does Wizards expect me to cover the relevant parts with PostIt notes, or cut and glue the errata into my books? Or should I just suck it up? Or maybe I'm expected to subscribe to D&D Insider to get access to corrected digital versions? Maybe buy the 4.0 Beta books when they are released, for another suggested retail $34.95 each (35€ if I get them from my local store)? I realize I sound whiny when it comes to these errata, but goddammit, we're talking about immutable physical products here, not a game for which you can just release a patch. I'm stuck with these books that have been discovered to be significantly flawed about two months after their release, and so is everybody else. That's pretty damn weak for something that is hailed as a milestone in roleplaying games, unless of course you significantly lower your expectations of what a milestone is.

And how does Wizards react to criticism? With stuff like The Red Dragon's Interview. Ah, don't think I don't realize that it is meant to be humorous and tongue-in-cheek. And it is funny, it has its moments. Yet, at the same time, it sends a message to people who point out the weaknesses and flaws in 4.0, and that message tells you what Wizards thinks of its potential customers. Instead of dealing with the issues that are raised in a responsible and respectful manner, Wizards chooses to ridicule those that give them feedback they do not like. Very classy, very mature.

Don't get me wrong, I think I'll like D&D 4.0 a lot, once I get to play it (and more on that in later posts)... but Wizards could have done a much better job with it, on a general level. What's done is done, but now, for starters, how about giving free access to corrected digital versions to everybody that has bought the physical books? Personally, that is something that I feel you should have done from the start, rather than attempt to make some additional money from it. Let everyone that want Dragon and Dungeon magazine pay subscriptions for them if they want to, but spare the customers that have already purchased your product from having to go over it with a red pen, correcting your mistakes as they go. In the end, you're only hurting yourself.