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War Of The Rings By Ares Games 2004

Designers:  Roberto Di Meglio, Marco Maggi, Francesco Nepitello

War of the Ring is a two player game (though there are some gibberish rules for 3 or 4 players) that depicts the epics story that is The Lord of the Rings.  One player takes the side of the free people’s of middle-earth on a quest to defend the realm while the fellowship of the ring attempts to carry the one ring of power to Mount Doom while the other player takes on the evil forces of Sauron trying to crush the people of middle-earth and re-claim the ring of power.  In a nutshell you are effectively re-writing the history of the Lord of the Rings story in the form of an epic board game with every finite detail from the books and movies imaginable built into the mechanics.

To say that War of the Ring is anything but one of the most thematic games ever made would be a major understatement.  It IS the story of the Lord of the Rings and every mechanic, every card, every action and every nuance of the game reeks of the middle-earth theme.  I have played many Lord of the Rings board games, card games and miniatures games but none come even close to capturing the story with as much gusto and detail as War of the Rings.  War of the Rings however isn’t just an amazing re-telling of the story in board game form, it’s actually mechanically one of the most intuitive two player board games I have ever played.  The game is epic in scale, which means that you can expect a game to last at least 4 hours. There is no question that to tell a story like that of Middle-Earths great conflict depicted in the Lord of the Rings books and movies, nothing short of epic board game would do it justice and as such it’s one of the very few long games I think is worth every moment of time spent playing it.

A collectors edition exists for true fans, though the hefty price tag will likely have you running for the hills.
A collectors edition exists for true fans, though the hefty price tag will likely have you running for the hills.

There are many clever way’s the story is depicted mechanically in the game, most notably the all-important story of the fellowship of the ring.  From movement of the fellowship itself, with the evil forces always at their heels, the corruption of the ring and how each character and villain is represented with his own card and figure, all making plays as the fellowship moves towards Mount Doom.  You have a clear sense of the journey, an important part of the story.  These characters are used to support the fellowship itself in various ways but can leave the fellowship for various tasks like rallying the people of middle-earth or even directly leading critical battles on the game board.  Suffice to say that these mechanics, the characters, they all do what you hope they could in this game, giving the characters of the Lord of the Rings story as much relevance in the great war as they do in the books.

Then there are the amazing event cards, each depicting scenes and story elements of the books and movies, tied to the mechanical advantages they yield to each player, ones that feel thematically correct, each more epic than the last.  These cards not only help to tell the tale but there use is critical to each side winning the game as they depict important events in the story, they also bestow powerful advantages.  Often despite the great war happening on the army filled map of middle-earth that is the game board these cards turn battles with a single play and sway the flow of power.

Finally there is the amazing use of specialty dice, the precious resource that determines what sorts of actions will be available to you from round to round.  While sometimes unwieldy, the dice themselves shift the focus of the game and allow for maneuvers, tactical and strategic decisions that give each game despite being setup identically each time a completely unique feel.  Each play of the game ends up being definitively a different version of the story as a result.  It’s often like watching the movies but with alternative story arches that pull you towards unique side story’s you would not expect, but still fit like a puzzle piece into the story and the game as a whole.  It’s amazing how in each game I have played different area’s become the focal parts of the story.

You also have events being tracked via the very important political tracker, which is a critical element to the game making things much more difficult for the free peoples player.  In essence most of the nations in the game are reluctant to join the war and this political track represents this element of the story in the game.  This basically means that despite the evil player being able to quickly push his forces to war and start raising armies, as the free people’s player you must first rally all the nations to the cause before you can take advantage of the weight of their armies.  This is difficult and forces the free peoples player to make hard choices between using his companion characters to protect the ring, or to send them out to rally the nations to war (yes just like in the books!).  Yet another wonderful mechanic that puts the players to making endless streams of important decisions while always thematically bringing out the Lord of the Rings story.

The question of balance (equal chance of winning) is often discussed in this game and I will grant the nay sayer’s that the Free People of Middle Earth side is a bit tougher to win with, at least in the sense that the war itself is obviously rigged. The free people have a limited amount of time to succeed in getting the ring to Mount Doom before they are crushed by the forces of evil militarily.  The evil forces outnumber you greatly and have an unlimited re-supply of combat units that floods the board turn after turn.   It so happens now and again that the evil player blunders by mismanaging his resources opening the window to make a rare military victory but in most games the free people must get the ring to Mount Doom and they must do so under the overwhelming forces of evil.  It’s tough, perhaps tougher to win for the free people but the more you learn about the nuances of the game the less impact this slight imbalance has on game play.  Two veteran players of the game stand a pretty equal chance of winning in my opinion, the divergence comes largely from inexperienced players as the actions of the player controlling the evil forces of Sauron has more room to make errors than the free peoples player.

I think the main difference between playing the two sides is that one player, the free peoples player dictates the direction of the game for both players.  Another words  if the free peoples player focuses on moving the fellowship, his opponent must respond, if the free peoples player gets aggressive with cards, the opponent must respond, if the free peoples player gets aggressive in the war, again, his opponent must respond.  In a way whenever the forces of Sauron lead the action by pushing a strategy not opposing the one the free people’s player is deploying, they are at a disadvantage as any action that isn’t a direct response to the tactics of the Free People player will typically result in him having a very easy time of executing it successfully.  As such one side is more responsive while the other directs the action.

A good example is moving the ring.  The Sauron forces player must dedicate his action dice to the hunt, if he does not, the result can be that the Fellowship moves very quickly to Mount Doom unharmed.  If he does however commit action dice to the hunt, he gets fewer actions which in turn buys the people of middle-earth time to rally their forces as the free peoples player can simply choose not to move the fellowship if it’s too dangerous without affecting his action dice resources.  As such, the evil forces must be wary of what the good people of middle-earth are trying to accomplish and making smart decisions when to try to block a strategy and when to recognize it as a rouse to buy time.

The strategic elements and choices players in the course of the game make create an amazing array of cause and effect, it’s almost a game that combines bluffing and miss direction at times, where you make sacrifices to get your opponents attention in one place as you sneak it an action that will help you win in the long term.  The subtlety and nuances of this game take time to pick, it’s very likely that if you play against someone who has played before you may play several games before you can beat him.  It’s worth the trip however, as the game rewards you over and over with amazing story’s of that time when you played War of the Rings.

If it’s not only clear that this game gets my highest recommendation, than let me re-affirm it, if you love the Lord of the Rings as much as I do, this game belongs in your collection.  There are no better games on the market that depict the Lord of the Rings story, in fact, this one is so far ahead of the pact you will find that once you play this, all other Lord of the Rings games seem very flat by comparison.

One game to rule them all, War of The Rings.

Shogun by Rio Grande 2006

Designer: Dirk Henn

Rio Grande typically releases Euro style games and as such I approach anything they make with caution. Not that I have anything against games made in Europe, but I find that the quality of the games wavers greatly most having a pretty limited feel for game board presence and emersion, rather focusing strictly on mechanics. In fact you can take almost any Rio Grande game, strip its typically thin layered theme and replace it with zero impact on the game. I really dislike games without a proper mechanical connection to its theme but I’m a sucker for games based on medieval Japan so when I heard about Dirk Henn designed Shogun I was excited but cautious.

Shogun is largely based on another Dirk Henn creation called Wallestein using similar mechanics but built around the map of Japan. The three key mechanics around which the game resolves is the use of a cube tower for the resolution of combat and a pre-action planning phase in which players decide what they are going to do for the entire round in secret in advance followed by an execution phase of those actions.

The combination of the three core mechanics mixed in with some resource management and interesting strategic elements like trying to predict what your opponents are going to do effectively creates a solid strategic game with a madning element of often unpredictable combination of actions as players plans interact during the action phase. The suprising thing about it is how true to the theme it really is. All the chaos of war and economics blended into a wonderfully simple yet fun mechanic. I have found that this game creates so many great “oh shit” and “gotcha” moments. It’s just plain fun.

I never played Wallenstein so when I committed to buying the game I only had a vague idea about the origins of the mechanics but unlike most cube pushing Euro games, there was some purpose behind those cubes outside of simply saving money on components.

The main battle resolution mechanic (the cube tower) is used when a battle is to be resolved between two armies (made of cubes). Essentially all the cubes from the attacking territory and defending territory are picked up and thrown into the cube tower and what comes out are the results of the battle. The cube tower itself has layers of cardboard with holes in alternate position which causes many of the cubes to get stuck in the tower. The result is a rather unpredictable but ultimately anticipation and excitement building result. The fun part is that quite often more cubes come out than where put in for any given battle as cubes that are thrown in can knock loose existing cubes from previous rounds of combat. Chaos yes, fun definitely, but is it thematic? Surprisingly the answer is yes.

Tower
The cube tower is the center piece, but hardly the focus of the game. Its a much needed random element to resolving battles, but with a fun gimmick that goes beyond using dice or cards.

It’s a bit gimmicky I will say that but combat is actually not the main focus of the game, its equal parts resource management and planning, with a part of that being the resolution of battles so the fact that its unpredictable actually creates a unique nuance where planning is often offset by unexpected defeats and surprise victories.  Not unlike dice or cards, but without that statistically predictable element where you know going into it that there are x cards or y type in the deck or that odds wise you are likely to roll that 1 to 5 you need to win a fight.

I really love this mechanic but really like the impact on the game is only a part of the whole. Shogun also shines in the resource management and planning department.

During the action phase players will take 10 actions each round. The caveat here is that these 10 actions will happen in a randomly determined order each round (using cards) and you will only be aware of the order of the first 5 actions in the planning phase and which actions they will be. This little trick has an awesome effect in which you not only must plan well and manage resources well, but you also have to think about the order of the 5 hidden actions that will appear in random order later in the round. Sort of planning for the unexpected.

Again, like the cube tower, I love this mechanic, it’s really clever and creates a lot of dynamics which is one of the things most Euro games fail at miserably and again, creates a lot of great moments during the action phase.

The great thing about Shogun for me is that it’s a fast game. It’s really got this great tempo which constantly keeps everyone involved as so many of the activities are done simultaneously. Throwing cubes into the tower always creates exciting moments when it’s your turn or not and the planning phase really feels like you’re a strategic leader trying to outsmart your opponents for the coming action.

gameboard
Immersion of a game often comes from its appearance and Shogun despite the blandness of cubes looks great on the table.

The game is played over the course of 2 years and in each year there are 4 season (rounds) so you effectively play 8 rounds. This fixed time period means you’re under pressure to act, so right out of the gate in round one there is action and the tempo just picks up until the final rounds which are frantic land grabs and last minute heroic moves to try to get that final edge. I really love the fact that scoring only happens at the end of each year (hence you only have 2 opportunities to score points). It means that something that happens in the summer that might have been detrimental to your score can be fixed by the time winter comes. It gives everyone a chance to make a comeback and that is one thing that is so awesomely built into the game. It’s highly unlikely anyone is ever eliminated from the game, but it’s also very likely that someone falling behind suddenly has a surge because of the way combat actions work its actually often beneficial to fight out of a couple of strong locations rather than being spread thin all over the map.

There are so many great nuances and dynamic elements to this game and its one of the few Euro games out there that does a wonderful job of blending the theme into the game. I never played Wallenstein, but to be frank the thirty year war is a rather dry theme, I’m not surprised that this game is ranked in the top 100 games on boardgamegeek.com. I will be talking about other Japanese medieval era games, as I have a few, but this one is by far my favorite. Very easy to learn, extremely difficult to master and visually, despite the cubes, it’s very appealing. A lot of great ingenuity went into this game and I’m glad to see that there are games like this coming out of Euro publishers that prove that you can be both a Euro game and have a theme and still be a great game.

Love it, recommend it!

Board Game Time!

It was never my intention to make this blog just about 5th edition Dungeons and Dragons.  Neither was it my intent to have long winded articles and so few of them. I always assumed to some degree I would write one or two shorter articles each week but to be fair when I find time to write about games I’m usually wondering why I’m not playing them instead, a classic dilemma.

Starting today I’m going to push out a few board gaming articles.  Its strange that I haven’t already given how much more often I play board games compared to role-playing games.  My goal with these articles is to be less a reviewer, and more an informer about some of the great board games to fill the needs of different types of player.  Now they will be reviews on some level, but generally I’m going to focus on games I have a positive opinion on because frankly, I tend to not play games I don’t like and so there really isn’t much to say about it.  That said I might use other board games I don’t like as references of comparison when talking about good board games as that is often a good way to keep things in perspective.

I will also use some terminology which I think is important to define up front.  Words like Euro Game and American Game for example or Euro Gamer/American Gamer.  These are commonly used terms, sometimes intended to be derogatory, but they do help to define elements of game play.

Euro Games to me are typically games with certain types of common mechanics in them.  Worker placement, area control, most tile laying games tend to be mixed with other Euro Game mechanics.  Euro games tend to use a lot of un-thematic components (cubes), or be considerably lighter on the connection between theme and actual game play.  Euro Games very often have extremes on the scales of luck, either leaning completetly in one direction and having no luck or random elements at all to the other side of the spectrum having insane amounts of randomness and luck.  Good examples of that are like Puerto Rico (Almost no randomness at all) and Carcassonne where you draw one random tile each round and put it in play (lots of luck).

I think the main feature of American games is that they usually very theme heavy and themes tend to have a strong connection to mechanics and sort of run the game.  American games also tend to have a moderate amount of luck elements, its rare that an American game doesn’t have dice to roll and cards to draw.

In any case its not often easy to differentiate the two and there are a lot more ways to define either type of game, but there are sufficiently familiar motives where most gamers will identify themselves as either preferring Euro games or American games.

In my discussions of the games I’m not going to score them, nor will I spend too much time defining the game mechanics.  I may link some videos if I find them of people doing that, I find its much easier to learn “how to play” games visually.  I will spend most of my time trying to get to the heart of what makes the game fun and what sort of gamer might or might not enjoy it, with the why’s and how’s of it mixed in.

Board game articles incoming, enjoy!

The Mystery Of A Classic

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1st edition AD&D, love it or hate it, is the definitive root from which the entire D&D franchise and quite possibly role-playing itself has sprouted. It sits on a pedestal of nostalgia, immortalized for all time more often by those who have barely played it or opened the dusty tome of secrets that is the core system than those that actually did.

Today we are going to explore the myth that is AD&D, in particular where this myth comes from and how it has affected our nostalgic sense of Gygax’s original work.

Before we get started however let’s speak frankly for a second first. For all its nostalgic qualities and happy memories it has provided over the years, when you actually read the rules of the game and hold them up against the 40 years of design experience AD&D is a really shitty game. Release AD&D today under a different name and it would be unlikely that anyone would ever publish it, let alone buy it or play it. Even for a nostalgic throwback game, there are better options available today. Even Gygax himself played Castles and Crusades over his own invention. AD&D’s claim to fame is based more on the timing of its release rather than the quality of its design. Gygax was a genius, but it wasn’t because he was a great designer or even a particularly good writer, he is a genius because he had a brilliant, original idea and the understanding that D&D’s appeal is its mystery, the great vale of fantasy. In another words he was a visionary and like all visionaries, it wasn’t that they were experts in their particular field but they created or discovered something original.

For years designers have been working on a way to live up to the nostalgic sense that AD&D induces in people but have been met with picket signs at every step by holistic purists who hold their 1st edition AD&D DMG up like the word of god. An odd sentiment given that from a design perspective the game is inferior to modern versions of the game. It’s been a difficult journey and it’s doubtful there is any circle among the D&D hobby where purists aren’t constantly holding back the franchises efforts for modern design, hell I count myself among them. Even in my previous article I set the standard of what to me qualifies as a great version of D&D and holding up tradition was among the short list of requirements. Every edition and sub edition over the years has tried to rise out of AD&D’s shadow in some way, but the truth is that we have made the shadow so big that the franchise is doomed to spend eternity in a time loop. No greater evidence can be presented than the rejection of 4th edition, a modern design and the creation of 5th edition, the latest edition, a clear throwback to old school thinking.

4th edition represents in every way that matters a rebellion against Gygaxian philosophy and design, a look into what the future of D&D could have been while 5th edition represents the apology and admission of a humble defeat postmortem, forever bowing to its master. In the end the purists won, 5th edition is nothing short of a throwback, an attempt to appease its fan base and bring the game back to familiar traditions. It’s an apology for 4th edition and in many ways an apology for not listening to its disgruntled fan base. The question is why? What is this holy fanaticism that is permanently etched into D&D player’s minds that has us constantly looking back? Is it really the design? Am I wrong here, was 1st edition AD&D really an ingenious game not just because it was an original but because THAC0 was in fact a better design?

Understanding why is the key to understanding both the present and the future of D&D and naturally, since it’s my blog, I have a theory.

I believe the secret sauce is that AD&D always has and continues to have a lot of mystery surrounding it. A sort of shadow that looms over the books, the rules themselves and the themes it presents and how it presents them. There is an intangible quality to its imperfections and indeed it’s the imperfections, the messiness of it that make it work. There is a sort of naïveté to the writing and to the design and a handing of the torch of creativity to the DM by an inexperienced creator and predecessor. It’s a game that’s up for interpretation, but that interpretation is assumed to be in the hands of the games Dungeon Master, god for all intense and purposes, which in turn creates mystery for both the narrative of the game, as well as what the rules of the game really are for the players. From a player’s perspective, role-playing under 1st edition AD&D was not just a discovery of the game world and the DM’s imaginative creations, but of the very boundaries and physical nature of how the game works. There is a built in social order to the work too, its presumptuous in its tone, written less as an instruction manual on how the mechanics of the game work and more a philosophy, a bible if you will, about how the mysterious art of role-playing works, which itself is filled with grey areas and omissions to be filled in by its god. Only the most basic outline of the game is provided to the players in the Players Handbook, the Dungeon Master Guide however is where the heart of the system exists, the bible of the game and one intended for DM eyes only.

This looming mystery creates mental pictures for the participants because there is little physical material to look at or hang your hat on. There are grey areas everywhere and without clarity we evolved a sense of imagination, the driving force of mystery and fantasy.

Perhaps I’m wrong, but for me, in a nutshell, 1st edition AD&D’s greatest asset as a game is that the rules of the game were largely unknown to the players. There is flexibility in this approach, in that, as players you aren’t expected to know how things work but rather expected to try things to see how they work. A process of discovery to which there was no conclusion thanks to the nearly infinite possibilities of a fantastically magical setting and the fact that the DMG was frankly very unclear about what the rules actually are.

Mysteries however are only mysteries until they are unveiled and in that is the hidden differentiation between 1st edition AD&D and everything that came afterwards. 1st edition AD&D was empowering because it did not define the rules clearly, it presumed the dungeon master would invent a great deal of it himself, forcing players to discover what those rules are during play. That’s the secret sauce of the mystery.

Once the mystery of D&D was solved, once the rules are known, made clear and once we understand what the rules are, the game is unmasked, its weaknesses exposed. This is the case in modern versions of the game where there are no mysteries to begin with, the rules are hard coded there is nothing left for interpretation, they are very clear. This is what modernization has done to D&D. It has unmasked the game, exposed it to scrutiny, we have handed over the DMG, the bible of the god who runs the game and asked for the player participant’s opinion, than outlined the process in a step by step instructional manual. It’s akin to revealing the odds of a slot machine, you might be better informed by knowing them, but the wonder of pulling the lever and hoping to win millions is broken by the reality of knowing you stand virtually no chance to do so.

You might argue (and you would be right) that AD&D’s mask was a thin veil at best to begin with. Clearly plenty of people read the DMG cover to cover even back then, but the reality was that the book was about empowerment of the DM because it understood that the DM is the storyteller, it understood that D&D wasn’t a game, but an experience. It understood that the game wasn’t about rules.

It must have been a disappointing experience to read the 1st edition AD&D DMG for players only to find out that the book really was nothing more than vague suggestions for the DM on how to run his games. What was really revealed is the fact that the Dungeon Master himself is the Wizard of Oz and his only power was the very thin veil he kept over your eyes, the one you just tore off by reading the book. There really where no secret rules, or unsolved mysteries revealed. The exploration of the rules through play was a fictitious game made up just like the story’s of the alter ego’s the players would go on in the game. The revelation was meaningless except for one thing, there was nothing left to reveal to you about the game afterwards. Simply reading and understanding how the magic trick was done, broke the spell.

Gygax persuaded players to avoid revealing the secrets of the DMG to themselves and those that adhered where treated to the wonders of it. Reading the DMG back than was the equivalent of reading the adventure before you joined it as a player.

This is at the heart of the problem of trying to re-invent the nostalgia of AD&D in modern versions of D&D and why the nostalgia exists in the first place. As a player who experienced that mystery and then became a god and watched others experience it, I know the desire of wishing there was a way to go back. There simply isn’t. For one modern gamers expect the rules to be clear, the game has evolved and a lack of clarity is seen as an obstacle rather than a mystery to be unveiled during play by the DM. Secondly, modern DMG’s have important rules that are clearly for the players, for example in 3rd edition you had prestige classes which clearly are player material infused into the DMG. In a sense, players had to read them.

I believe that modern role-playing hobbyist who did not experience the wonder and mystery of playing a game whose rules they did not know missed the golden age of the hobby. Their understanding of what D&D could be, or perhaps dare I say should be, can never be properly conveyed. I know that Gygax for years tried to break through to modern gamers and designers by example and I often wonder how many people got the message.

There is still mystery to be had in D&D, naturally the story the DM has prepared for you can have plenty of unexpected twists and turns which can result in plenty of fuel for the imagination, but there is a big distinction between the mystery of a story and the mystery of the game. 1st edition AD&D had both and it was thanks to the fact that the game was less defined, less refined and empowering. It gave the powers of creativity to the DM not just over the story, but the rules that governed it. The DMG was truly a guide, it lived up to its name, a place where modern versions of the same book do little more than provide clear and coherent rules with the expectation that both the DM and the players will read them.

I mourn the loss of this mystery, I think a piece of the game was lost when we set our focus on concepts like streamlining, clarity and transparency. The position of the DM in modern versions of D&D is more as an arbitrator of the rules and every DM today knows the feeling of having the rules quoted to them from a book that once was intended for his eyes only. In the end, this was the genius behind Gygax’s work, he understood that the draw, the thing that made his work special was that he empowered DM’s to keep that thin veil over the eyes of his audience and like a good magician, he expected a good DM would never reveal the secrets.

D&D 5e: The Advantage System

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When I first read 5th edition Dungeons and Dragons I didn’t pay much attention to new Advantage/Disadvantage mechanic, I thought it was interesting but really didn’t consider its implications to the game. After having played about 100 hours of 5th edition D&D I have discovered that not only is this a foundation mechanic for the system, but when used to its full effect creates one of the best role-playing experiences I have ever had D&D or otherwise. How does such a small, seemingly simple mechanic make such a huge difference? Well, its all about application and understanding its purpose as a narrative tool.

To really understand why the advantage system is such a piece of genius in D&D you have to understand the core problem with all editions of Dungeons and Dragons, one that each edition has tried and failed to fix. That problem is that as long as D&D has been around, the line between the story of the game (the narrative) and combat has always been very thick. It’s a massive gap really. The moment combat starts there is a subtle but noticeable shift from seeing the game as a role-playing game and seeing it as a tactical combat game.

Each edition has handled this differently. In AD&D, combat was very fast and swingy. One way or the other it would end in a short few rounds so in essence AD&D didn’t do anything about it other than just keep combat fast so the temporary lull in the narrative is, well very temporary. It worked well enough but combat wasn’t particularly narrative, in particular if you brought out miniatures.

3rd edition tried to make combat more simulationist and as such, the mechanic defined a lot of the narrative for us as players were able to perform a large amount of actions during their turn covered by a very detailed rule system. Combat was extended a great deal in 3rd edition, but it depicted the action in greater detail. Still it wasn’t narrative, it was mechanical and it was easy to lose yourself in the nuances of the rules rather than maintain the nuances of the story.

4e very aware of this effect if you consider how it was designed, tried to simplify the rules, but elaborate a great deal on depicting the action. It worked wonders, the tactical game really told us a story. The drawback of this system though was that your actions where narrow, defined by what was on your character sheet and combat was extended even more, taking so long in fact that it could swallow up entire sessions. One of the longest standing criticisms of 4e is “not enough role-playing”, but that isn’t a stab at the combat systems depiction of the action, but rather the fact that it took so long you never got to the role-playing part of the game.

It’s clear that since Gygax’s original vision, the designers of the game have been aware of this problem on some level. How do you maintain the narrative element of the game and still have an interesting, tactical combat system that D&D deserves? Their answer is the Advantage and Disadvantage system. In an amazingly simple way they have not only merged mechanics and narrative flawlessly, but created the motivation for players and DM’s alike to be more descriptive and involve themselves deeper in the narration of the story.

Now I can’t be certain if it was the designer’s intention to make the advantage system the solution to this issue, but whether intentional or not they have done it. The thing is that when we are not in combat, we are doing collaborative storytelling, acting and speaking on the behalf of our characters, describing their actions and rolling the dice to see how our intended actions fared. So why is this approach not used in combat? In a sense that’s what 5e asked and the 5e combat system in particular the advantage system answered with.

See D&D has a tactical element, it always had, but no edition in the past has ever really tried to infuse the same narrative approach we have to the rest of the game into combat, into this tactical element. Another words, combat was always about working out the math, rather than working out what happens narratively (as is the case at every other moment when playing the game.).

The advantage system represents a non-mathematical way to maintain a tactical element in the game and encourage players to think about combat in a narrative way. Players describe their actions and can gain advantages and disadvantages based on what it is they actually attempt in combat. Do you rush a guy and grab for his weapon? Do you try to use your sword to reflect the sun into the eyes of the archer in the tree? Do you slide under the Ogres feet and attempt to cut him where the sun don’t shine? It’s difficult to come up with mathematical formula for those things. You can guess or you could create a complex series of rules that attempt to account for every conceivable situation but really, for a DM the “pick a value that represents this action” game is a burden. The advantage and disadvantage system however makes this easy by allowing you to simply respond with a positive or negative effect on any given action when considering its impact and like a roll at any time, create a narrative resolution which notably is backed by a rather traditional D&D combat mechanic (HP, AC, To Hit etc..).

EXAMPLE: Player: “Ok I position my sword to reflect the sun, shining the sun into the eyes of the archer in the tree”. DM: Make an deception roll, if you succeed the archer gets a disadvantage on his next attack roll, if you fail, you are unfocused and the next attack against you gains an advantage”. Done. No math, no fuss, great narrative, the players are imbued with endless possibilities for tactical action limited only by their imagination and the game doesn’t skip a beat.. next player!

What’s great is that you can utilize other parts of the system to help ensure the actions are driven by character abilities. Skill check, attribute checks, saving throws etc. In this case I chose a deception check but it could have as well been a dexterity check, an intelligence check. The idea being, that you and the player can work together to come to a conclusion about what makes the most sense.

The advantage system is so much more than just a narrative level to pull on however. Its built into the system, so gaining advantages and disadvantages creates opportunities to use different abilities and make decisions about your actions. For example in the above example if the character failed, he might decide that he is going to use the dodge action this turn since he is at a disadvantage, or if he succeeds in gaining the advantage he might decide to climb the tree and assault the archer knowing he has a good chance of being missed as he makes his ascend and a better chance of hitting him.

These opportunities for interesting narratives unfold very naturally, once players get into the mind set of using them, the game becomes about them and in turn becomes about narrative play. Yet the tactical element, the core rules of combat are maintained.

It’s a wonderful system but it does take practice and naturally like any mechanic it can be abused, maturity and understanding of its purpose and the larger purpose of the game as a whole as always is required for it to work well. None the less, it’s a wonderful system when you get it working and it really breathes new life into dungeons and dragons.

Yet another wonderful element of Dungeons and Dragons 5th edition!