Showing posts with label Dungeons And Dragons. Show all posts
Showing posts with label Dungeons And Dragons. Show all posts

Friday, February 20, 2015

Through The Wormhole; Converting The Streams With An Improvised Buffer.

Through The Wormhole; Converting The Streams With An Improvised Buffer.

There have always been two major paradigms when it comes to fictional settings, like those used in role-playing games. They don’t get any more distanced than those of science-fiction and fantasy. In fact, both of these tend to be firmly established as existing at opposite ends of the setting spectrum.

To even the most casual observer, any reference to one often excludes the other. You want to talk about magic and wondrous creatures? The conversation could quickly draw the criticism of science-fiction fans. Discussing bizarre beasts from some alien realm or weapons that can hurl bolts of blazing energy? Fantasy enthusiasts might take up arguments against the complicated or unrealistic nature of the concepts.

The whole thing is a little ironic, not to mention completely fruitless. It is akin to debating who has the faster jet; batman or the x-men. Neither are real vehicles and both of them only serve as a fictional story element for their respective settings. However, at their core they are both mechanically the same.

Expanding on this analogy, consider this less-clear comparison; Gandalf’s horse Shadowfax and Luke Skywalker’s Tauntaun. At first impression there is little the two beasts have in common. Shadowfax is an intelligent creature with speed, endurance and a lifespan unlike other horses. Tauntauns are slower and less clever but able to exist in some rather extreme environments.

Structurally they both transport the hero through the story. Each one has their own unique feel and identity to it as well. However they are living, breathing beasts of burden that exist within their described worlds.

Taking everything one final step farther; in an 80’s animated series the titular hero Marshall Bravestarr had his own personal mount that was tailor made for the science-fiction landscape. It was a cyborg horse that not only could transform itself between a quadrupedal horse mode and a bipedal humanoid one but it also carried its own gun. The horse’s name was 30-30 (like the infamous .30 caliber lever action saddle gun preferred by many cowboys).

Standing Shadowfax side by side with 30-30 might seem as ludicrous as trying to compare a horse to a speeder bike in star wars. Truth be told, even that could be used to prove my point. The end result is a crudely simple one; regardless of how technological or robotic the theme/flavor may be they are both born from the same basic concepts.

A mount is a mount. You can call a horse a tauntaun or even a speeder bike but they both serve to convey a character from one scenic plot site to another. They each have their own setting appropriate traits and features but they are just descriptive fluff layered atop a mechanical base that is the foundation.

Within a fantasy world it makes sense to see people riding horses, pulling carts with mules or ponies – even an enchanted wagon or a magically mechanical mare isn’t out of place. By contrast it logically fits for science-fiction landscapes to fill in the same functions with automated anti-gravity automobiles, robots that you ride on and flying cargo carriers. Theme and flavor refine/define the core concept into something that is completely at home for the setting. But once you strip all that away it is just another thing that is meant to serve a standard function.

Once you really start to grasp this initial idea you can apply it towards all manner of aspects of a setting. A weapon allows you to attack. Does that mean that a blaster rifle is all that different than a bow or crossbow? The armor that has developed alongside both weapons has been shaped by that weapon technology. As such, in a world with bows armor is crafted for the purposes of defending against it. In the realm of blaster battles armor has been shaped by being shot at with blazing bolts.

When you really put things into perspective, everything scales into translation. At the heart of fantasy, magic is the source of so much wonder and mystery. However, if you step over into science-fiction technology takes its place. Arthur C. Clarke said it aptly; “magic is just science that we don’t understand yet.”

Many an adventuring hero has had to draw a torch to make their way down into some dark depths. In some space station a brave soul might light their way with a glow stick instead. What difference is there than their descriptions? They both are disposable light sources. One may be able to ignite other flammable materials while the other can be wet and still work. If you want to split hairs you could replace the glow stick for a flare and end up with another analog for the torch.

Even science-fiction staples like powered armor can find a fitting relative from fantasy. Magic armor that makes you hard to be hurt or stronger, faster etc. serves the same function as high-tech armor like powered armor. An injection of tissue repairing nanites is no different than a healing potion. A +1 to hit on attack rolls may come from divine guidance/blessing just as it could be the influence generated by targeting software.

Deep down, at the heart of everything both genres share a lot of the same elements – albeit using different themes and flavor. Once you can see past all this and understand how magic/technology is used to provide an influence over the setting you can grasp the interactions.

Think about it sometime.


Feel free to share your thoughts, there is plenty to expand on.

Friday, December 26, 2014

The Hallowed: Mortal Agents of Celestial Will

While passing the time(and more importantly serving to distract myself) in the days before my recent spinal surgery and again afterwards I found myself tinkering on a little project of sorts. I believe the initial seed for the whole thing, the proverbial pebble that started it all was an idea that came to me when I became curious about making an aasimar warlock based roughly on Constantine. While working on that character I began to ponder the nature of warlocks in general and how at their core it could easily make sense for a sort of holy warlock to exist.

Just consider it for a moment. A warlock, in D&D is in essence a spellcasting class that is bound into the service of a dark power or extra-planar/outsider being in exchange for secrets, magic etc. They cast arcane spells but they aren't quite wizards by any means or even quite sorcerers. In short they are a bit of an odd duck among the arcane classes.

Now, what if you stripped them of the thematic elements of evil and dark magics (or, yes - the whole grey area middle ground regarding outsiders like elder gods or archfey entities) in favor of their opposite. Instead of being beholden to fiends, outsider elder gods or even archfey you could have them sworn to serve angels or other celestial entities. Replacing the dark/foreign magics and arcane tricks at their disposal is divine magic and holy abilities to aid them in their appointed tasks.

The end creation, in the strictest sense of the word would be someone who was hallowed; blessed and chosen to preform as the mortal hand to a celestial's will. Among these 'Hallowed' are three different celestial aspects, each one based on the type of duty they are charged with. These aspects include: Swords, Shields and Cloaks. Hallowed Swords seek do battle with the minions of evil, Hallowed Shields protect the innocent from harm and Hallowed Cloaks act as agents of celestial authority or scouts wherever they are needed.

In the process of shaping the class into a fully detailed write-up like any official class within the player's hand book I also crafted or 're-themed' some new spells that fit along with the concept. The most predominant new spell, one that in many ways is a hallmark of the class is a divine cantrip; called Faith Blade. Basically, it allows the Hallowed to form a weapon, created by their very faith itself in order to fight their foes. In so many ways it is a sort of counterpoint to the warlock's eldritch blast spell - it gives them an attack that they can use that is tailor suited to the class without being overpowered. For the Hallowed, that magic is used in melee combat where warlocks instead blast at you from range.

Overall, I do believe the class fits in a similar capacity as a divine odd duck where the warlock is an arcane one. Hallowed aren't quite the powerful combat class as paladins but they don't quite have the range or scope of a cleric. You could say that the Hallowed did indeed become a sort of Holy Warlock or even a Divine Sorcerer in many regards. Depending on the aspect, what began as a divine class based as a mirrored opposite to the warlock soon became a mix of pieces drawn from bards, clerics, paladins and more. The finished product though, is nothing short of its own unique identity.

So, I'd like to make the Hallowed class available to anyone interested in trying them out or to those who simply find the thematic niche they fill missing from their games and worth adding. Here is is available in either Microsoft Word format or PDF.

If you are using my Digital Dossier character utility for 5th Edition, then here are three example builds to showcase each of the Hallowed's celestial aspect types:
Caelynn Liadon, Moon Elf Hallowed Sword 1st Level
Vondal BrightShield, Mountain Dwarf Hallowed Shield 1st Levcl
Carric Amberweave, Half Elf Hallowed Cloak 1st Level

Each pre-generated character is a complete write-up with background notes to provide a basic idea of how they came to become a Hallowed and/or why they chose to become bound into service. I won't claim they are all novel concepts or brilliant conceived but they do give some idea into the nature of the Hallowed class as a whole. Feel free to use them in your games as npc's or for player-use. If nothing else, I hope they might help inspire your own interesting ideas for a character or story.

As always, I am all ears regarding any feedback, opinions or thoughts.

Have fun playing and making stories to share. This began as something to preoccupy myself but became a sort-of labor of love. I had a blast crafting it and, at least to me also opens up a whole new cluster of interesting characters with which to play with. Hopefully you'll agree! Enjoy!

For where warlocks walk in darkness, beholden to shadows, Hallowed tread in the service of light, willingly sworn to serve when called upon. Wielding their very faith itself, Hallowed stand against evil in any form, ready to combat it at every turn.

- Regarding and in response to the question of why Hallowed are a viable option for players as opposed to an unnecessary one where players could simply play a cleric instead:

Granted an obvious question is why not just make them as another cleric devoted to a deity, why make them beholden to a lesser being instead? Which is a valid point, one that merits consideration. A paladin is a crusading champion of good, devoted to some cause or ideal. Clerics are themselves devoted priests to a particular deity themselves. Both are great character types, ones that are established, well known and familiar/recognizable. Much like how wizards are among the arcane classes and fighters are among the martial ones. Yet, there exists oddball blends between them like the bard, there are even fighter-wizard types like the eldritch knight. Hallowed exist within that same sort of mixed crossover space. They lack the potent martial prowess of the paladin, as well as their ability to channel divinity. When compared to clerics they enjoy a narrower scope of spells (even if they do garner access to many that a cleric simply doesn't have available), nor are they able to provide the full healing and/or the raw divine power to turn/destroy undead. Instead what the Hallowed have at their disposal is a unique knack, a niche for being a blend of battle-casting divine magic users, some flexibility for magical support, the ability to fight on their own to a degree and an overall capacity to fill in a themed roll based on their celestial aspect, one that is rich in flavor much like any warlock. If you ask yourself who would want to play a Hallowed instead of just making another cleric, the easy answer with which to counter that notion is this: who would want to play a warlock when they could just make another wizard. It lies in variety, in tastes and feel. Instead of an angel or celestial appearing to oppose the forces of darkness, wouldn't it be interesting to see an agent acting on their behalf - one invested with a measure of their holy power? It only seems somewhat more believable and/or balanced to have a 1st level player character who has been chosen or called into the service of a deva to act as their voice or intermediary in comparison to one who has a fiendish/elder god/archfey patron.


Hallowed © Matthew C. Gill 2014

Wednesday, December 17, 2014

They're Back: A Clutch Of Kobolds Are Under The Tree!

I've mentioned the old 'Kobold Rating Calculator' before. It was born out of a single question; just how many kobolds would it take to overrun a player's character? Virtually every player has ran into an angry clutch of kobolds. They've all experienced the same simple truth; while deceptively weak one on one, these critters can get dangerous in numbers fast.

With all this in mind I wrote a simple program to calculate through a very basic simulated combat how many kobolds it would take to overrun that character. The original version had one fundamental flaw however; it was designed under a very strict time-frame that required a certain degree of finality. In short; it was a final project for a college programming course. Much to my own regret in order to complete the project at the time and have it function I had to make certain alterations to its intended objective.

Instead of having it test the player's character against an ever growing horde of kobold combatants it just threw one after another lone kobolds against the character, resetting their hit points each time until the player was finally bested by the monster. This meant that the program did function and did so in a way that to those unfamiliar with the actual premise was concerned made for a completed objective.

However, it is something that has always bothered me ever since and one that quite recently I decided that I perhaps now had the better understanding(and time) to rectify. So with that in mind(and the fact that in two days time I am most undeniably about to be out of commission for the foreseeable future) I would like to share a completely revised take on the Kobold Rating Calculator.

This newer rendition is more to the intended design goal of what the original was planned to be. The user can input their character's name, their own and the combat stats for their fictional hero(attack modifier, damage modifier, hit points, armor class and damage die). Using that information the program then generates a basic no frills fight against a single kobold's combat stats. Nothing is considered regarding range, surprise attacks, special tactics or the like. This is just a simple your attack versus theirs face to face kind of fight.

You can imagine it all happening like this; you find your character trapped all alone down in some dark dungeon or mountain mine shaft with only a single trusty weapon at their side and a growing number of kobolds starting to become aware of their presence. How many can they handle all on their own before they are overwhelmed? Can your 1st level wizard actually challenge more than a single kobold on their own? Can a mighty half-orc fighter lay waste to half a dozen? Now you have a metric with which to measure that along with a means to do it.

This updated Kobold Rating Calculator also features some vast improvements over its predecessor. The most important and obvious of which is that it can increment the number of foes all the way up to a group of 10 kobolds strong(currently, plans are to increase this size limit further if this initial version proves itself to move past this alpha/beta release). Also included within is a hall of fame record similar to the original where the user can record their name and rating. But one new aspect is the inclusion of a combat log where a generated account is made available of a blow by blow as it were of the battle.

There are still, unfortunately, limits that I have had to maintain. Since this first build only is designed to deal with a very fundamental aspect of combat and only scales up to 10 kobolds attack and damage modifiers cap out at 10, armor class at 20, hit points at 100 and damage dice at 2d12. Forgive me if this seems pale or inflexible enough but I thought it best to design this first release with low level characters in mind to start. Over time I do hope to grow this to handle much more powerful characters and potentially even handle much more 'creative' combat as the like with which most players are known for.

The Kobold Rating generated will be a figure between 0(if you die fighting a single kobold) up to 10(for those who slaughter all 10 without meeting their own demise). Should your character die at the hands of, say, a group of 4 kobolds(whether due to bad rolls or simply because you couldn't put up enough of a fight against that many) then it will provide you with the number of those creatures you did manage to beat(that number being 3 in this hypothetical instance).

All in all, this should be considered a work of novelty and humorous entertainment. In no way does the Kobold Rating Calculator provide you with a definitive evaluation of your character's inherent successfulness or failure. The real strength of any character you build lies in the fun you have playing it and the stories you can enjoy telling about it. The number of monsters it can dispatch single-handedly is of little real value. Although, there is something to be said in being able to know exactly how many kobolds you can take down all on your own even if the rest of your party thinks you are a liability in combat encounters...

So, even though it is still early yet(like I said I may not get another chance before hand) let me share with one and all a little gift this Christmas;
The Kobold Rating Calculator(Revised) - Direct Download
*Requires the 4.5 .Net Framework available from Microsoft. Just unzip and runs from the Kobold Rating Calculator(Revised).exe inside the folder.
For this and other programming projects by myself you can check out my Glitched Grimore.

I hope you enjoy the work, and are entertained. And, as always; feel free to report any problems, complaints or opinions back to me.

Tuesday, December 2, 2014

Digital Dossier; D.D. For Your D&D 5th Edition.

[Edit] Released an updated version of Digital Dossier on 1/20/2015. This newest build should resolve an issue where shield ac bonuses aren't being included into the total armor class when it is calculated. Also, bundled with this version is a folder containing a collection of pre-made characters. These characters are from a wide ranging variety of classes and races, suitable for use as npc's, examples or even as pre-made pc's to jump into a game with. I had included an installer for the 4.5 .Net Framework in the zip file but due to size limitations had to remove it. This shouldn't be a problem, however if you do have any trouble or an issue develops; let me know. Currently this version has both run and been installed on a Windows 7 and a Windows 8.1 machine. Enjoy, have fun and make some memorable stories to share.

[Edit] As of 7 A.M. CST on 12/6/2014 The 5th release of Digital Dossier is now live and in available in the form of a zipped folder. All that you have to do is ensure that you have the 4.5 .net framework(available for free from Microsoft and already included on most pc's already running windows), extract the files and run the setup. This newest release should fix all the previous issues including an installation problem as well as address a variety of user-interface ones as well. It provides a much more friendly interface lay out that allows more detail space from the user all while (hopefully) also helping to keep everything visible for reference and printing. Happy tales to you, and as always - if you find any flaw, issue or idea for improvement just send it my way and I'll try to tackle it right away.

So for about a week and a half I have been working on a little project of my own. It isn't perfect, nor do I profess it as a thing of any overwhelming aesthetic - however it so far appears to be a functional tool. I am releasing it now as a preliminary build so that it may be put to use, tested and evaluated. May it be of use to you, may you tell great tales and enjoy in their telling.

Direct Download *Requires 4.5 .Net Framework
Digital Dossier along with my Digital Pathfinder Sheet(D.P.S) can be found here:
https://sites.google.com/site/glitchedgrimore/

As an example/sample here is an already made character file you can load in Digital Dossier to see it filled out: Silverbells the Elven Sorceress by Eslyn Gill

Stay tuned, in the coming days you'll find a release of an entire collection of pre-built pc's to use as well. Should you find any issues with the software, ideas for improvement or anything at all feel free to notify me immediately. This is only an initial release - one that I hope will see newer iterations in the near future.

Enjoy,
Matthew C. Gill

Thursday, November 20, 2014

Calling All Opinions; Input Needed.

To quote the venerable Johnny-Five; "Need input."

So, allow me to bring you up to speed. I recently(okay, yesterday) mentioned that I was considering a new programming project. Specifically my desired aim was to create another digital character sheet, this one for use with 5th edition Dungeons & Dragons. Now the overall goal mind you isn't anything glamorous or personal gain for my own benefit - I strictly want to try and make something useful.

With that in mind I'd like to share some of what I am considering incorporating into the design thus far. You can let me know what you think about it either way but more than anything else I am starving for input. Anyone is free to submit any idea or feature they would like to propose or recommend. If you know anyone who is never quite satisfied with other character sheets, then share this post with them so that they might contribute their opinions.

Here is the basic essential elements I've pieced together thus far;

  • Included menu functions must at least cover saving the character as a file, loading any saved file, clearing the sheet if a reset is warranted/desired and printing the sheet.
  • Any and all derived attributes or values such as ability score modifiers, proficiency bonus, skill modifiers, armor class, weight carried etc. should be auto-calculated and filled based on inputted entries made by the user.
  • An area for players to list any notes or otherwise record anything desired must be included.
  • Customizable or overridable fields should be available for any player using house rules or non-standard characters. Potentially even the auto-calc feature could be disabled by user preference.
  • Some standard details like racial traits and the like, even if not automatically filled in or listed should be incorporated in some capacity. That form can be taken as a mouse-over tool-tip that pops up or as a note/memo the user can reference under a help menu.
  • While a step by step walk-through approach to the character creation process could be helpful to some players it would be restrictive to a larger majority of players and require massive amounts of complex built-in information. This would also potentially reduce the programs flexibility. For an example; a user selects a gender or race etc. at some point in the process and then changes their mind. Can they go back and change it or are they stuck in the process? Will they have to finish it, start over or can they alter it? For those already familiar with the rules anything other than their own preferred method can be seen as irritating or a nuisance.
  • Some fields such as those devoted to spellcasting could be made optional by a user selectable feature so that non-casting classes can hide such sections. However, should a player be playing a race granting access to a cantrip or some other ability then a smaller appropriate 'Racial Spellcasting' field for example could be added instead.
Well, it is a start in any case. Thoughts, opinions, suggestions? Let's have 'em!

Input, Input, Input!

Full Disclosure; A previously proposed auto-fill example I offered as an idea was this -

[The inclusion of so much auto-loading details has been pointed out to be a potential problem, citing things like not every single race might be included or the use of altered and/or third party ones for instance. I only include this previous approach out of fairness to demonstrate one potential way considered for the design.]

A Dwarf Fighter from a Noble Background - 
On selecting Dwarf as a race the constitution score will increase by 2, Size will set at medium, speed will become 25ft and cannot be reduced by heavy armor, Racial traits such as Dark Vision(60ft), Dwarven Resiliance(Advantage on Saves vs. Posion and Resistance vs Posion Damage), Dwarven Combat Training(Battleaxe, handaxe, throwing hammer, Warhammer Proficient), Tool Proficient(Smith, Brewer, or Mason), Stonecunning(Inteligence(History) Checks regarding stonework with double proficiency bonus), Languages of Common and Dwarvish, and if a subrace is selected +1 Wisdom and +1 Hp/level is added for Hill Dwarves, while +2 Strength and light and medium armor proficiencies are added for Mountain Dwarves.

For Selecting Fighter we set the hit dice to d10 and if the level is set at 1 then we auto-fill 10 + Constitution modifier. Set armror and weapon proficencies to all, saving throws to strength and constitution, fill in the proficiency bonus based on level, highlight class skills to select from, check to see if using starting funds to purchase gear or the granted gear by class and background to offer any optional selections, select fighting style and list benefit, list second wind feature. For higher levels, list features appropriate to level such as action surge, martial archetype selected along with listed benefits by level, ability score increase prompts, extra attacks, and indomnitible.

For the Noble Background add the skill proficencies History and Persuasion, one type of gaming set tool proficency, prompt to add another language, gear if using granted gear, feature (position of privledge) unless using the alternate Knight variant then feature (retainers), and suggested characteristics(personality, ideal, bond and flaw) - possibly by even offering popup lists to select from.

Some additional auto-fills; AC(Based on armor, class features etc.), Skill modifiers, highlight any to be filled in fields, xp by level, Spellcasting vlaues by class/race.

Gear Fill In:
Armor - AC calc method, Strength Required, Stealth Disadvantage, Weight, Doff/Don, Speed Penalty
Weapon - Proficency Bonus, Stat Mod, Damage Mod, If Versitile add 2 handed damage field, finesse shifts strength modifier to dexterity, if thrown add a range field, an off-hand designation.
Adventuring Gear - Weight, Equipment Packs select to fill in with it's contents on your gear inventory list, Gaming Set(Select One), Artisan's Tools(Select One), Musical Instrument(Select One).

Optional - A Trinket Field complete with a potentially hard-coded 1-100 array of trinkets.
Optional - Feat Tab.

Now, can I pull all these things off? That I cannot make any gurantees on but I will certainly try to make as much of it as I can work. Thoughts?

Wednesday, November 19, 2014

The Character Sheet Conundrum; Convenience vs. Flexibility.

The Character Sheet Conundrum; Convenience vs. Flexibility.

Ultimately, at some point every person playing a tabletop role playing game has reached for the most basic form of character sheet imaginable; a blank piece of paper. You can fill it in with any information you want and in any way that you want. But at some point the little issue of convenience slips in. It could be any manner of pre-made printed or digital creation – we’ve all used them. From photo-copying the character sheets out of the back of a book to downloading some new one found online everyone has their personal favorites. The thing is, and it is something that can be argued; at what point does that convenience balance with flexibility?

Let’s say for example a player picks up a printed sheet that allows him to fill in a blank space for any skills that he has while a player next to him has a list to check off. Which of the two would you prefer? What does a player do if their skills are not on the list?

There are many digital tools for character sheets online as well that include auto-fill and auto-calculation of various scores as an aid. However, sometimes a player uses a house rule or has a special trait that doesn’t fit with the standard methods. What then?

I find myself contemplating such things as I consider working on a new digital character sheet for 5th Edition Dungeon’s & Dragons. What features are useful for players in such a utility? Is it better to allow them to fill in some aspects or lock in the pre-set values defined by things like race and class? How flexible and how convenient should it be?


I’d love to hear any thoughts on what favorite features people enjoy in a character sheet. What do you look for in one? Do you like the freedom to fill in what you like or do you prefer a pre-defined pick from a list approach? What are some of your favorite character sheets that you have used over the years? 

Sunday, September 7, 2014

Peekin' Underneath The Hood - A Look At The 5th Edition D&D Players Handbook.

"Well, I ain't never bought somethin' without first takin' a peek under the hood." - An often heard expression from my neck of the woods.

As of August of 2014 Wizards of the Coast published the fundamental first book for the 5th edition of Dungeons & Dragons; The Players' Handbook. For many of us who have been following along the twists and turns of the playtest, this was an exciting time. It was something I can say I was quite eager to examine post haste, and now have. After having done so I feel I can provide some degree of input for others who might be curious themselves.

First of all, there is some spit and polish here coming from the playtest material. Everything is fleshed out and with more options. For example the Warlock has been included as a playable class - complete with 3 different types of otherworldly patrons. There really is a strong foundation that has been built here, one that covers a wide ranging gambit of areas for play.

Everything begins with a wonderful forward by Mike Mearls, followed by some examples of play along with the standard how to play introductory stuff. Afterward we ease into things and are given our first real glimpse at the cornerstone of understanding any edition or game system; character creation. I don't care who you are or how many games you have ever played but one irrefutable truth is paramount; one of the best ways to get a feel for any game is to build a character for it. It may sound counter intuitive but its true. So, for me, with the first real chapter being a step by step character creation walk-through with examples is a fitting beginning.

A shinning high point among the 5th edition approach to things is clearly evident in the Players' Handbook and that is a depth of emphasis on fleshed out characters. By the second chapter we get into the races themselves and let me tell you even at the earliest of steps the detail encouraging design is already noticeable. Every race begins with a thematic flavor text quoted from various D&D novels to give you some feel for the race. There are entries on various aspects of each race's culture, physical characteristics, known customs, personality traits, outlook, etc. Really; they do a admirable job distilling the core essence of these playable peoples down into a concise digestible format that does precisely what it needs to.

Allow me to elaborate a little further here, because I don't want to do this any disservice. One of the many things I really loved about this first release of what is historically the core three essential books of any D&D edition is the fact that there is enough variety to keep things interesting without overwhelming you with an endless buffet of spiced up flavors. If you don't typically like playing a single cliched type of race like let's say an elf fresh from the treetop woodland wilds you have other options. You can instead choose the High Elf or Drow subraces.  Virtually every race has at least two or three different bloodlines or sub-groups to pick from and they all bring something else into the mix to be enjoyed.

While the often over-done ideal of an elf (using my previous example to continue the point) is one of a bow and sword clad figure draped in greenery stalking defilers of nature can be entertaining to some it isn't everyone's cup of tea. But then again, not everyone may want to play an aloof, self-entitled elf who was raised around an intimate arcane education that they, by all accounts, probably take for granted. Whichever brand of elf they prefer it is presented for them to use to build the adventurer they want to explore untold tales with. And, as I also already mentioned, they can do so with their own obvious differences.

Your standard racial traits will always apply to whatever character you choose to make. In the case of an elf they all share a common thread of being blessed with speed, hand-eye coordination and reflexes as reflected in their racial modifier to a player's dexterity attribute. However, where a High Elf receives an additional bonus to intelligence, Wood Elves instead get one for their wisdom. It may not seem like much of a difference but even subtle touches like this both have an affect as well as provide a tangible element for players to customize their concept with. Couple this with other traits like how a High Elf receives a cantrip (level 0 spell that can be cast at will) from the wizard spell list, how a Wood Elf can move faster or hide even when only obscured slightly by natural phenomenon and you can build two very different elven heroes.

All in all there are four common races described in the book and five uncommon ones for players to pick from (with the uncommon ones being... well; not quite as commonly found among most populations or only suitable in some settings). The common four are all core classics with subraces to offer plenty of options. They include; Dwarves, Elves, Halflings and Humans. The uncommon races are some familiar staples as well but arguably might be out of place in some campaigns if only less so than say some of the more bizarre/monstrous options out there. Their lineup includes the likes of Dragonborn, Gnomes, Half-Elves, Half-Orcs and Tieflings. [I should point out that I still find it completely questionable that Tieflings are once more presented in a core book while their counterpart the Aasimar are not. This makes absolutely no sense to me whatsoever but I suppose there may be some argument somewhere that can make a case for it's inclusion that I am not aware of.]

After races comes classes, which happens to be another area with plenty to choose from. A player is presented with a grand total of no less than a dozen classes that include: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard and Warlock. Each fully detailed from levels 1-20 and with some interesting options arrayed. Every class really does have it's own strengths and identity that you can get a good feel for. Want a warlock that is more than just a ' I made a deal with something infernal for power' trope? Easy, you can go with an Archfey or Great Elder One patron and not just the flavor of your character changes but some of their abilities do as well. Everything is not just set in stone - a fighter isn't just a walking tank that takes damage and say's 'I attack it' every turn. There is some real potential here that I can see for some fascinating characters that either embody the ideal of a classic version on that class or steps outside the box to show us something new and exciting. [I still confess I, personally see no real reason why Monk is a class in a core supplement for a fantasy game like D&D but that is just my own opinion. Your mileage may vary.]

Without nitpicking every single section and detail I'll highlight some of the other various things the 5th edition Players' Handbook has to offer.
  • Backgrounds - We are provided with a built in mechanic that allows us to breath an actual background for a character into that isn't just empty pipe smoke. Your background plays a role in what additional skills, traits and things your adventurer brings with them. Say you used to be (or still are) a criminal; you might have training with thieves tools, know someone who knows someone, even have appropriate gear to add to any quick-build setup you need to throw together. It all adds a wonderful ability to add character to your character while making it a functioning part of who they are.
  • Monsters/Creatures - One thing you can't do when wanting to play a game is not have something for the players to fight. Seeing as how the Monster Manual was next up for release but not out when the Players' Handbook was published it is a welcome bit of forethought to include some stat blocks for an assortment of creatures druids might transform into, wizards might summon or simply someone might need to forcibly remove. You don't get anything near to what is sure to be included in the Monster Manual but there is enough useful information for some adventures or handy reference for player's to access for various class features.
  • Personality/Details - This might tie in with Backgrounds but I figure it deserves a separate mention. Your character is not just defined by a simple alignment - of which there is much more than just 'I am the Law,' whimsical but good-natured and indifferent but not evil. Languages with example scripts are included for players to pick from but the gem in this section is the personality traits. In here you are presented options to shape your character like bonds that tie them to things, people or places, ideals they aspire to and flaws as well. It might not be as detailed as say the chapters on spells or equipment but it is a great thing to include in my opinion.
Overall, I have to say I am proud of the new edition, I'm eager to play it and especially to see more of what it has to offer. The only faults I can find is in some small elements that could do with better explanation. One such instance is in Warlocks and their spellcasting - it is implied that they do not require a spellbook for their spells yet, at the same time it is also implied that they are granted this knowledge via their patron. Nowhere does it ever clearly state that they do or do not need a spellbook. It is a minor thing to find fault in but it was something that stuck out at me. Another was skills - there is no chapter organized to explain them or what each does. Instead they are grouped into the section on ability scores and listed with the attributes they are associated with. Again, a minor thing but one I think could cause problems down the road when someone isn't sure or needs to reference what options/actions are available to them regarding their skills.

When you get right down to it, this new edition is shaping up to be a major game changer and a welcome return all rolled into one. I cannot see it as anything but a win, a success and a triumph for players of all types. It promises to breath new life into the game and really polish up things into something fun. I don't own a copy yet but after a lot of peeking about under the hood, beneath the chassis and even in the trunk it is a sure fire bet that I will be buying one in the future.

Is there any higher rating you can give something that, for you, would be a major investment as opposed to a casual expense? I can't think of one. If you can, pick up a copy as soon as possible. If not, you can snag the basic rules and other goodies at Wizards of the Coast website. Every shred of this just screams D&D to me; Gygax would be proud of it.

Sunday, October 6, 2013

Can You Spell, DM.



Can You Spell, DM

As a final stop on my little jaunt through the final D&D Next playtest packet I thought I might focus my gaze upon two main areas as yet untouched; the Spells and DM Guidelines to be exact. Along the way I’ll try to sprinkle in a dash or three of any commentary regarding anything overlooked thus far. So, without wasting anymore time; let’s begin, shall we.

First, we’ll start this survey by diving directly into something fun; spells. Dungeons & Dragons wouldn’t be complete without its essential element of magical marvels. And even with enchanted items or ancient artifacts, no party is quite the same without a spell slinger among them. No matter if you’re a player who prefers to play a casting capable character or not, everyone recognizes a familiar spell or two. And it doesn’t take a mage to appreciate a well placed spell blast when the party’s back is to the wall.

  • Pete and Repeat are Looking at a Spellbook – In the past there has been a longstanding pattern of some spells existing in a series of staggered variants. A small, medium and large version, if you will. Instead, such spells are now just a single base spell; one that if cast using a higher slot scales in proportion with adjusted effect. No more juggling how many cure light wounds, moderate etc you have prepared. Now you just cast a cure wounds spell, and if cast in a higher slot it simply cures with increased potency.
  • A Tool for Every Toolbox – Often overlooked, cantrips are a caster’s most basic and useful spells. After years of repeated castings through training or daily use they are now etched upon the magic user’s mind making them almost effortless to cast. This ‘minor magic’ isn’t just some arbitrary handful of options you start the game with and collect dust. Classes like mages and clerics have access to ranged attack cantrips, providing them with magical attacks available each turn. Useful utility spells allow for spellcasters to keep handy tools at their disposal at any time.
  • Sometimes it Takes Some Time – Not every spell, cantrip or otherwise, is designed strictly for use in the spur of the moment. Rituals exist as version of a spell that takes longer to perform, but doesn’t expend a spell slot. For example a mage might choose the ritual for Find Familiar if they wanted to summon and bind a spirit that takes the form of some animal to their service. While the ritual itself takes resources and time its results are permanent. So, while spells can be slung in the heat of combat there are also others well worth the time to take to do them.
  • Don’t Panic, Your Magic Isn’t MIA – I have yet to meet a seasoned veteran player yet who doesn’t have a roster of must have spells they always start the  game looking for. And, should they find them absent, they might just react like a kid missing their favorite toy. Granted, that last bit was just a joke – but in truth some spells have a heritage all their own and a sacred place on a spell list. If magic missile was no more, I think there might be a crying chorus calling foul. So rest assured; legends like magic missile, feather fall, goodberry, prestidigitation, melf’s acid arrow and so much more are all still around. Not only that, but I can attest that I don’t think I have found any classic spell so far that isn’t true to its roots.
  • Shiny and New – The spell section isn’t just a collection of old and moldy greatest hits dusted off with a fresh paint job. Included among the familiar faces are some nice new ones. In fact, I have long been a less than enthusiastic fan of rangers getting access to spells; just never felt right to me. However, I can honestly concede that the spells available to a ranger now not only fit, but they feel right without making a ranger seem like something else. Spells like swift quiver, hail of thorns, and hunter’s veil all seamlessly interweave into the classes image. While other new spells like fire seeds, thunderous smite and sacred flame shine as additions to other classes. (I fully understand that not all of these may be new or never before seen spells, just trying to highlight a handful of standouts.)

Moving along from fun towards more function, allow me to tread into the realm of the DM Guidelines. Fear not however, I have no intention of laying bare all those mischievous machinations players are certain must be grinding away against them in such sections. (Another joke in case you missed it, DM humor can be somewhat like that of the British; dry and an acquired taste.)

  • When to, When Not to – A bit of sage-like advice that I wouldn’t be surprised to have been cited as its source of origin being the venerable Gygax himself starts the DM Guidelines section off. One might have alternatively titled the segment; “When to stroke your beard like an evil mastermind with a grin, and when not to.” All puns aside, it is an essential skill that is valuable to any DM; knowing when to roll the dice and when not to. Not every action taken by players should require a check; the dice are just a tool.
  • The Broad Basics – When you talk about covering all your bases, it’s easy for some areas to manage to be overlooked by the time you get to something like the DM Guidelines. Little things like; how do you deal with a pc falling, are kobolds nocturnal, and what dc you should set for a check based on its presumed difficulty. Impressively enough, everything looks to be covered and laid out in the Guidelines making it a more than capable framework ready to be put to use. Things like setting dc’s, hazards, dealing with ability checks, creature sizes, lighting, dungeon features, exploration tasks, travel pace, weather, encounter and reward building, all the way to an example of play are all covered and then some.
  • Can I See Your Cartographer, Please – Maybe it’s a sign of my age but I can remember every game session we played there was always one player assigned the task of map-maker. As we made our way cautiously down into the depths, they studiously scribed our journey down onto paper to illustrate the descriptions from our DM. Now there are grid sheets with terrain tiles, apps and a variety of other software to use instead. But, no matter how you track it, visualize it or handle it; having a map is handy both in character and out. For us, our map-maker’s character often also took to the task of making a map in character as well. As such in the new rules players can employ a number of useful tasks while exploring; including making a map. So, trust me; if there are rules mentioned in the DM Guide alongside the likes of keeping watch to avoid an ambush – be they map making or navigating etc – then odds are they’re the kinds of things a party would be wise to pay heed of.
  • The Might of Math – Say it with me now; elegance is effective and easy. One part of a DM’s job is to fairly form which monsters will be encountered on the adventure. There have been a variety of ways this has been handled in the different editions and some have been a little less than a lightening to the workload, so to speak. Well, now everyone behind the screen can sigh with relief; because things just got simpler. Have a party of 4 1st level pc’s looking for an average difficulty fight? You reference a simple chart with 3 columns; easy, medium and hard with a row along the side for level. A quick glance on the line for 1st level reveals a value for an average fight that you then just multiply by the number of people in the party. The final result is your xp budget for the encounter. With that figure you can go shopping for bad guys to battle.
  • What’s It Got in It’s Pockets – The flip side to a DM’s duties is one that actually goes hand in hand with what monsters the heroes face. It’s the details regarding how to reward them. Now, when you were shopping for monsters you already established part of what to reward them with by your xp budget itself. That is to say, your xp budget is also the xp your heroes will be rewarded with by defeating the monsters. To determine what more tangible rewards might be available a series of tables are provided based on the kind of treasure complete with how to use them to generate random loot. A DM doesn’t have to use them, but it is a handy reference if you need to throw a quick horde or modest stash together.

Some miscellaneous things to mention:

  • Step by Step – Want to make a character of your very own? Included is a step by stem walkthrough to guide you through the process. It details what choices you have to make and points out some things to consider in fleshing out your adventuring hero to be. Including some explanation of key basic terms and aspects of how to describe your character or what to do beyond 1st level.
  • But How Do You… - Another prized gem is the How To Play section, which, ironically enough explains precisely what its name implies. Gathered here are the rules on how you make an attack roll, what an ability check is and how advantage/disadvantage works. In short; everything from saving throws and skills to movement and attitudes/reactions are explained. Combat, taking damage and healing are described. Even the various conditions with which a character might be afflicted are defined. Everything short of what a DM might need to know is provided in surprisingly easy to understand terms.
  • We Don’t Need Your Sheet – Also included is a pdf character sheet for you to use with your own characters. It’s fairly basic all things told but kind of amusing too. The digital record allows you a layout with all the standard info arranged in little areas to fill in. Including some little bubbles you can fill in and label with a name to track ammunition, potions or torches complete with a simple icon to designate them. Everything is very straight forward and serviceable, albeit lacking in style. But then again, this is a sample intended for use during the playtest; it could just as easily been a collection of empty lines you could fill out like a sheet of notebook paper. Wouldn’t that have been a grand and humorous bit of fun?
  • Hello My Name Is… - If your pals are short on time, a little shy about diving in or just prefer pre-made personas there are already created characters included. There are around 10-ish total, and while they run the gamut of available classes to represent, don’t expect every race represented or anything that might stand out as an unusual combo. No dwarf rangers or warforged paladins I’m afraid, but there are some tried and true examples of some staple heroes. Each one is a complete write up listing their stats, racial traits, class features and background. Any gear is described, including what attacks they can make and if they can cast spells they are listed in detail. No assembly required, batteries included, ready to play right out of the box! The only thing left for you to do is give them a name and/or describe them if you chose. I suppose if a lack of creativity restrained you; you could simply be bob the dwarf…
  • Step Right Up – It wouldn’t be a playtest without some material for you to play through, right? To that end a collection of previous released adventures complete with their bestiaries and a new one are also included. So a DM can get a feel for things before trying to devise his own dark dungeon, if he preferred.

So, I believe that finally brings us full circle and to a close on my commentary regarding the final Next packet. An additional update is promised to be on its way in the immediate future, but until it arrives all that remains is to put these rules to the test. Do they hold up? Will they feel like you expect them too while playing? Who knows, but for now this is my thoughts on the subject. I’d welcome to hear what anyone else thinks or their own experiences. And rest assured; I’ll test things out as well before long. Whether those results make their way into a post or the update manages to warrant one, I’m always willing to discuss my impressions should anyone find themselves’ curious. Hopefully you’ll enjoy your time playing with the new Next material, I know I will.

Friday, October 4, 2013

Beasts and Backgrounds.



Beasts and Backgrounds

When a player makes a character, that persona is more than just a class and race combination. It’s a sum of all its various components, and one aspect I for one am celebrating is that of backgrounds. One of my favorite things to do when making a character is to try and somehow work something into them to represent their background. A wizard might have some training as a bookmaker or record keeper because he grew up working as a clerk or craftsman before beginning their arcane studies. A young swordsman might have an acceptable knowledge of nature, geography or perhaps even be a capable farm hand. Doesn’t make either more powerful in combat or anything but it speaks to where they came from, makes the character have just that; more character. Its fun opens up interesting options for stories and allows you to really think about where they came from – not to mention why they do what they do.

The addition of backgrounds as a component of character creation, at least to me, was a welcome and delightful feature. So, in continuing my look at the final playtest packet released for D&D Next, let’s start with Backgrounds.  

  • There was a Yesterday for everyone – Every background presented grants the character proficiency with three skills, (up to) three tools, and a trait. The traits are basically an extra special ability the character can use that relates to their background. Some backgrounds also provide additional languages as well. A list of recommended gear is also present for those who take the class quick start gear packages complete with cost.
  • Tied Traits – Generally speaking, the traits granted to a character also serve to provide a tie to the world as well. They allow for them to have a potential connection to various groups they can interact with. In this way they don’t just provide a static bonus or ability, but instead a means to establish them as part of the world around them. A member of the thieves’ guild might recognize someone speaking in code, but it also means they might know others or be called on to settle guild business. It opens potential plot hooks for stories and serves to ground the character.
  • Enough to go Around – Not every imaginable background is listed among the samples. However, there is more than enough variety to cover most of the basics. And, should some specific background desired not be among those listed there are guidelines to come up with your own. More than sufficient enough to be of use to play with.

Let’s turn our attention as we take a moment to consider the monsters themselves now, since no adventure could be complete without bad guys to beat.

  • Monster, Monster, Goose – I haven’t counted them, but there are almost 90 pages of bestiary entries describing quite the range of monsters. But not every entry is just another beast to battle. There are also stated descriptions for animals like horses, and various humanoids as well.
  • Familiar Foes – Go ahead and grin, I know we all will; some of our favorite enemies are back once more. Like those vicious little lizard-looking kobolds for example. There is quite a collection of classic and iconic creatures to do combat with.
  • Don’t Expect The Same Fights – Even though some of the same monsters are back, there are also new ones as well. Monsters like kobolds now come in different types. Others have chieftains/leaders to be faced as well, and a new random recharge means you can never be certain that beholder is empty of energy blasts. So prepare for some familiar fun but don’t forget to keep an eye out for some surprises too.
  • Encounter Building Blocks – Gone are the challenge ratings, encounter levels and other such figures used to calculate which monsters made a threat and which were too much. Included in each entry is a single section at the end listing what level is appropriate for the party to be and how much xp is rewarded.
  • And… Action – The monsters presented aren’t just bland sets of stat blocks, they also list key traits, attacks and any customizable options for the dm. This includes any tactical strengths, average damage on a hit (damage dice are listed as usual), etc. Customizable features for some monsters can be things like if the creature can change shape, cast spells, curse its foes etc. Not every creature of a set kind will all be cookie cutter clones. All the better to have provide you with some variety in your opponents, no?


Even with some classic monsters and the inclusion of rules regarding backgrounds Next still proves to me to be fresh, innovative and a clear return to the game’s core. It shows us some of the games defining elements in new ways or with refreshing simplicity. Things may be changing but the past is not being forgotten nor is it replacing the future.

Thursday, October 3, 2013

Race Class.



Race Class.

Continuing with my ongoing look at the final D&D Next playtest packet I thought we might take a gander at two important decisions any player ever makes; race and class. Now, as much as I might be thrilled to do so, I’ll have to refrain from citing every little detail or feature. So, forgive me if you were hoping for a summary account of every single aspect regarding the races and/or classes. I apologize for the restriction, but you are more than welcome to sign up with WotC to get access to the complete packet.

Let’s begin, as most players do, by taking a look at the races presented as available for play.

  • The Fantasy Four – Listed as the common races capable of fitting in to virtually any setting are the dwarves, elves, Halflings and humans.
  • The Uncommon Denominators – As far less predominant peoples we are also presented with dragonborn, drow, gnomes, half-elves, half-orcs, kinder, tieflings, and warforged.
  • Culture, Anyone? – With the exception of a handful of the races (who realistically don’t require one) every race has a detailed primer providing a good briefing on its culture, customs, and racial identity. Every race offers you ideas for names, commonly spoken languages, info on religion, beliefs etc. You really get a sense of the race as a whole to help shape the character you’re trying to create.
  • Fun Flavors – Not every race is just a singular group; many are made up of different tribes, clans and offshoots. This is nothing new to any experienced player; many could even rattle off names of various sub-races like hill dwarves and wood elves without blinking. So it should come as no surprise that when selecting a race you are also presented with some sub-races as well to chose from. They are all well done, with their own signature traits that add to all other racial features without replacing anything. Overall everything looks fun and worth trying out.
  • More With Less – The key established premise I keep seeing emphasized is the overall flavor and rich depth. Key aspects of each race is still present, but gone is so much of the math. Racial features are no less important or effective; they just don’t rely on +2 to this or that to justify them. 
  • Not Exactly What Some Expect - One caveat I must provide, and while I enjoyed it some will no doubt decry it; don't expect every race presented to be precisely as you imagine/remember them. Dragonborn aren't described as having to look like walking/talking dragon-men, nor are Tieflings forced to look like fiendishly evil folks. Without such mandatory aesthetics I think it breathes some old life into the concepts and allows for great storytelling opportunities. 

And as for the classes…

  • Party Plenty – Don’t expect your party of players to be restricted to a handful of choices because presented are the rules for; barbarian, bard, cleric, druid fighter, mage, monk, paladin, ranger, rogue.
  • But Are They Real? – One of the first questions I asked myself when approaching every class was a simple albeit important one; does it feel right. Every class has a certain feel to it, so if the mage doesn’t feel like a mage to me or the ranger like a ranger then it’s an issue. Fortunately, every single class screams its own name. Each one shines in its own way and is exactly how you would expect them to be.
  • Options Abound – Just because feats are optional doesn’t mean every class is just a straight line of generic traits. Players can chose from different types of representations regarding their class as they level up. Mages might take up the traditions of specific schools of magic, while a cleric might focus on a particular domain of his deity. No two characters will be alike even if they are the same class.
  • Efficient, Effective – Every class description starts off with a brief explanation followed by its features and includes a quick reference box highlighting some things to help if you’re trying to throw one together in a hurry. You have your trusty table of features per level laid out and then the starting traits to take note of. Chiefly your hit die, hit points at 1st level, hit points at higher levels, armor/weapon/tool proficiencies, two attributes you are proficient in for saving throws and finally a few skills to pick one from to add to those granted via your background. Don’t worry though, should they overlap the skills you already have you can pick a different skill of your choice. After this the rest of the classes’ features are explained and any options available are described.
  • A Different Approach to Ability Score Improvement – Depending on your class, you will get opportunities to raise your attributes at various levels. However, instead of a consistent 1 point increase you’ll find yourself with 2 points you can boost one stat or 2 separate ones. The only catch being you can’t use this feature to raise any score above 20. Every class provides this feature, just at different intervals and in total about 4-5 times by 20th level. Which could easily allow a player to exchange his stat boost for a feat should he find his stats sufficiently satisfying.

I think that about covers it, like I already said, without endlessly repeating everything in gory detail. So, until next time where I’ll try to fill you in on even more, feel free to have a look for yourself and/or share your thoughts. I know I’m looking forward to seeing Next continuing towards becoming complete, or at the very least farther down the line towards release.

Wednesday, October 2, 2013

Gear, Goods and Greatness.



Gear, Goods and Greatness

In my last post I took a moment to highlight and talk about some things that stood out to me after reviewing the final D&D Next Playtest packet. And, just as I mentioned in my post there was far too much material to cover completely. This became doubly clear by the following morning, where it occurred to me that there were still some areas I had yet to look through very well. So, if you’ll bear with me for a moment, I’d like to continue my examination of the material. Specifically, this post will try to focus upon magic items, mundane gear and feats.

  • Magic Items – The element of magically enchanted objects is nothing new to a fantasy setting, nor is it a sudden addition to the game. The infamous animated children’s TV show even capitalized on the concept as a core device; portraying the young heroes each with a magical item. Most people to ever have played the game can still fondly recall the thrill of finding their first magical item, no matter how simple it might have been.
  • No Guarantee, Entitlement or Requirement – Part of the underlying new culture being interwoven into Next is the concept that things like magic items should be exactly as their name implies; magical. With that idea in mind they are presented in a way that highlights them as rare treasures, not commonly encountered easily acquired badges of adventurers. The central theme is that players shouldn’t be guaranteed potent prizes every time the ride out, nor are they mandatory for them to be effective. The material is quite clear on how flexible this all can be depending on the setting, DM, or group – it isn’t established in stone. But the basic foundation is one of returning back to the wonder of discovering even the tiniest treasure.
  • Smaller Numbers, But Don’t Judge a Book by its Bonus – Initially I don’t doubt many will look on the items presented and scoff at the fact that for being so rare most only provide a +1 bonus. But this goes back to my last point; focus is shifting away from the large empty bonuses and back to the flavor. Every item shown as an example is dripping with descriptive detail. Items are given subtle elements that play to who/where they were made, hidden aspects, even quirks. Nowhere did I see a single object mentioned that was nothing more than a +x to stick in slot y.
  • Familiar Friends – Thumbing my way through each entry, I discovered some very well-known names. Some famous magic items have a history all their own, and it was very welcoming to see some classic staples presented.
  • Charge It – Some items, like wands and staffs for example make use of charges to power various effects. An interesting new element is a smaller number of total charges that recharge a random number at dawn or on expending the final charge have the risk of being exhausted permanently(a roll of 1 on a d20).
  • Common Sense Rules – As funny as the claim is, it is also apt. Magic item wearable limits have been simplified; if you could see someone wearing it within reason, then it’s acceptable. People wear multiple rings, necklaces etc all the time, so perhaps this will help cut back on some of hose late night debate sessions for some of us. Even though nothing will ever end them all together!
  • Here’s Your Stat – Instead of providing a bonus to a specific attribute, as has been the custom in the past, there are some magic items that alternatively grant a new score. For instance instead of boosting your strength by a set amount that may or may not grant you ‘the strength of a giant’ the object instead actually adjusts your strength to literally become that of a giant.
  • Tune In – Not surprisingly people have been protecting the secret methods they use to manufacture the very tools they use to safeguard themselves. Be they weapons proven effective, the most protective armors, all the way to miscellaneous utility equipment. Likewise it comes as no surprise that dwarves guard their rare relics by making them only to fit themselves, and elven smiths weaving intricate spells into their own to only respond to their own kind. As such some items have requirements, they will only function for race x or class y. Others function fine for anybody, but in the hands of a preferred person they respond with superior effect. A new aspect now allows a player to attune themselves to an item, to bond with it and unlock features only available by such a connection.
  • There is Always Something – Even without a mathematical benefit, magic items still manage to effect game play. Many might not even require activation; they simply provide some effect. For instance by making all movement made while wearing them soundless, even when passing over broken glass, dry leaves or loose gravel. Others grant access to special use powers or automated responses to conditions, like say; falling, for example. And then there is the element that opposed creature types, alignments etc might meet with revulsion when coming into contact with an item. It can even lead to actual harm from touching the object. Magic items are a much richer, vibrantly flavorful aspect to the game as their presented. And what is included is merely a working sample to give us an idea. I think we can expect some great things to come.

  • Mundane Gear – Things are simplified and very satisfying here in my opinion. Enough variety to fill plenty of needs and feels perfectly well rounded. Weapons are grouped into simple and martial types breaking down into ranged or melee each.

  • Whips are a Weapon – One thing stood out to me right away, as odd as it may be (or trivial depending on your viewpoint). And that was the inclusion of the whip as a weapon that actually does slashing damage. For quite some time whips have been regarded as a non-lethal or 1 point damage weapon that could be used to try and trip or disarm. Welcome back whips.

  • Armor and AC – With the adjusted math mechanics first glances are deceptive when you approach the armor section. Light armor allows you to take advantage of your dex mod but on average only provides about an 11 +dex on average without getting into the more expensive light armors. Medium armor limits your dex mod to a max of +2 while offering a range of around 12-14 (again barring the fancy stuff). And heavy armor allows no dex mod at all with an ac of 14-17. Now, I’m not typically one to crunch numbers just for the sake of maxing things out but as an example a player with a dex mod of at least +2 could manage to afford some medium armor (ac 14) with a shield (+2 ac) for a total armor class of 18 at first level and still have only spent maybe a third of their starting funds. If you want to be precise by spending 60 gold out of a starting 175. All things considered I’d say that isn’t bad at all. Don’t let the lower ac values fool you at first look, this feels balanced to me, but we’ll see how it holds up in action.

  • You Don’t Have to Have Two Feat to walk – Feats are entirely optional now, being a substitution available anytime your class might offer you an attribute improvement. They aren’t mandatory nor are they handed out like candy. However these are not your old feats, they are noticeably more potent.

  • The Power of Potential – Feats now can provide a +1 increase to a stat; allow additional skills or languages, even bonuses to certain actions. They can remove limits on some actions like suffering disadvantage when firing from long range, or even grant new actions. Feats are formidable enough now to warrant some consideration of their use but still without being a requirement to be effective.

Well, I believe that is about it for now. There are still things left un-mentioned but perhaps I’ll go over them another time.

Sunday, September 29, 2013

Sally Forth; It’s a Hero’s Horizon.



Sally Forth; It’s a Hero’s Horizon

I’ve talked about Dungeon & Dragon’s 4th edition before, about how I tried to give it a fair shake but at the end of the day it just wasn’t as enjoyable to me. And there is no shame in that, it was a different kind of game, one some still enjoy while others did not. Absolutely nothing wrong with that.

But without getting into the whole can of worms I’d like to take a step forward past 4th to talk a little about the final D&D Next Playtest Packet. I know there are still those who decry and ridicule it for the very point that it isn’t 4th edition, calling it a failure, lacking innovation and little more than a bland throw back to bygone editions. And they are entitled to their opinion. It’s as simple as that.

The underlying truth though is that Next has been shaped from the ground up to fill a hole among fans, to reach down and find the pulsing primal core of the game and breathe new life into it. Things were seen from the vantage point of those behind the scenes that needed addressing, so they are; to ensure years of enjoyable entertainment to come.

And I for one am excited by everything I can see. Time will tell for sure though, so we’ll all have to wait and see where this course will take us. But in the mean time let me highlight a few of the things that stood out to me;

  • Simplicity as a strength – Everything presented speaks to the very heart of the game. From the brilliant advantage/disadvantage mechanic all the way to the base math itself things are fun and functional.
  • Flexibility without losing focus – Classes have been reduced to their core premise while showing that there are still options to stand them out from themselves. Rangers are done right; Druids are not just a player and his obligatory pet, while Clerics have access to ranged attack magic as well as healing.
  • Flavor and fun – Most importantly everything looks fun. You have Rangers who can shoot arrows with nature spells like Hail of Thorns to rain down a shower of sharp spikes from your projectile. Bards who can inspire everyone to victory. Paladins who champion good and can summon up that power to smite, sending radiant power right into their blows. Thematically everything feels right, nothing feels like a repeat. No matter what edition you started with or prefer what you find here will be familiar.
  • Versatile and Proficient – New elements shine a pleasant twist on some old characteristics. Take some of the most classic weapons in the game like long swords, quarterstaffs and the like. They have always been staple gear for various iconic heroes and always been useable with one or both hands. Now you can take advantage of some weapons with the versatile trait to wield two handed for a die step up in damage! A long sword’s d8 becomes a d10, meaning the weapons truly become more versatile. And a stunningly simple approach in the form of proficiency handles so much so well. A scaling proficiency bonus provides a key component to replace base attack, saving throw, etc. Proficient with that weapon? Great, add your bonus to the proper stat on your attack roll. Not good with that great axe you snatched up to protect yourself? Sorry, no bonus for you, it’s just you and your strength to deal with your own disadvantage. Easy to figure, easy to implement and feels balanced so far.
  • Modular Mages – The Wizard has long since been the default spell caster within the game. However other magic users have come along the way like warlocks, necromancers, etc. The way Mages are presented it would be easy to implement such other themed traditions under the Mage heading without having to recreate the wheel each time. Which also opens the way for a primer to pave the way for player/DM’s to create custom subtypes to fit their own games.
  • Multi-class, multiple alignments – A welcome sight was the inclusion of rules for cross classing into other classes. Want to play noble knight of the realm who secretly studies the arcane arts? As long as he has the appropriate attributes (i.e. – he’s smart enough for his lessons) he can do just that. To further add options the 9 alignments are back, meaning that depending on the theme of your story the heroes can run the gamut of saints to villains. Dark anti-heroes, self-centered alcoholics, anything you could consider playing.
  • So much room for growth – As a foundation this material looks to me to be a great basis for growth, adaption, and expansion. There isn’t a lot of clutter, everything is condensed to its core elements and so much room exists for building onto.

There is still far more to take in and digest, too much to get into here. And some aspects I can’t really comment on without testing out further. But I can easily say nothing in the materials prompt a single moment of rageface, an ounce of disdain or any disappointment. Only excitement and hope for what is to come.

Wednesday, July 31, 2013

And Erevis Cale Is Who?



And Erevis Cale Is Who?

Before I begin let me establish something first. I had zero, none, nada, zip, absolutely no clue who Erevis Cale even was until quite recently. Growing up I played way more than my share of Dungeons & Dragons and I am in no way ashamed to admit that I spent a lot of time doing so within the confines of the Forgotten Realms. I have always had a fondness for the setting and over the years have followed its shifting storylines. And yet somehow I had managed to never notice the stories of one Erevis Cale.

Now, Erevis Cale, for the record is a protagonist penned by none other than Paul S. Kemp. Who, also I should point out I had only recently discovered by reading his Egil and Nix books, which are great by the way. But other than that I hadn’t really read any of his established works. So when I received a random email from the book-brownies over at NetGalley explaining how I had magically been pre-approved for the first two novels in the Sundering Series I was curious to say the least. Especially since Paul S. Kemp wrote the second book in the series and it involves Erevis Cale.

To further explain things let me just say that like many readers I am often reluctant to jump into a long standing series that I have never read from the beginning before. Add to that the fact that it is part of an ongoing epic storyline set to reshape a known setting and I was doubly dubious. Even with the reassurance that each book in the Sundering Series was a ‘stand-alone story’ I was a little concerned. There have been several series to make such a claim only to find a reader later lamenting the fact that without reading them all they missed various details or plot elements.

So I tried my hand at the first in the series, and without getting into the gory details had to cast it aside and try my luck with the second. Like I said I had enjoyed some of Mr. Kemp’s other works enough that I felt the leap of faith worth the risk. But what I found waiting for me was a more than pleasant surprise. It was like walking blindly into a room full of friendly folk who allowed their story to unfold around me. I couldn’t tell you thing one about who some of these people were or what had happened to shape them before then and honestly it never once mattered.

Kemp skillfully manages to lay out an intricate and intriguing series of events that draw you in without asking anything of you to know before hand. Everything just blossoms around you to form and you find yourself curiously charging along. Instead of making you feel guilty or lost about missing what has already happened you are trying to figure out what is going to happen next.

I’ll compare it like this; imagine that you are a child who has just been handed what looks like a simple puzzle. But as you work at it you find yourself losing more and more track of time as you become engrossed in the enigma. That experience is not unlike reading The Godborn. And for me, that warm welcome was more than enough to secure it as a worthy read.

Now, I know for some the idea of a review is to analyze the plot, the characters contained within or even divulge a spoiler or three. Well, I am not about to even ruin a single aspect of this book by dancing around any such elements. All I will say is that it doesn’t make demands on the reader to research anything that came before. And if you are familiar with Faerun you will find some things that will easily catch your eye. However, with the nature of the beast being what it is – a part of an epic whole that is promised to bring about change, you will also find new things to enjoy.

So, whether you’re stumbling blindly in from the cold for the first time or you’re an old adventuring companion to the likes of Cale you should enjoy the tale either way. It is a rare find in an ongoing series and one I can honestly say that will have me return for any past or future exploits. Give The Godborn a try when you get the chance, no homework required.