Showing posts with label Establishing A Foundation. Show all posts
Showing posts with label Establishing A Foundation. Show all posts

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, May 30, 2012

Foundations: A Free Refresher Course.

Let me begin by admitting that I am by no means a professional carpenter/contractor. I've never built a home nor do I have years of experience in the field. However my grandfather was a highly respected carpenter, one of the most sought after in our town in fact. It is from his wisdom that I know one simple truth - no matter how skilled or experienced a person is, no one can look upon a foundation and instantly predict every aspect of what is going to be built upon it. You simply cannot gaze on the laying of a foundation and presume to know all the issues awaiting construction. Neither can you assume merely from the foundation itself what the final structure will become. In short, not even the most experienced and veteran craftsman can anticipate everything that lays before a project on the foundation alone.

However, in contrast to what cannot be known the foundation itself is a very important part of any endeavor to craft something. Especially if the intent is to create something of lasting value and worth. For example consider the old parable of house built upon the sand vs. one built upon stone. The wise man who built upon a strong foundation of stone's house endured the weather and time to last. The foolish man by contrast had a home that quickly crumbled and faltered against the elements. My point here is an obvious one; getting your foundation is not just important, it's vital. Building upon something flawed or weak will only ensure a short lifespan not to mention inevitable failure.

Why are we even on the topic at all? Simply put, it lies at the crux of a larger topic that I have come to feel that so many are ignoring. From the very beginning, Wizards of the Coast has tried to make it abundantly clear that their intent is to not simply toss out another edition. Their goal is to break down what is at the core of all editions, unify the base elements and craft a new edition that can serve fans of all editions while enduring. A lofty goal to be sure, but one that hinges on establishing a strong foundation they can build on. But the key focus here is that they are trying to establish that  very foundation. Until they can get that base set into stone they can't build up or out, and that's where we come in. They need our help in getting it right, and they genuinely seem dedicated to doing this right the first time, because it's worth it. And if we can build this to last then there is no reason they can't give us the game/rules we want that ensure a long lifespan of our hobby. For that matter, there is nothing that says they can't get the rules established in such a way that then allows them to provide us with the rich content so many crave.

I have heard so many different complaints in the days since the playtest was first released, and I think quite a few of them are centered on the fact people are forgetting that we're laying the foundation. If you loved 4th edition and are lamenting seeing more of it in the materials, be patient. 4th is the newest part of the game's history and while it is still a very controversial subject we have to look at all the history of the game as a whole. Just like in building there have been so many different methods used over time and if we're to build something worth the effort we have to look at the bigger picture. We definitely don't want to find ourselves looking at a whole new edition in a few years because this attempt failed. Nor do any of us want to see the brand shelved only to never know if or when it could return.

To those who cry foul at seeing so much "old-school" material I'd like to remind you that this game has been around for a long time using just such elements. It isn't a weakness but a strength that lives in the very feel of the game. And to those who bemoan even a hint of any newer element or innovation; truth be told without Gygax or others around we don't know what they would of thought about such concepts. For the sake of our favored past time we have to at least give it a chance and try our best. If all we do is fall to stubborn pettiness over the project then we will completely betray the fate of the game and doom the potential of it's future.

And to those who take issue with a new edition solely on the fact that they'll be asked to buy all new material, I can honestly sympathize. However, even living below the poverty level I will be the first to say that if this is done right I would be more than happy to invest in the game's future. Yes, I have in the past felt slighted by the release of a new edition that warranted such an expense. But even so, if this whole thing works out like it might it would mean the beginning of a whole new era of the game. If that is the case then I actually don't mind investing in new books provided the quality merits the price.

You can live in a house most of your life, but if the chance comes along to invest in a better house, especially one in the shape to last it could be a great opportunity. Moving isn't always easy or without it's own myriad of issues but nevertheless it's a part of life. We could simply invest in another trailer-like edition, one that albeit nice would only last us a short time. Or we can dig in and pour ourselves a foundation to build on that can allow us to shape something great and lasting.

I don't know about you but like my grandfather I have to say if it's worth doing then it's worth doing right the first time. It could be argued that the same effort should of been applied to every other edition. But I think that each other edition that came before us, has allowed us to grow and refine the game. And if we don't take the time to really understand that or apply it then all we'll ever be doing is building ourselves houses we can't or won't really live in. We might stay for a bit but they'll never be a lasting home.