Let's clear something up, right here and right now.
Are you ready?
Setting down? Don't worry, I'll wait...
Good? Okay. Brace yourself; cause these words you may not like hearing.
There is no such thing as a 'balanced party.' Not in the sense so many people think of them. Don't believe me? Well let's do a little example here to illustrate my point. Imagine if you would a 4 person party, and let's say this party is one with the simplest form of balance possible - 4 fighters. They're all the same level, same race, and we won't even consider feats/skills etc. Now, you could say that you have a party of 4 identical characters with zero chances of being unbalanced. But here is the curve ball of a point - each fighter has selected a different weapon as their only difference. One may have taken a longbow, one a greatsword, another a mace and shield, the last a pair of short swords.
Even with such a rudimentary group we already have a unbalanced or 'un-fair' element many would declare as foul play. For instance if the fighter with his long bow gets his turn first some foes might be eliminated before the others can get in close enough to fight. In contrast if the foe is too big or is already in too close he might feel not feel effective. Is this party unbalanced? No. Because no party should be gauged against each other, they aren't battling one another. Instead the party is a team and as a team their effectiveness is the sum total of all of the members and how they act in concert against a foe.
A wizard may be powerful in regards to his spells but that is a limited resource that once depleted leaves him vulnerable. The fighter may not be limited in regards to such a resource but it is him who can protect the wizard and enable him to work his magic. You don't bench part of your team because their skill is beyond the others. No, you try to place your players where they are strongest and allow them to maximize each other.
Think about it. And while your at it check out this article with more such points to consider. A game is about having a fun enjoyable experience. If everyone does end up with such an outcome then that is what matters. Isn't it? The only balance we should worry about is between the players and the opposing team(i.e. - monsters etc.), right?
Tuesday, June 19, 2012
Tuesday, June 12, 2012
Breaking News; Trolls No Longer Content With Bridges And Caves.
Passion, it has always been both powerful in it's motivation as it is terrifying in how it affects some of us. For example, with the valiant efforts being attempted towards #dndnext, it has also brought with it something terrible. Trolls. And unlike the creatures of folklore these seem less than content to remain under their bridges or caves. Granted, this is all to be expected, and if such individuals were to remain under their respective locales and only confront those miss-fortunate passerby's it could be written off as understandable. But instead, what we find is a collective of agitated trolls who have left their haunts to stalk about and stir up any form of confrontation possible.
Common sense might demand a simple placement of an adage much like one at any zoo or wildlife park; 'Don't feed the trolls.' With such advice we could just smile, nod, and go on our merry way. The problem with this is that the professed cause isn't the cause. Supposedly, most of these trolls are citing issues with the playtest material, claiming various design elements flawed or ill-suited to them. To be fair, this is a playtest and Wizards did ask for our feedback to help ensure the best possible game they could deliver. However, like agitated piranha these folks aren't simply content to provide legitimate feedback - not even fair criticism. Instead they seem driven to feverishly shred every possibly positive notion they come across.
I've been excitedly following the topic of #dndnext since the open playtest was released in hopes of seeing other people's thoughts and reactions. I've even tried to refrain as often as I could from being dragged into heated debates over the issue. But unfortunately, like a well known bridge I have found myself often facing a troll as I strive to move on to greener meadows. Even negative feedback can be helpful, I can appreciate that from a design standpoint. But actively going out of your way to attack and provoke aggressive verbal exchanges over a subject does little more than to poison the overall topic. Weather this is a goal for some or not I can't say. What I can say is that with each passing day the more floods of negative commentary that continues to tear down any attempt at working towards an improved version of the game only drives me to believe that some people can never be happy. And as such make me question weather or not any open discussion is even possible.
Even if you strive not to engage these trolls, or feed them as it were, you can't ignore them without fearing for the future of the game. Because these voices, these loud negative voices are speaking about a topic that is being shaped by everyone who chooses to talk about it. And no matter how one sided or flawed their arguments might be they are being heard as we all have a right to be. If you like what your seeing you have a right to say so, just as much as if you don't. But with that that said you must also remember you don't have the right to relentlessly assault every opinion anyone else has. Say your piece in the playtest feedback if you want to shape the game's future. But, please, don't discount the process and tear it down without taking part.
It's one thing to enter into a discussion with someone on a topic, to listen to their views and then politely explain your own. Quite another to discount everything others say and claim to be victimized/ignored. Nonstop negative barking isn't helping your case, even though I know it will continue to go on; if for no other reason than that it disrupts things and feeds some peoples need for any form of attention. The playtest is what it is, a playtest to test out how the early parts of the game are when played. To expect more than that or to assume anything beyond what is presented is ludicrous and pointless. If you'd like to approach the issue with respect and an open mind I'd be glad to hear what you have to say. But please, don't presume to expect me to set here any further and allow tolls to run a muck like a mob while they demand my attention.
You want respect? You want attention or to be taken seriously? Then please, try to approach the issue with at least some degree of maturity or decency. And if you cannot, if all you can do is spout forth an endless streaming rant of negativity then return beneath your bridge now and kindly await some other ears. Cause mine will be otherwise engaged.
Common sense might demand a simple placement of an adage much like one at any zoo or wildlife park; 'Don't feed the trolls.' With such advice we could just smile, nod, and go on our merry way. The problem with this is that the professed cause isn't the cause. Supposedly, most of these trolls are citing issues with the playtest material, claiming various design elements flawed or ill-suited to them. To be fair, this is a playtest and Wizards did ask for our feedback to help ensure the best possible game they could deliver. However, like agitated piranha these folks aren't simply content to provide legitimate feedback - not even fair criticism. Instead they seem driven to feverishly shred every possibly positive notion they come across.
I've been excitedly following the topic of #dndnext since the open playtest was released in hopes of seeing other people's thoughts and reactions. I've even tried to refrain as often as I could from being dragged into heated debates over the issue. But unfortunately, like a well known bridge I have found myself often facing a troll as I strive to move on to greener meadows. Even negative feedback can be helpful, I can appreciate that from a design standpoint. But actively going out of your way to attack and provoke aggressive verbal exchanges over a subject does little more than to poison the overall topic. Weather this is a goal for some or not I can't say. What I can say is that with each passing day the more floods of negative commentary that continues to tear down any attempt at working towards an improved version of the game only drives me to believe that some people can never be happy. And as such make me question weather or not any open discussion is even possible.
Even if you strive not to engage these trolls, or feed them as it were, you can't ignore them without fearing for the future of the game. Because these voices, these loud negative voices are speaking about a topic that is being shaped by everyone who chooses to talk about it. And no matter how one sided or flawed their arguments might be they are being heard as we all have a right to be. If you like what your seeing you have a right to say so, just as much as if you don't. But with that that said you must also remember you don't have the right to relentlessly assault every opinion anyone else has. Say your piece in the playtest feedback if you want to shape the game's future. But, please, don't discount the process and tear it down without taking part.
It's one thing to enter into a discussion with someone on a topic, to listen to their views and then politely explain your own. Quite another to discount everything others say and claim to be victimized/ignored. Nonstop negative barking isn't helping your case, even though I know it will continue to go on; if for no other reason than that it disrupts things and feeds some peoples need for any form of attention. The playtest is what it is, a playtest to test out how the early parts of the game are when played. To expect more than that or to assume anything beyond what is presented is ludicrous and pointless. If you'd like to approach the issue with respect and an open mind I'd be glad to hear what you have to say. But please, don't presume to expect me to set here any further and allow tolls to run a muck like a mob while they demand my attention.
You want respect? You want attention or to be taken seriously? Then please, try to approach the issue with at least some degree of maturity or decency. And if you cannot, if all you can do is spout forth an endless streaming rant of negativity then return beneath your bridge now and kindly await some other ears. Cause mine will be otherwise engaged.
Sunday, June 3, 2012
Hammer And The Blade By Paul S. Kemp.
Let's face it, some of us read - a lot. And often times we all collide with that old familiar foe; the wall we generally refer to as "What do I read now?" Weather we have particular authors or slightly different tastes then most mainstream/pop culture trends we seem to find ourselves butting heads with said wall as we puzzle over where to get our next literary fix. For myself, this has been an arduous struggle that all too often I find myself in. I have for years found myself at a loss upon finishing my stockpile of 'to-read' books that interested me only to discover nothing appealing awaited me. Our public library's limited selection and lack of any local books stores never quite helped matters either. Especially when you factor in my voracious appetite and a somewhat picky taste in authors. Once I find an author that I enjoy, I typically consume all their work I can only to lament the fact when I'm done.
To further complicate matters, I've just never had a whole lot of luck in regards to enjoying what the general masses raved about as well. For example; I've tried Stephen King, and while his stories are wonderful, I simply can't find pleasure in reading them. Some of my favorite authors I adore, while some I can only read parts of their works. So when I started seeing one author currently dominating my reading mention one of his peer's newest work I hesitantly decided to check it out. I mean, if Matt Forbeck was raving about this Paul S. Kemp, it was worth a look, right? Like apprehensively asking for that one more card in blackjack, I took the gamble and found myself starring at a 21.
The opening alone had me hooked, ensnared if you will and unable to remove myself from the main character's as if I was compelled to join them. Because, well - let's be fair here: how many adventure stories can you name where the heroes begin knee deep in a tomb only to stop and realize they've no idea what prompted the whole ordeal? Not content to leave a task half done however they decide to finish what they started(since they've already gone this far - of course). What unfolds is a hilariously fun story that is anything but your traditional fantasy romp.
Egil and Nix, our wonderful heroes of a sort are nothing short of brilliant. While they may not be the ideal pair you'd want to throw your lot in with they continual prove to be two whom I'd join in with anytime. Even if they often make less than ideal decisions, they do prove to enjoy every moment of what those choices bring. These characters shine as what I like to refer to as 'face value deep.' They establish themselves right off the bat as being what they seem, and as you grow to see more depth it only manages to reinforce just that. Perhaps not the most complex and enigmatic figures in literature but this only helps to cement the fun aspect of the book. In short, you don't waste large parts of time wondering about/getting lost in the characters themselves.
The plot itself, much like the protagonists is skillfully done. It has been delightfully interesting without becoming overly complicated. I must say, having never read anything by Kemp before this has got to be a strong suit of his. One clearly fascinating aspect of the book is how the primary antagonist is himself both villain and victim. Forced into desperate action by the heroes who themselves had no idea of their involvement. It is Rakon(said bad guy) who continually juggles the ambitions of a power mad practitioner of dark magic with not only the fear of reprisal from his dark deals failing but also of a pair of sisters he lives in terror of. You can't help but at once feel that while he is the villain and his sisters victims, the opposite is also equally true. It is just as much fun to see Egil and Nix face the situations that befall them as it is to witness Rakon deal with is own side of things. Even though you clearly detest him and root for Egil and Nix!
Overall, the heroes are easy to identify with, the story is fun and fast enough to be incredibly enjoyable. All the while without the plot becoming overly complicated or the characters themselves taking on Tolkien-esque tomes of detailed history that could of gotten in the way. [I should point out, I am a huge Tolkien fan, there is no intended slight here. Just using his well known capacity for detailing every aspect to try and make a point.]
Confession time; I still like about 55 pages in completing this book, but couldn't resist going ahead and sharing my praise for it. Not only would I(even without yet reading the ending) not hesitate in picking up on future novels featuring Egil and Nix, but I would wager it a safe bet I'll be trying to take a look into any other work done by Paul S. Kemp. I'd gladly take part in any adventure those two set out on, and treasure every blessed moment.
To further complicate matters, I've just never had a whole lot of luck in regards to enjoying what the general masses raved about as well. For example; I've tried Stephen King, and while his stories are wonderful, I simply can't find pleasure in reading them. Some of my favorite authors I adore, while some I can only read parts of their works. So when I started seeing one author currently dominating my reading mention one of his peer's newest work I hesitantly decided to check it out. I mean, if Matt Forbeck was raving about this Paul S. Kemp, it was worth a look, right? Like apprehensively asking for that one more card in blackjack, I took the gamble and found myself starring at a 21.
The opening alone had me hooked, ensnared if you will and unable to remove myself from the main character's as if I was compelled to join them. Because, well - let's be fair here: how many adventure stories can you name where the heroes begin knee deep in a tomb only to stop and realize they've no idea what prompted the whole ordeal? Not content to leave a task half done however they decide to finish what they started(since they've already gone this far - of course). What unfolds is a hilariously fun story that is anything but your traditional fantasy romp.
Egil and Nix, our wonderful heroes of a sort are nothing short of brilliant. While they may not be the ideal pair you'd want to throw your lot in with they continual prove to be two whom I'd join in with anytime. Even if they often make less than ideal decisions, they do prove to enjoy every moment of what those choices bring. These characters shine as what I like to refer to as 'face value deep.' They establish themselves right off the bat as being what they seem, and as you grow to see more depth it only manages to reinforce just that. Perhaps not the most complex and enigmatic figures in literature but this only helps to cement the fun aspect of the book. In short, you don't waste large parts of time wondering about/getting lost in the characters themselves.
The plot itself, much like the protagonists is skillfully done. It has been delightfully interesting without becoming overly complicated. I must say, having never read anything by Kemp before this has got to be a strong suit of his. One clearly fascinating aspect of the book is how the primary antagonist is himself both villain and victim. Forced into desperate action by the heroes who themselves had no idea of their involvement. It is Rakon(said bad guy) who continually juggles the ambitions of a power mad practitioner of dark magic with not only the fear of reprisal from his dark deals failing but also of a pair of sisters he lives in terror of. You can't help but at once feel that while he is the villain and his sisters victims, the opposite is also equally true. It is just as much fun to see Egil and Nix face the situations that befall them as it is to witness Rakon deal with is own side of things. Even though you clearly detest him and root for Egil and Nix!
Overall, the heroes are easy to identify with, the story is fun and fast enough to be incredibly enjoyable. All the while without the plot becoming overly complicated or the characters themselves taking on Tolkien-esque tomes of detailed history that could of gotten in the way. [I should point out, I am a huge Tolkien fan, there is no intended slight here. Just using his well known capacity for detailing every aspect to try and make a point.]
Confession time; I still like about 55 pages in completing this book, but couldn't resist going ahead and sharing my praise for it. Not only would I(even without yet reading the ending) not hesitate in picking up on future novels featuring Egil and Nix, but I would wager it a safe bet I'll be trying to take a look into any other work done by Paul S. Kemp. I'd gladly take part in any adventure those two set out on, and treasure every blessed moment.
Friday, June 1, 2012
Kobold Ramsey Meets Balfur The Blessed Bandageer - A Punventure.
Last night I had the great joy to get to take part in a little playtest of #dndnext with some good friends. @Steamboat28 took charge of DM duties and did nothing short of his usual to ensure an amazingly fun time. What follows is a pseudo log/transcript of the experience that I think will speak enough for it's self without me having to butcher the attempted recapture of what was nothing less than magnificent fun.
@Steamboat28: So, you saunter into an inn, on a cold, dark night.
@Irvanovitch: Bar fight.
Balfur The Blessed Bandageer: Hmmm before I even look back at this sheet... can we name 'em? I wanna be Balfur the Blessed Bandageer
@Steamboat28: LOL.
Done.
Balfur The Blessed Bandageer: Yay!
@Irvanovitch: Let's go you frothing neckbeard
@Steamboat28: So, Balfur and company enter an inn, searching for ale.
and wenches. gotta have wenches.
but, the place is deserted
it's dark.
in fact, it's pitch black.
(you're likely to be eaten by a grue)
@Irvanovitch: Casting light
@Steamboat28: the place is illuminated.
there's no one there.
except, (roll a wis check)
Meatshield: 18
Balfur The Blessed Bandageer: insight 16...
@Steamboat28: ok.
@Irvanovitch: 17
@Steamboat28: everyone hears singing in the back room.
lots...of singing.
what do you do?
(Meatshield says he's heading for the back room)
Balfur The Blessed Bandageer: "Healin', healin' get yer healin right here... we got a special on burned bottoms!" I will follow Meatshield
@Steamboat28: (and since he's the meatshield, you're all safe for now)
@Irvanovitch: following behind the meatshield, with a spell ready to throw
@Steamboat28: Meatshield opens the door,
and you all see, dressed in chef's hats and frilly pink lacy aprons,
5 KOBOLDS.
BAKING A CAKE.
Balfur The Blessed Bandageer: So, can we take an action, are they surprised or what? cause I'd love to activate searing light
@Steamboat28: Initiative time!
Meatshield: 15
Balfur The Blessed Bandageer: I got a 14
@Irvanovitch: ....Um...er...
3
Balfur The Blessed Bandageer: so, it's cleaver reaver first
@Steamboat28: yes.
you'll notice one thing, though--
Balfur The Blessed Bandageer: ginsu ho!
@Steamboat28: one of the kobolds is dressed like Gordon Ramsey.
he's decorating the cake.
@Irvanovitch: * facepalm *
Balfur The Blessed Bandageer: are you smoking kobold crack?
@Steamboat28: Meatshield drew his crossbow upon entering (i forgot to type it),
Balfur The Blessed Bandageer: I will light his candle...
@Steamboat28: and he's gonna shoot Gordon Kobold in the leg.
Balfur The Blessed Bandageer: do eet
where is an orchestra when you need one... kill da kobold
@Irvanovitch: Is the cake shaped like Stephan?
@Steamboat28: LOL. YES.
Balfur The Blessed Bandageer: the cake has permanent disadvantage vs kobolds
@Steamboat28: He shoots the crossbow, and it tears through Gordon's leg (23 atk)
@Irvanovitch: ((LOL))
@Steamboat28: (snerk)
Balfur The Blessed Bandageer: so are we down one iron kobold?
@Steamboat28: He is hurting, and the other kobolds throw over tables for cover.
@Irvanovitch: (question: what is this building made of?)
@Steamboat28: (stone foundations, wooden structure)
(the kitchen is mostly stone, due to the hearth fires)
Balfur The Blessed Bandageer: searing light on kobold ramsey, 21 atk
@Steamboat28: the light blinds Gordon, as it strikes him in the face!
(does it deal damage?)
(i forget, and i'm too lazy to look it up)
Balfur The Blessed Bandageer: 19 dmg
@Steamboat28: ...his head asplode.
ruining his cake.
Balfur The Blessed Bandageer: radiant and the description speaks of it as a ray of the sun so... yeah
@Steamboat28: oh wow.
His head turns into a momentary halo of brilliance before it asplodes.
Balfur The Blessed Bandageer: "Can I intrest anyone in todays special?"
go mirv go
@Steamboat28: The other four kobolds are peeking out from behind their tables, two on each side of the room
PM @Irvanovitch: I'm stepping up beside the meatshield, and casting Burning Hands, targeting the two on the left.
Balfur The Blessed Bandageer: oh, do we have any oil perchance, in the adv kit? I forget
@Steamboat28: Dex saving throws: 16, 18. The table bursts into flames, and one kobold ducks, quickly
(10 dmg, 5 dmg)
He isn't quick enough; both burn to a crisp.
You hear Draconic.
The smell of rotting meat comes from a crate in the corner.
It bursts open,
the rotting meat inside spilling out,
writhing with the Draconic chanting,
into a massive Minotaur. [*Credit goes out to WotC own Chris Perkins for the idea]
@Irvanovitch: blink
Balfur The Blessed Bandageer: what?1? "I don't bandage livestock!"
@Steamboat28: A great undead Minotaur, reconstituted from beef,
growls into your faces.
This ain't no soy, children. Your turns.
Meatshield attacks the Minotaur with his greataxe, swinging at Chuck Roast, Jr.
Balfur The Blessed Bandageer: "Rancid beef be gone" I'm getting my holy symbol out...
@Steamboat28: He cleaves the "beefcake,"deeply scoring the searmarks. (17 dmg)
Balfur The Blessed Bandageer: I will move to face the vile venison and cast turn undead
@Steamboat28: The mystery meat flinches from Pelor's might!
Balfur The Blessed Bandageer: "Get the to a grazery in the sky!"
Balfur The Blessed Bandageer: what you got ray? I mean mirv
@Steamboat28:Turn is different, I hope they beef it up later. har har
Balfur The Blessed Bandageer: oh we'll pun-pulverize this beefcake
@Steamboat28: LOL
We're so "cheesey."
Balfur The Blessed Bandageer: we could be dead and horny like him
@Irvanovitch: moving so that I can avoid burning my meatshield's ass, and torching the other two kobolds
(ye gods, I cast magic missile at my brain to make the puns stop)
@Steamboat28: (so...at the darkness? ;) )
CAST IT
@Irvanovitch: (...well played, sir)
Balfur The Blessed Bandageer: I don't think it can effect programming
@Irvanovitch: 10 dmg again
@Steamboat28: You sear the kobolds, but not the hamburger barbarian.
They burn, along with their scroll, to a crisp.
Balfur The Blessed Bandageer: "Kobold-a-la-mage anyone?"
@Irvanovitch: "I like mine....extra crispy"
@Steamboat28: lol
The (now literal) meatshield takes a swing at the only foe left.
It slices into the rotten flesh, taking another wound (15 hp)
Balfur The Blessed Bandageer: shield us from mad cow disease most valiant meatshield
still standing I take it?
@Steamboat28: Oh yes
Oh very yes.
But, the spell was incomplete (and this battle is taking longer than some of our players have), so it didn't start at full health.
Balfur, it's your turn.
Balfur The Blessed Bandageer: alright well then I'll radiant lance him 20 atk
@Steamboat28: Your shining spear strikes at the heart of this foul creature!
Balfur The Blessed Bandageer: 12 dmg
@Steamboat28: The abomination writhes in agony, as Pelor's cleansing fire eats away at part of his flesh.
Balfur The Blessed Bandageer: oh magic mirv...
@Irvanovitch: Magic mirv uses magic missile!
It's not very effective (3 dmg)
@Steamboat28: "Ow. Horseflies."
Balfur The Blessed Bandageer: holy hamburger...
@Steamboat28: The beast smashes at Meatshield, (attack 12)
missing him.
Meatshield swings back, striking the creature,
tenderizing him back into a pile of dead meat.
Congratulations--you've survived your first #dndnext encounter
equipment vs on the sheet
After this little playtest of the #dndnext material I have to say I am still really happy with the way things are handled thus far. I did find turn undead to be a little surprisingly underwhelming. But for someone who hasn't ever played a cleric, much less actually played in ages(I have been on the other side of the screen for years) I loved it. Spell casting was so satisfying and made me feel like more than just 'the healer.' Wasn't the one running it(thanks again @Steamboat28) but as a player it was very easy to handle everything. Only had to reference a couple of things during play and not a single chart or table was required.
My verdict overall is two-fold: 1.) Must playtest more. 2.) Need more material to consume.
@Steamboat28: So, you saunter into an inn, on a cold, dark night.
@Irvanovitch: Bar fight.
Balfur The Blessed Bandageer: Hmmm before I even look back at this sheet... can we name 'em? I wanna be Balfur the Blessed Bandageer
@Steamboat28: LOL.
Done.
Balfur The Blessed Bandageer: Yay!
@Irvanovitch: Let's go you frothing neckbeard
@Steamboat28: So, Balfur and company enter an inn, searching for ale.
and wenches. gotta have wenches.
but, the place is deserted
it's dark.
in fact, it's pitch black.
(you're likely to be eaten by a grue)
@Irvanovitch: Casting light
@Steamboat28: the place is illuminated.
there's no one there.
except, (roll a wis check)
Meatshield: 18
Balfur The Blessed Bandageer: insight 16...
@Steamboat28: ok.
@Irvanovitch: 17
@Steamboat28: everyone hears singing in the back room.
lots...of singing.
what do you do?
(Meatshield says he's heading for the back room)
Balfur The Blessed Bandageer: "Healin', healin' get yer healin right here... we got a special on burned bottoms!" I will follow Meatshield
@Steamboat28: (and since he's the meatshield, you're all safe for now)
@Irvanovitch: following behind the meatshield, with a spell ready to throw
@Steamboat28: Meatshield opens the door,
and you all see, dressed in chef's hats and frilly pink lacy aprons,
5 KOBOLDS.
BAKING A CAKE.
Balfur The Blessed Bandageer: So, can we take an action, are they surprised or what? cause I'd love to activate searing light
@Steamboat28: Initiative time!
Meatshield: 15
Balfur The Blessed Bandageer: I got a 14
@Irvanovitch: ....Um...er...
3
Balfur The Blessed Bandageer: so, it's cleaver reaver first
@Steamboat28: yes.
you'll notice one thing, though--
Balfur The Blessed Bandageer: ginsu ho!
@Steamboat28: one of the kobolds is dressed like Gordon Ramsey.
he's decorating the cake.
@Irvanovitch: * facepalm *
Balfur The Blessed Bandageer: are you smoking kobold crack?
@Steamboat28: Meatshield drew his crossbow upon entering (i forgot to type it),
Balfur The Blessed Bandageer: I will light his candle...
@Steamboat28: and he's gonna shoot Gordon Kobold in the leg.
Balfur The Blessed Bandageer: do eet
where is an orchestra when you need one... kill da kobold
@Irvanovitch: Is the cake shaped like Stephan?
@Steamboat28: LOL. YES.
Balfur The Blessed Bandageer: the cake has permanent disadvantage vs kobolds
@Steamboat28: He shoots the crossbow, and it tears through Gordon's leg (23 atk)
@Irvanovitch: ((LOL))
@Steamboat28: (snerk)
Balfur The Blessed Bandageer: so are we down one iron kobold?
@Steamboat28: He is hurting, and the other kobolds throw over tables for cover.
@Irvanovitch: (question: what is this building made of?)
@Steamboat28: (stone foundations, wooden structure)
(the kitchen is mostly stone, due to the hearth fires)
Balfur The Blessed Bandageer: searing light on kobold ramsey, 21 atk
@Steamboat28: the light blinds Gordon, as it strikes him in the face!
(does it deal damage?)
(i forget, and i'm too lazy to look it up)
Balfur The Blessed Bandageer: 19 dmg
@Steamboat28: ...his head asplode.
ruining his cake.
Balfur The Blessed Bandageer: radiant and the description speaks of it as a ray of the sun so... yeah
@Steamboat28: oh wow.
His head turns into a momentary halo of brilliance before it asplodes.
Balfur The Blessed Bandageer: "Can I intrest anyone in todays special?"
go mirv go
@Steamboat28: The other four kobolds are peeking out from behind their tables, two on each side of the room
PM @Irvanovitch: I'm stepping up beside the meatshield, and casting Burning Hands, targeting the two on the left.
Balfur The Blessed Bandageer: oh, do we have any oil perchance, in the adv kit? I forget
@Steamboat28: Dex saving throws: 16, 18. The table bursts into flames, and one kobold ducks, quickly
(10 dmg, 5 dmg)
He isn't quick enough; both burn to a crisp.
You hear Draconic.
The smell of rotting meat comes from a crate in the corner.
It bursts open,
the rotting meat inside spilling out,
writhing with the Draconic chanting,
into a massive Minotaur. [*Credit goes out to WotC own Chris Perkins for the idea]
@Irvanovitch: blink
Balfur The Blessed Bandageer: what?1? "I don't bandage livestock!"
@Steamboat28: A great undead Minotaur, reconstituted from beef,
growls into your faces.
This ain't no soy, children. Your turns.
Meatshield attacks the Minotaur with his greataxe, swinging at Chuck Roast, Jr.
Balfur The Blessed Bandageer: "Rancid beef be gone" I'm getting my holy symbol out...
@Steamboat28: He cleaves the "beefcake,"deeply scoring the searmarks. (17 dmg)
Balfur The Blessed Bandageer: I will move to face the vile venison and cast turn undead
@Steamboat28: The mystery meat flinches from Pelor's might!
Balfur The Blessed Bandageer: "Get the to a grazery in the sky!"
Balfur The Blessed Bandageer: what you got ray? I mean mirv
@Steamboat28:Turn is different, I hope they beef it up later. har har
Balfur The Blessed Bandageer: oh we'll pun-pulverize this beefcake
@Steamboat28: LOL
We're so "cheesey."
Balfur The Blessed Bandageer: we could be dead and horny like him
@Irvanovitch: moving so that I can avoid burning my meatshield's ass, and torching the other two kobolds
(ye gods, I cast magic missile at my brain to make the puns stop)
@Steamboat28: (so...at the darkness? ;) )
CAST IT
@Irvanovitch: (...well played, sir)
Balfur The Blessed Bandageer: I don't think it can effect programming
@Irvanovitch: 10 dmg again
@Steamboat28: You sear the kobolds, but not the hamburger barbarian.
They burn, along with their scroll, to a crisp.
Balfur The Blessed Bandageer: "Kobold-a-la-mage anyone?"
@Irvanovitch: "I like mine....extra crispy"
@Steamboat28: lol
The (now literal) meatshield takes a swing at the only foe left.
It slices into the rotten flesh, taking another wound (15 hp)
Balfur The Blessed Bandageer: shield us from mad cow disease most valiant meatshield
still standing I take it?
@Steamboat28: Oh yes
Oh very yes.
But, the spell was incomplete (and this battle is taking longer than some of our players have), so it didn't start at full health.
Balfur, it's your turn.
Balfur The Blessed Bandageer: alright well then I'll radiant lance him 20 atk
@Steamboat28: Your shining spear strikes at the heart of this foul creature!
Balfur The Blessed Bandageer: 12 dmg
@Steamboat28: The abomination writhes in agony, as Pelor's cleansing fire eats away at part of his flesh.
Balfur The Blessed Bandageer: oh magic mirv...
@Irvanovitch: Magic mirv uses magic missile!
It's not very effective (3 dmg)
@Steamboat28: "Ow. Horseflies."
Balfur The Blessed Bandageer: holy hamburger...
@Steamboat28: The beast smashes at Meatshield, (attack 12)
missing him.
Meatshield swings back, striking the creature,
tenderizing him back into a pile of dead meat.
Congratulations--you've survived your first #dndnext encounter
equipment vs on the sheet
After this little playtest of the #dndnext material I have to say I am still really happy with the way things are handled thus far. I did find turn undead to be a little surprisingly underwhelming. But for someone who hasn't ever played a cleric, much less actually played in ages(I have been on the other side of the screen for years) I loved it. Spell casting was so satisfying and made me feel like more than just 'the healer.' Wasn't the one running it(thanks again @Steamboat28) but as a player it was very easy to handle everything. Only had to reference a couple of things during play and not a single chart or table was required.
My verdict overall is two-fold: 1.) Must playtest more. 2.) Need more material to consume.
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.
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.
Saturday, May 26, 2012
Scouting Ahead - Part 2: More Notes On DnDNext
Okay, let me be honest here; there was just too many things that I didn't mention in my last post that it bugged me. Yeah, I did mention some stuff but there is just too much that I feel deserves attention. So, I compiled some notes on a list of various things that stood out to me worthy of further commentary.
The core base mechanic for about as long as I can recall has always been a d20 check, whereby the player or DM rolls a d20, adds various modifiers/penalties and compares the result. This simple method has been employed to measure success or failure in a number of different ways. And for just as long you have been able to apply modifiers/penalties based on circumstances be they favorable or not. One elegant way this is now handled is a very simple mechanic now referred to as Advantage/Disadvantage. With it, when you roll a d20 to resolve a check or attack etc. you simply roll 2 dice. If you have the advantage you keep the higher of the two dice, and the lower if your the opposite. This may not seem very different from simply using a static value of +/- 2 but in truth it looks like it adds a more appropriate feel to things. Not to mention the math of dice probability alone are sure to differ.
Moving right along from one classic system to another, let's talk about stats for a moment. To be blunt; everything now seems to fall right back to stats. Which isn't necessarily a bad thing! Basically if you have an action now that your unsure of it is very easy to simply resolve it by going to the appropriate stat. Going a step further, even the math seems more intuitive and simplified. Wanna know how much you can carry without being encumbered? Easy, just multiply your strength by 10. Encumbered? Just double that last number.
Let's talk about hit point now, shall we? For many people it's been a touchy subject; some feel them overly inflated, others way too low. I have often been a fan of the dread a low level player has at impending death during each encounter and how it shapes the atmosphere of the game. Some of my favorite memories are of low level games in fact. However, I can also admit that in many of those games a bad choice from a new player can combine with low hit points to cripple their character and lead to a bad experience. To deal with this now a starting character begins with hit points based not just on their hit dice but on their constitution stat as well. For instance if your 1st level fighter has a con of 15 and rolls a 5 on his d12 hit dice he has 20 hp starting out.
Coupled with this new approach to hit points is a return to a more tradition healing system. Even with players starting off with slightly more elevated hit points(and feeling more heroic because of it) they still have to be careful. Currently the only way for a player to heal during combat is via potions or spells. However, in between those fights players can still take a short rest and if a skilled healer is present with a healers kit they can then expend a use of the kit to roll a hit dice and regain some hp. Even so this can only be done so many times because once the kit is exhausted or the player uses up all their hit dice then only time and natural healing will lead to their recovery. The whole mechanic is a classic one that I for one welcome as a return to a more realistic feeling in the game.
Only two major areas remain I'd like to address; gear and magic. I'll begin with the former. One major change I immediately took notice of was when I looked at weapons, not only were they grouped together differently but gone was the critical multiplier. Instead, when you do critical with your weapon you merely take the max damage the weapon is capable of and that value becomes the damage done. Before you start crying foul though just consider it, your not having to figure on different multipliers or stop combat long enough to tabulate some large figure. This little change now makes things a bit smoother and easier while still feeling like an impressive stroke of fortune. An optional rule module may surface later that changes this but so far I am curious to see how it will be received during play.
Now, I did mention weapons being grouped differently, but I must add it is done in a very intuitive way. Everything is boiled down to a very basic structure; you have basic, finesse, martial, heavy, simple missile, and complex missile weapon types now. A welcome little rule even now allows a player to spend a minute searching the battlefield and recover half of their expended ammunition. Another welcome sight is a comprehensive list of gear that even features items like ball bearings, hunting traps, tomes and even in an interesting ritual component pouch. The pouch itself costs simply whatever you choose to invest in it and in return any time you cast a spell with a material component you simply deduct that amount from your pouch. Once depleted the spellcaster is simply out of materials.
Which leads us to magic. I have to say I adore how they have handled the magic system. For years after I started playing I found magic to be a daunting element of the game and one that prevented me from trying more classes than I otherwise would have. Now, not only is magic presented in a way that is very easy to grasp but also makes spellcasters feel viable. One long standing problem with low level casters is that once they're limited spell roster is exhausted they often are seen as useless in combat. Their low armor class and limited weapons often pressure them into spending their actions defending themselves.
The answer to this whole issue was such a simple one most players I know have remarked for years about it. It is summed up in two glorious words: minor spells. Minor spells can be easily explained as those spells that for years have existed as cantrips and orisons(and still are referred to as such). These spells are etched into a students brain through such repetition in training that now they are effortless to cast. In short, all wizards and clerics now have spells that they can call on at will. Further elevating them is the fact that some combat spells are minor spells. A wizard can now fall back on his magic missile or another minor spell when his spells are exhausted. Not to be left out, clerics also have minor spells with which to blast radiant damage at their foes as well.
Another interesting element to the magic system is the inclusion of rituals. Some spells allow an option being cast as a ritual enabling it to be cast without being already prepared. In exchange the spell requires a slightly longer casting time and the use of additional materials. Already I could foresee some potential uses for this feature especially if some spells allowed for extended duration or range of effect if cast using the method. As is it is worth mentioning but we'll have to see if it grows in value as things develop.
So, that's a more comprehensive rundown of the DnDNext open playtest documents. What are your thoughts? I'm excited to try it out myself and really thrilled with the direction things seem to be going. However, it's worth noting this is just the first glimpse and a lot of stuff has yet to be seen or could change. In any event we'll just have to wait and see how the dice continue to fall.
The core base mechanic for about as long as I can recall has always been a d20 check, whereby the player or DM rolls a d20, adds various modifiers/penalties and compares the result. This simple method has been employed to measure success or failure in a number of different ways. And for just as long you have been able to apply modifiers/penalties based on circumstances be they favorable or not. One elegant way this is now handled is a very simple mechanic now referred to as Advantage/Disadvantage. With it, when you roll a d20 to resolve a check or attack etc. you simply roll 2 dice. If you have the advantage you keep the higher of the two dice, and the lower if your the opposite. This may not seem very different from simply using a static value of +/- 2 but in truth it looks like it adds a more appropriate feel to things. Not to mention the math of dice probability alone are sure to differ.
Moving right along from one classic system to another, let's talk about stats for a moment. To be blunt; everything now seems to fall right back to stats. Which isn't necessarily a bad thing! Basically if you have an action now that your unsure of it is very easy to simply resolve it by going to the appropriate stat. Going a step further, even the math seems more intuitive and simplified. Wanna know how much you can carry without being encumbered? Easy, just multiply your strength by 10. Encumbered? Just double that last number.
Let's talk about hit point now, shall we? For many people it's been a touchy subject; some feel them overly inflated, others way too low. I have often been a fan of the dread a low level player has at impending death during each encounter and how it shapes the atmosphere of the game. Some of my favorite memories are of low level games in fact. However, I can also admit that in many of those games a bad choice from a new player can combine with low hit points to cripple their character and lead to a bad experience. To deal with this now a starting character begins with hit points based not just on their hit dice but on their constitution stat as well. For instance if your 1st level fighter has a con of 15 and rolls a 5 on his d12 hit dice he has 20 hp starting out.
Coupled with this new approach to hit points is a return to a more tradition healing system. Even with players starting off with slightly more elevated hit points(and feeling more heroic because of it) they still have to be careful. Currently the only way for a player to heal during combat is via potions or spells. However, in between those fights players can still take a short rest and if a skilled healer is present with a healers kit they can then expend a use of the kit to roll a hit dice and regain some hp. Even so this can only be done so many times because once the kit is exhausted or the player uses up all their hit dice then only time and natural healing will lead to their recovery. The whole mechanic is a classic one that I for one welcome as a return to a more realistic feeling in the game.
Only two major areas remain I'd like to address; gear and magic. I'll begin with the former. One major change I immediately took notice of was when I looked at weapons, not only were they grouped together differently but gone was the critical multiplier. Instead, when you do critical with your weapon you merely take the max damage the weapon is capable of and that value becomes the damage done. Before you start crying foul though just consider it, your not having to figure on different multipliers or stop combat long enough to tabulate some large figure. This little change now makes things a bit smoother and easier while still feeling like an impressive stroke of fortune. An optional rule module may surface later that changes this but so far I am curious to see how it will be received during play.
Now, I did mention weapons being grouped differently, but I must add it is done in a very intuitive way. Everything is boiled down to a very basic structure; you have basic, finesse, martial, heavy, simple missile, and complex missile weapon types now. A welcome little rule even now allows a player to spend a minute searching the battlefield and recover half of their expended ammunition. Another welcome sight is a comprehensive list of gear that even features items like ball bearings, hunting traps, tomes and even in an interesting ritual component pouch. The pouch itself costs simply whatever you choose to invest in it and in return any time you cast a spell with a material component you simply deduct that amount from your pouch. Once depleted the spellcaster is simply out of materials.
Which leads us to magic. I have to say I adore how they have handled the magic system. For years after I started playing I found magic to be a daunting element of the game and one that prevented me from trying more classes than I otherwise would have. Now, not only is magic presented in a way that is very easy to grasp but also makes spellcasters feel viable. One long standing problem with low level casters is that once they're limited spell roster is exhausted they often are seen as useless in combat. Their low armor class and limited weapons often pressure them into spending their actions defending themselves.
The answer to this whole issue was such a simple one most players I know have remarked for years about it. It is summed up in two glorious words: minor spells. Minor spells can be easily explained as those spells that for years have existed as cantrips and orisons(and still are referred to as such). These spells are etched into a students brain through such repetition in training that now they are effortless to cast. In short, all wizards and clerics now have spells that they can call on at will. Further elevating them is the fact that some combat spells are minor spells. A wizard can now fall back on his magic missile or another minor spell when his spells are exhausted. Not to be left out, clerics also have minor spells with which to blast radiant damage at their foes as well.
Another interesting element to the magic system is the inclusion of rituals. Some spells allow an option being cast as a ritual enabling it to be cast without being already prepared. In exchange the spell requires a slightly longer casting time and the use of additional materials. Already I could foresee some potential uses for this feature especially if some spells allowed for extended duration or range of effect if cast using the method. As is it is worth mentioning but we'll have to see if it grows in value as things develop.
So, that's a more comprehensive rundown of the DnDNext open playtest documents. What are your thoughts? I'm excited to try it out myself and really thrilled with the direction things seem to be going. However, it's worth noting this is just the first glimpse and a lot of stuff has yet to be seen or could change. In any event we'll just have to wait and see how the dice continue to fall.
Friday, May 25, 2012
Scouting Ahead: Some Initial Thoughts On The DnDNext Open Playtest
Like countless others I received a copy of the DnDNext open playtest documents yesterday. And like so many other eager gamers proceeded to devour my way through them. Now that I have had a day to let them digest I thought I might share my initial thoughts with, well - anyone.
For starters, let's be clear about a few things; I cut my teeth on 2nd edition, and then further grew and explored my way through 3/3.5. When 4th reared it's head I fought to remain impartial and give it a shot only to have to turn my back on it in favor of Pathfinder. So while I may not have been around as long as some I can honestly say I still cherish the time I spent playing the older editions. Now it is some of these older experiences that instantly caused me to appreciate and actually applaud the new mechanics. However it should also be noted that this material isn't a final product, nor is it a comprehensive thing. In fact, it is rather spartan in some regards but for what it is(a playtest) it shines with just how much it actually does contain.
The packet's contents included:
- 5 pre-generated playable characters - An Elf Wizard, Dwarf Fighter, Halfling Rogue, as well as a Dwarf Cleric and a Human Cleric(this showed us 2 very different types of clerics).
- A insightful primer for a DM to bring them up to speed.
- A core system "How To Play" basic primer that proves to be both easy to grasp and skillfully compiled.
- A detailed Bestiary that does a miraculous job of being comprised of no less than a bulk majority of some of the most memorable classic monsters any player has ever encountered. Actually, it is really impressive at the sheer variety and breadth of all that in contains. Especially for an introductory playtest packet.
- And let's not forget the real gem, a classic module crafted by Gygax himself. One that quite literally is the very definition of flexibility and adaption.
Already you can color me impressed. In short everything seems built from the ground up not only with the feel of all the editions but also with subtle touch of customization. Every element lends itself to the player and the DM so that they can dictate who they are and just what they do. Most of the trademark staples are all there like wizards slinging magic missiles and fighters dominating combat. And yet there are new elements that combine the old as well as the new.
For example; now there are 'Themes' and 'Backgrounds' that as their names suggest shape the theme and background of your character. It is these features that may seem vanilla and generic but in their implementation they add to the character of a character. The slayer theme alone adds a distinctive element to the fighter that marks an iconic type of fighter - that of the vicious horde parting kill machine. I could easily see playing a slayer fighter as a melee master or that of a skilled archer. Alternatively, one could even see slayer added to any of the other classes and making for a viable and enjoyable character choice.
It could be argued that some of the mechanical/game atmosphere could be misplaced by the adventure's open ended approach. But I don't think that's the case. Rather, I think the adventure is more of a sandbox provided to take advantage of the rules presented so that the players and DM's themselves have free reign to see just what all they can do. Granted we don't have rules for creating characters to test(yet), but with the material presented I think one could easily experiment. Themes and backgrounds could be swapped around, even a players gear or spells could be changed. This may not seem like a massive impact on gameplay but I think it is a fun option(not to mention something to applaud in the fact that there is enough material to allow such a notion).
In the time to come I am sure there will be more for me to discuss, especially since I have only scratched the surface. So what are your thoughts on DnDNext? And if you haven't already, go ahead and sign up to add your own voice to the growing chorus of fans shaping the game's future.
It is so nice to see rules that really add credence to a DM being able to ask players: "What do you do?" And those same rules support them being able to answer in ways other than default action number 3 on they're sheet.
For starters, let's be clear about a few things; I cut my teeth on 2nd edition, and then further grew and explored my way through 3/3.5. When 4th reared it's head I fought to remain impartial and give it a shot only to have to turn my back on it in favor of Pathfinder. So while I may not have been around as long as some I can honestly say I still cherish the time I spent playing the older editions. Now it is some of these older experiences that instantly caused me to appreciate and actually applaud the new mechanics. However it should also be noted that this material isn't a final product, nor is it a comprehensive thing. In fact, it is rather spartan in some regards but for what it is(a playtest) it shines with just how much it actually does contain.
The packet's contents included:
- 5 pre-generated playable characters - An Elf Wizard, Dwarf Fighter, Halfling Rogue, as well as a Dwarf Cleric and a Human Cleric(this showed us 2 very different types of clerics).
- A insightful primer for a DM to bring them up to speed.
- A core system "How To Play" basic primer that proves to be both easy to grasp and skillfully compiled.
- A detailed Bestiary that does a miraculous job of being comprised of no less than a bulk majority of some of the most memorable classic monsters any player has ever encountered. Actually, it is really impressive at the sheer variety and breadth of all that in contains. Especially for an introductory playtest packet.
- And let's not forget the real gem, a classic module crafted by Gygax himself. One that quite literally is the very definition of flexibility and adaption.
Already you can color me impressed. In short everything seems built from the ground up not only with the feel of all the editions but also with subtle touch of customization. Every element lends itself to the player and the DM so that they can dictate who they are and just what they do. Most of the trademark staples are all there like wizards slinging magic missiles and fighters dominating combat. And yet there are new elements that combine the old as well as the new.
For example; now there are 'Themes' and 'Backgrounds' that as their names suggest shape the theme and background of your character. It is these features that may seem vanilla and generic but in their implementation they add to the character of a character. The slayer theme alone adds a distinctive element to the fighter that marks an iconic type of fighter - that of the vicious horde parting kill machine. I could easily see playing a slayer fighter as a melee master or that of a skilled archer. Alternatively, one could even see slayer added to any of the other classes and making for a viable and enjoyable character choice.
It could be argued that some of the mechanical/game atmosphere could be misplaced by the adventure's open ended approach. But I don't think that's the case. Rather, I think the adventure is more of a sandbox provided to take advantage of the rules presented so that the players and DM's themselves have free reign to see just what all they can do. Granted we don't have rules for creating characters to test(yet), but with the material presented I think one could easily experiment. Themes and backgrounds could be swapped around, even a players gear or spells could be changed. This may not seem like a massive impact on gameplay but I think it is a fun option(not to mention something to applaud in the fact that there is enough material to allow such a notion).
In the time to come I am sure there will be more for me to discuss, especially since I have only scratched the surface. So what are your thoughts on DnDNext? And if you haven't already, go ahead and sign up to add your own voice to the growing chorus of fans shaping the game's future.
It is so nice to see rules that really add credence to a DM being able to ask players: "What do you do?" And those same rules support them being able to answer in ways other than default action number 3 on they're sheet.
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