A thread over at EN World a few weeks ago got me thinking about the importance of keeping time during an adventure- particularly during old school, dungeon crawl-style adventuring. All those little bits and pieces of information- how long a torch lasts, how long until a buff wears off between combats- start to actually matter once you start keeping track of how long it is taking your party to move through a dungeon, search rooms, and engage in combat. These type of rules were very important to early editions of Dungeons and Dragons, and they provide some of the raison d'ĂȘtre for exploration-focused classes like the Rogue and (in wilderness environments) the Ranger. If it doesn't matter how long torches burn for, how long buffs last, and whether or not that Thief can see effectively when he or she goes scouting, some of the flavor of an old-fashioned dungeon crawl is lost- and you might as well junk a lot of the mundane equipment in the gear lists.
With that in mind, I used the Labyrinth Lord rules together with some old 1/2e D&D references to come up with some quick and easy rules for keeping track of time, light, and movement inside a dungeon environment. The rules are intended to be used with D&D Next (I'll be using them with my PbP playtest), but are suitably generic that they can be dropped into most D&D compatible settings (though I do reference advantage and disadvantage in the lighting rules, to stay consistent with the playtest rules for blindness- you can easily enough sub your own penalties as appropriate). Credit to GX.Sigma at EN World for the original inspiration for these rules.
Friday, September 07, 2012
D&DNext Exploration Quick Reference
Labels:
2e,
DnD,
DnDNext,
dungeon,
dungeon crawl,
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Monday, August 27, 2012
Resources for Reclaiming Blingdenstone
I'm getting ready to run Reclaiming Blingdenstone as a PbP for a bit. Below, I've collected some resources from around the web that can help in running the adventure. I'll expand as I find new materials.
Trackers and quick reference sheets for Reclaiming Blingdenstone:
http://kootenaygamer.blogspot.com/2012/08/blingdenstone-enhanced.html
Digital versions of the two main maps, plus some more options for chapter three:
http://kootenaygamer.blogspot.com/2012/08/more-blingdenstone.html
A replacement for the Drow antagonist from Appendix 3- The Cult of Urlden
http://kootenaygamer.blogspot.com/2012/08/hidden-enemies-cult-of-urlden.html
More electronic maps- this time for the Dungeon Mapp program:
http://ambitioussoftware.com/main/page_mapps_to_share.html
What is the last group of maps for?
http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/328360-blingdenstone-question.html
Several of these are from Jeremy Murphy blog, Over the Misty Mountains. Well worth checking out his other posts on adapting the D&D Next rules and creating some enhancements to the adventure.
My exploration, time, and vision rules and quick reference tables:
http://rat-catcher.blogspot.com/2012/09/exploration-quick-reference.html
Trackers and quick reference sheets for Reclaiming Blingdenstone:
http://kootenaygamer.blogspot.com/2012/08/blingdenstone-enhanced.html
Digital versions of the two main maps, plus some more options for chapter three:
http://kootenaygamer.blogspot.com/2012/08/more-blingdenstone.html
A replacement for the Drow antagonist from Appendix 3- The Cult of Urlden
http://kootenaygamer.blogspot.com/2012/08/hidden-enemies-cult-of-urlden.html
More electronic maps- this time for the Dungeon Mapp program:
http://ambitioussoftware.com/main/page_mapps_to_share.html
What is the last group of maps for?
http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/328360-blingdenstone-question.html
Several of these are from Jeremy Murphy blog, Over the Misty Mountains. Well worth checking out his other posts on adapting the D&D Next rules and creating some enhancements to the adventure.
My exploration, time, and vision rules and quick reference tables:
http://rat-catcher.blogspot.com/2012/09/exploration-quick-reference.html
Wednesday, August 22, 2012
Goblin PCs for Labyrinth Lord Advanced Edition
As I've mentioned a number of times, I really enjoy Goblins as a PC race. For fans of old school gaming, James Maliszewski at Grognardia created these Dwimmermount Goblin PC rules for his Dwimmermount setting using the Labyrinth Lord rules. James uses a mix of regular LL, LL Original Characters, and Labyrinth Lord Advanced Edition for his games, but his race rules for the Goblin lean strongly towards the original edition rules- split advancement, limited class selection, racial prime requisites, etc.
I'm currently working on putting together some OSR-style dungeon crawl adventures that I want to run via PbP. I'd like to offer Goblins as a PC race (since I expect players will be running multiple different PCs over the course of things, death being a frequent possibility) but wanted to adapt the Goblin rules to be a little closer to the rule system I had in mind- essentially a simplified LL Advanced Edition that keeps the notion of race and class being separate, but focuses on the core four classes of Fighter, Magic-user, Cleric, and Thief. With that goal in mind, I pulled together the following rules for Goblin PCs in Labyrinth Lord Advanced Edition:
Labels:
character,
character creation,
DnD,
goblins,
Labyrinth Lord,
old school,
OSR,
retro,
rules
Tuesday, August 21, 2012
When Good PC Races Go Bad: Dwarves
What makes a Dwarf turn to the diabolic arts? What makes Elves evil? In this series of posts, I'll inexplicably examine what might motivate an evil member of one of the normally good PC races- and how they might behave once they've gone over to the Dark Side.
Why, you ask? Mostly idle hands and idle curiosity. I also think it may provide some story ideas for people, or provide some more realistic motivations for in-game villains. Keep in mind here I am describing evil individuals from the non-evil races- Duerger, Drow, and the like are another matter entirely.
Today we'll be dealing with the stalwart and reliable Dwarves. How might a Dwarf- normally the embodiment of Lawfullness, Goodness, quality craftsmanship, and gruff-but-loveable-ness wind up as an antagonist for the player characters? How would an evil Hill or Mountain Dwarf go about carrying out his evil schemes? Read on for some suggestions.
Why, you ask? Mostly idle hands and idle curiosity. I also think it may provide some story ideas for people, or provide some more realistic motivations for in-game villains. Keep in mind here I am describing evil individuals from the non-evil races- Duerger, Drow, and the like are another matter entirely.
Today we'll be dealing with the stalwart and reliable Dwarves. How might a Dwarf- normally the embodiment of Lawfullness, Goodness, quality craftsmanship, and gruff-but-loveable-ness wind up as an antagonist for the player characters? How would an evil Hill or Mountain Dwarf go about carrying out his evil schemes? Read on for some suggestions.
Monday, August 20, 2012
5e Character Creation Redux
After last nights exhaustive (and exhausting) walk through, I tried my hand at creating another D&D Next character. While Foobar Testface was a pretty straightforward concept and execution, I decided for my next candidate to be a bit more creative. To that end, I went full Willow on the character creation rules, creating a Neutral Evil Hafling Wizard Spy Necromancer, who I've yet to name but am currently referring to as 'Bad Hobbit'.
This time, I played with the standard stat array (8, 10, 12, 13, 14, 15) rather than going for random rolls. I also ignored the RAW for play test character creation and assigned my attributes right from the get-go, rather than waiting until after my Racial and Class abilities were ready to plug in.
Observations:
This time, I played with the standard stat array (8, 10, 12, 13, 14, 15) rather than going for random rolls. I also ignored the RAW for play test character creation and assigned my attributes right from the get-go, rather than waiting until after my Racial and Class abilities were ready to plug in.
Observations:
- Human attribute bonuses seem even more OP after running through the character creation process with a non-human. +1 to every single attribute AND +2 to your primary attribute seems like a bonanza, particularly if you're someone who likes well-rounded characters. With attributes getting more attention than ever with D&D Next (thanks to the apparent decline in importance of skills & skill ranks), this really feels like an obligatory feature if you are at all interested in optimizing a character.
- Halfling racial abilities all seemed to fit the theme of the race quite well. I'm pleased to see the return of some mechanical benefits for sub-races, but the Halfling race bonuses do seem to push them solidly in the direction of Rogue being their best class, and them being the best Rogues. That's OK, as long as the playing field is relatively level for everyone else, and they aren't head-and-shoulders above the rest of the gang.
- Halfling weapon dice scaling salves the bitter wounds left by weapon shrinkage in 3.5e. Hoping that other Small races (like my beloved Gnomes and Goblins) get comparable qualities to keep them competent at hand-to-hand, but not holding my breath.
- Creating a Wizard gave me some much harder choices to make compared with the Warlock I built yesterday. While the Warlock Invocations were fairly easy to pick (and there weren't many of them), I spent a fair bit of time thinking about situational uses for my spells and minor spells. I quite missed having a larger range of cantrips to choose from that I could plug into 0-level slots instead of a fixed pool of at-will spells. I've often found uses for Mage Hands over the years, but felt like Light and Detect Magic were obligatory utility spells and that I needed an offensive at-will (like Magic Missile) to round out the selection instead of relying on my sling skills (though the sling does have a nice +6 to hit and 1d6 damage). I kind of hope Detect Magic eventually gets baked into something like a Magical Lore check- it's such a universally used spell that requiring every character to have it starts to feel like a spell tax, or like you have fewer spells than you are told.
- Building on the above- the Magic-User specialty feels even more useful when faced with having to pick cantrips that you will presumably have with you forever. Doesn't seem like (so far) there is a way to gain more later. Again, I'd prefer the 0-level spell slots option to having this choice be permanent.
- The level 1 Necromancer benefits seem a bit weak in comparison to the other prime-time spell caster specialty, Magic-User. At first level you have a choice of two necromantic spells (Cause Fear and Ray of Enfeeblement), which means you aren't going to often have the chance to kill something and then cast a spell within one minute. On the other hand, it likely will scale better with higher levels than having extra cantrips- being able to blast a minion with Magic Missile in round 1 and then cast a high-level necromantic spell with advantage in round 3 could be a pretty nice combo. Feels a bit like the nub of a 'combo point wizard' build- wonder if they will build that out further at some point.
- My Warlock from yesterday's post feels like a much bigger combat threat than my Wizard. Getting off a Ray of Enfeeblement or a Burning Hands or two, followed by lots of Magic Missiles or sling stones seems pretty paltry compared with the Warlock's at-will 3d6 Eldritch Blast, to say nothing of his higher Hit Points and armor class and better weapon selection (again, still don't know why a Warlock would ever use a weapon).
- Regarding balance- a number of posters on the forums have noted that the Sorcerer and Warlock feel a lot more powerful than the Core 4. Not sure whether we will see a boost to the Core 4 or a nerf to the new guys, but one of the two is bound to happen quite soon. The disparity between the combat potential of the Warlock and the Wizard (at least at low levels) makes me wonder if WotC is trying to push the Wizard a little more into the controller role that it held in 4e, while giving the Warlock the blasting/Striker crown. Maybe it's just a transient effect of the two classes being in different stages of review, though.
Overall, I'm quite pleased with my Bad Hobbit. I've never played a Halfling spell caster before, and created him mostly as a laugh, but now I'm quite looking forward to the opportunity to play him for a bit. Anyone looking for a player ;)
D&D Next Character Creation Walkthrough
As the new D&D Next play test packet is out, I thought I would walk through character creation and see what the experience was like, approaching it from a fairly newbie-ish perspective- just to see what was there, and what was left out.
Character Concept
As my character concept, I decided to play a dark but charismatic arcane type- I've previously created a similar character in Pathfinder as a Infernal bloodline Sorcerer; since Greatsword-wielding Dragonblood is the only Sorcerer archetype available in the current play test, I decided to create him as a Warlock. In keeping with the spirit of the experiment, I named him Foobar Testface.
Attribute Generation
In honesty, its been a while since I did anything other than point-buy or standard-array a character, so I rolled for variety. The default method recommended (4d6 drop lowest x 6, arrange to taste) produced the following array: 13, 15, 8, 14, 9, 17
Not bad. Four above average rolls, and two below average. I was already eyeing making that 17 my Int (since it's primary for Warlocks) and the 15 my Cha, to provide some face-like interaction potential.
Race Selection
I'd settled on Human at the concept state, so this was a non-decision. Nevertheless, it lead to a couple of observations.
Observation 1: The Human ability score bump feels overpowered: Right off the bat, Foobar Testface went from above-average to superstar. His starting array now stood at 14, 16, 9, 16, 10, 18. Rather than jump straight to 19 for my primary attribute, I decided to share the love a bit and gave myself a second score of 16 for an extra bit of bonus.
Observation 2: Humans are mechanically great, but their race features are boring: Yeah, the attribute bumps are great, but once you've assigned your +2 you're done with the interesting bits. In previous editions, Humans had fairly generic bonuses, but at least got some choice in terms of extra feats, At-will powers, or other features. The flavor of humanity is more flavorless than ever.
Observation 3: You actually need to assign attributes before picking a class or race: The provided character creation document gets it wrong on this one, in my book. What's the first thing you see upon looking at your class description? An ability modifier. But I haven't assigned my abilities yet. For that matter, if I hadn't already kinda-sorta pre-selected which numbers went with which abilities, I couldn't really have picked where to assign my +2 attribute bonus when I picked my race. Rather than making attribute assignment come after Race and Class selection, WotC needs to provide a little primer on how to pick attributes (for example, a table of primary attributes for each class) and take care of that before we get to the race stage. Otherwise, character creation happens in a weird order where you pick a race, but can't apply the ability adjustments for that race until later in the game. Character creation should be a progression, not a process of flipping back and forth between chapters and hoping you haven't forgotten anything.
Class Selection
I'd decided to make Testface a Warlock from the outset, so I flipped to the Warlock chapter of the demo files to take a look at my Warlock abilities. As I describe in Observation 3 above, I hit a snag here in that I was given the option of boosting an attribute by my class abilities, but hadn't put numbers to attributes yet. I decided to ignore WotC's instructions at this point, and select abilities in order to facilitate writing down my class abilities.
Here's Foobar Testface's attributes, after class adjustment: Str 9, Dex 14, Con 16, Int 19, Wis 10, Cha 16
Observation 4: Class ability adjustment + race ability adjustment = superman: I chose to create a more well-rounded character, but at this point I could have had a starting Int of 20 if I wanted. Using the starting array rather than random rolls, I would have been guaranteed an 18 in my primary attribute as a Human. The max roll possible is now the default for Human members of that class. Not sure what the implications of that are yet, but it implies a certain amount of built-in min-max-i- ness. I'm not so naive as to think that a lot of (if not most) PC's were starting out with that 18 in their prime attribute before, but it does reflect a change.
Observation 5: Order of operations: The Character Creation document doesn't have me figuring up my starting HP and other combat numbers until later, but if you look at your Class description you get hit with formulas for this sort of thing immediately, which you need to then flip back for when you finalize your numbers and calculate your bonuses. Which are on a chart several chapters back. The order of events and sequence of pages and chapters you move through really needs to be streamlined, and maybe re-thought. Why are starting HP calculations with each individual class, rather than at the end of the chapter when you are calculating HP? We've always done this with starting money, but not HP. Why not put the attribute bonus table at the end of the Class/Character Creation chapter, if your attributes are not going to get their final values until after you've picked your class? Things get particularly lost when you get to the Class phase of character creation. As a Warlock, when do I need to pick my invocations? How do I record my boons- 2 per whatever unit time? There is a whole ton of stuff to record, and it isn't clear where to put it, or, from a new players perspective, how much of it needs to be recorded at once.
Observation 6: Pact Benefits Need Names: They just do. I need to be able to reference an ability rather than writing the whole thing down.
Observation 7: Character sheet weirdness: In general, I found the process of adding my class abilities to Foobar Testface needlessly complicated. It wasn't clear where to record things on the character sheet, and how much detail was needed. Things didn't have names. There is a whole big huge chunk of text on my sheet for 'Race' and 'Class', and I'm not sure how it is meant to be different from the Racial Benefits and the Class Benefits section. I don't have any Race benefits as a human worth noting, anyway, since they are all recorded elsewhere, so I would rather just have a big blank 'Class and Race Abilities' section that I could use for whatever I wanted.
Observation 8: Warlock balance: Eldritch blast feels overpowered to me, in comparison to things like Sneak Attack or Magic Missile. Automatic 3d6 from 50' away, uses the Warlock's Magic Base Attack Bonus (which is equal to the Melee Attack Bonus of a Fighter), doesn't require advantage, and never runs out of ammo. At level 1, I ended up with a +7 attack that does 3d6 at-will. Seems a little bit much. Meanwhile, Breath of Night seems under powered as an expenditure of one of your two daily (or interval-ly) boons, particularly compared with something like Shadow Veil that can be used without spending a boon.
I left the class section feeling like I would need to come back again later and finish filling things in, and make sure I hadn't forgotten anything.
Background Selection
I didn't really have a clear idea of a background for Foobar, so I looked through the various packages available. I ended up selecting Charlatan, as I felt like that tied in well with his social skills.
Observation 8: Here a skill, there a skill: More of a knock on the character sheet, I guess, but there is no single place on the provided sheet to note all of your skill training. Mr. Testface has three skills from his background, plus another skill from his class. I'm guessing Races could also provide skill training. That's three different places to look for your skill modifiers. Make a 'Skills' section in a future character sheet, please.
Observation 9: Unskilled: It feels like D&D Next characters are trained in fewer skills, or more narrow skills, than in earlier editions. 3e characters had a number of different skills (assuming they weren't Fighters), and 4e skills covered a lot of territory. Play test characters feel like they have a very narrow range of skill competency- maybe higher ability scores are meant to compensate? Feels like there are fewer ways to customize a character and reflect their specific skill focuses compared to 3e or Pathfinder, and that the skills that they do have just aren't as valuable as they were in 4e.
Specialty Selection
Specialties are currently Feat-bags of sorts, pending the release of a full Feat system. Some of the Specialties look great, because they can apply to a lot of different classes- Archer and Dual Wielder, for instance, could work for a Fighter, a Rogue, a Ranger, a Paladin, etc., depending on your focus. The suggested Specialty for Warlock is Magic User, which adds the ability to cast a couple minor Wizard spells at level 1, and then adds the Find Familiar ability at level 3. Necromancer was intriguing to me, since I've always loved the idea of having undead minions, but the level 1 ability is entirely useless for a Warlock; since there are no Necromantic Warlock spells for Foobar Testface to cast at level 1, I can either select something useless to me right now and for the foreseeable future in the hope of eventually getting a cool skeleton buddy, or take something useful right now and give up being able to progress towards having an undead minion. I decided to suck it up and take Magic User.
Observation 10: Limited Specialties: We really need more specialties available in order to judge how useful they are going to be. There are really limited options right now that are of use to multiple classes. While being a Rogue who can cast two minor Wizard spells may be kind of cool, I see most people just taking the Specialty package that 'matches' their class. Some Specialty features- like familiars and having a fighting style- feel like they should be 'baked in' to classes like Wizard or Fighter or Ranger.
Assigning Attributes
If you hadn't already assigned attributes by now, you would need to go back and pick up your racial adjustments and class adjustments. Don't see anyone who has played the game before doing that- the order of events needs to be revised.
Combat Numbers
Lots of flipping back to earlier sections here. Also, though you're prompted to calculate your Armor Class here, you're not choosing equipment until later in the process.
Other Observations:
Character Concept
As my character concept, I decided to play a dark but charismatic arcane type- I've previously created a similar character in Pathfinder as a Infernal bloodline Sorcerer; since Greatsword-wielding Dragonblood is the only Sorcerer archetype available in the current play test, I decided to create him as a Warlock. In keeping with the spirit of the experiment, I named him Foobar Testface.
Attribute Generation
In honesty, its been a while since I did anything other than point-buy or standard-array a character, so I rolled for variety. The default method recommended (4d6 drop lowest x 6, arrange to taste) produced the following array: 13, 15, 8, 14, 9, 17
Not bad. Four above average rolls, and two below average. I was already eyeing making that 17 my Int (since it's primary for Warlocks) and the 15 my Cha, to provide some face-like interaction potential.
Race Selection
I'd settled on Human at the concept state, so this was a non-decision. Nevertheless, it lead to a couple of observations.
Observation 1: The Human ability score bump feels overpowered: Right off the bat, Foobar Testface went from above-average to superstar. His starting array now stood at 14, 16, 9, 16, 10, 18. Rather than jump straight to 19 for my primary attribute, I decided to share the love a bit and gave myself a second score of 16 for an extra bit of bonus.
Observation 2: Humans are mechanically great, but their race features are boring: Yeah, the attribute bumps are great, but once you've assigned your +2 you're done with the interesting bits. In previous editions, Humans had fairly generic bonuses, but at least got some choice in terms of extra feats, At-will powers, or other features. The flavor of humanity is more flavorless than ever.
Observation 3: You actually need to assign attributes before picking a class or race: The provided character creation document gets it wrong on this one, in my book. What's the first thing you see upon looking at your class description? An ability modifier. But I haven't assigned my abilities yet. For that matter, if I hadn't already kinda-sorta pre-selected which numbers went with which abilities, I couldn't really have picked where to assign my +2 attribute bonus when I picked my race. Rather than making attribute assignment come after Race and Class selection, WotC needs to provide a little primer on how to pick attributes (for example, a table of primary attributes for each class) and take care of that before we get to the race stage. Otherwise, character creation happens in a weird order where you pick a race, but can't apply the ability adjustments for that race until later in the game. Character creation should be a progression, not a process of flipping back and forth between chapters and hoping you haven't forgotten anything.
Class Selection
I'd decided to make Testface a Warlock from the outset, so I flipped to the Warlock chapter of the demo files to take a look at my Warlock abilities. As I describe in Observation 3 above, I hit a snag here in that I was given the option of boosting an attribute by my class abilities, but hadn't put numbers to attributes yet. I decided to ignore WotC's instructions at this point, and select abilities in order to facilitate writing down my class abilities.
Here's Foobar Testface's attributes, after class adjustment: Str 9, Dex 14, Con 16, Int 19, Wis 10, Cha 16
Observation 4: Class ability adjustment + race ability adjustment = superman: I chose to create a more well-rounded character, but at this point I could have had a starting Int of 20 if I wanted. Using the starting array rather than random rolls, I would have been guaranteed an 18 in my primary attribute as a Human. The max roll possible is now the default for Human members of that class. Not sure what the implications of that are yet, but it implies a certain amount of built-in min-max-i- ness. I'm not so naive as to think that a lot of (if not most) PC's were starting out with that 18 in their prime attribute before, but it does reflect a change.
Observation 5: Order of operations: The Character Creation document doesn't have me figuring up my starting HP and other combat numbers until later, but if you look at your Class description you get hit with formulas for this sort of thing immediately, which you need to then flip back for when you finalize your numbers and calculate your bonuses. Which are on a chart several chapters back. The order of events and sequence of pages and chapters you move through really needs to be streamlined, and maybe re-thought. Why are starting HP calculations with each individual class, rather than at the end of the chapter when you are calculating HP? We've always done this with starting money, but not HP. Why not put the attribute bonus table at the end of the Class/Character Creation chapter, if your attributes are not going to get their final values until after you've picked your class? Things get particularly lost when you get to the Class phase of character creation. As a Warlock, when do I need to pick my invocations? How do I record my boons- 2 per whatever unit time? There is a whole ton of stuff to record, and it isn't clear where to put it, or, from a new players perspective, how much of it needs to be recorded at once.
Observation 6: Pact Benefits Need Names: They just do. I need to be able to reference an ability rather than writing the whole thing down.
Observation 7: Character sheet weirdness: In general, I found the process of adding my class abilities to Foobar Testface needlessly complicated. It wasn't clear where to record things on the character sheet, and how much detail was needed. Things didn't have names. There is a whole big huge chunk of text on my sheet for 'Race' and 'Class', and I'm not sure how it is meant to be different from the Racial Benefits and the Class Benefits section. I don't have any Race benefits as a human worth noting, anyway, since they are all recorded elsewhere, so I would rather just have a big blank 'Class and Race Abilities' section that I could use for whatever I wanted.
Observation 8: Warlock balance: Eldritch blast feels overpowered to me, in comparison to things like Sneak Attack or Magic Missile. Automatic 3d6 from 50' away, uses the Warlock's Magic Base Attack Bonus (which is equal to the Melee Attack Bonus of a Fighter), doesn't require advantage, and never runs out of ammo. At level 1, I ended up with a +7 attack that does 3d6 at-will. Seems a little bit much. Meanwhile, Breath of Night seems under powered as an expenditure of one of your two daily (or interval-ly) boons, particularly compared with something like Shadow Veil that can be used without spending a boon.
I left the class section feeling like I would need to come back again later and finish filling things in, and make sure I hadn't forgotten anything.
Background Selection
I didn't really have a clear idea of a background for Foobar, so I looked through the various packages available. I ended up selecting Charlatan, as I felt like that tied in well with his social skills.
Observation 8: Here a skill, there a skill: More of a knock on the character sheet, I guess, but there is no single place on the provided sheet to note all of your skill training. Mr. Testface has three skills from his background, plus another skill from his class. I'm guessing Races could also provide skill training. That's three different places to look for your skill modifiers. Make a 'Skills' section in a future character sheet, please.
Observation 9: Unskilled: It feels like D&D Next characters are trained in fewer skills, or more narrow skills, than in earlier editions. 3e characters had a number of different skills (assuming they weren't Fighters), and 4e skills covered a lot of territory. Play test characters feel like they have a very narrow range of skill competency- maybe higher ability scores are meant to compensate? Feels like there are fewer ways to customize a character and reflect their specific skill focuses compared to 3e or Pathfinder, and that the skills that they do have just aren't as valuable as they were in 4e.
Specialty Selection
Specialties are currently Feat-bags of sorts, pending the release of a full Feat system. Some of the Specialties look great, because they can apply to a lot of different classes- Archer and Dual Wielder, for instance, could work for a Fighter, a Rogue, a Ranger, a Paladin, etc., depending on your focus. The suggested Specialty for Warlock is Magic User, which adds the ability to cast a couple minor Wizard spells at level 1, and then adds the Find Familiar ability at level 3. Necromancer was intriguing to me, since I've always loved the idea of having undead minions, but the level 1 ability is entirely useless for a Warlock; since there are no Necromantic Warlock spells for Foobar Testface to cast at level 1, I can either select something useless to me right now and for the foreseeable future in the hope of eventually getting a cool skeleton buddy, or take something useful right now and give up being able to progress towards having an undead minion. I decided to suck it up and take Magic User.
Observation 10: Limited Specialties: We really need more specialties available in order to judge how useful they are going to be. There are really limited options right now that are of use to multiple classes. While being a Rogue who can cast two minor Wizard spells may be kind of cool, I see most people just taking the Specialty package that 'matches' their class. Some Specialty features- like familiars and having a fighting style- feel like they should be 'baked in' to classes like Wizard or Fighter or Ranger.
Assigning Attributes
If you hadn't already assigned attributes by now, you would need to go back and pick up your racial adjustments and class adjustments. Don't see anyone who has played the game before doing that- the order of events needs to be revised.
Combat Numbers
Lots of flipping back to earlier sections here. Also, though you're prompted to calculate your Armor Class here, you're not choosing equipment until later in the process.
Other Observations:
- Healer's kits are dead cheap. Why wouldn't everyone have one, making the Herbalist level 1 benefit kind of redundant?
- Formatting on the character sheet is screwy- I got a lot of E's that look like 'F's because they are too low on the line.
- Why would a Warlock bother carrying weapons? 'Eldritch Blast' seems to be the answer to every question.
- Really liking the idea of making spells into rituals and using the Ritual Component Pouch. Strikes a nice balance in terms of not needing to prepare as many 'what if' spells for Vancian casters, and adds some point to spell components without needing to count pinches of bat guano individually.
- Non-savable PDF forms suck. A lot. Make the form savable if you're going to make it fillable.
- No good place on the character sheet to note your melee attack bonus independent of what weapon you are using. Might be handy if your character picks up a weapon at random- most of what I've equipped in the 'Attack' section so far were finesse weapons that used my Dex bonus + melee attack.
- Lot of empty space on my character sheet right now. On the sample characters, the writers wrote out a lot of description for each ability. I'm not going to do that. I'm going to write down some bare bones facts (uses per day/rest, range, damage, attack bonus, etc.) and a page number reference.
- Can't fill out the name field on the character sheet PDF.
- Seems to be some inconsistency between calling cantrips cantrips and calling them 'minor spells'. I guess because of orisons. It would be nice to just standardize things- call them 'minor arcane' and 'minor divine' spells. Whenever I see 'orison', I have to mentally change it to 'cleric cantrip'.
- Changing abilities from 'per day' to 'and then they are restored when you take a long rest' is really verbose. We need a shorter way to say that.
- Hard to really make too many judgement about the Warlock or Sorcerer classes without more Bloodlines/Pacts available. Ideally that should end up as a really important choice for your PC, but right now every member of that class looks the same.
- Some of the Specialties feel like they ought to be class options- Lurker jumps out as one that feels more comparable to Thief and Thug than to anything else.
Labels:
5e,
beta,
character creation,
DnD,
DnDNext,
Dungeons and Dragons,
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warlock,
Wizards,
WotC
Tuesday, June 12, 2012
5e feels familiar
I've had the 5th Edition (or D&D Next! or New D&D, or whatever they're calling it) playtest docs in my hands for about as long as anyone else. Haven't actually played with it yet, but a few scattered impressions:
- Reminds me a lot of second edition AD&D. This is very nostalgic for me, personally, because 2nd ed. AD&D was what was out and what I was playing when I got into roleplaying games.
- The OSR seems to have won the day. Wizards is still claiming that the final version of the game will support styles of play that accommodate people who like the 4e style of play, but what they're giving people as their first taste of the game looks as little like 4e as 4e looked like 3rd edition. Instead, we get something that looks like the style of game TSR published 20 years ago, with a few modernish tweaks.
- That being said, I know that AD&D 2nd Edition is where things really "went wrong" in the minds of some OSR purists (growth of tons of player options that unbalanced the game, endless supplements and official settings, added "realism", novel tie-ins, the Dragonlance "game is story" railroad, etc.).
- Based on looking over the book and the character sheet, I can see teaching someone 5e who was new to gaming. It seems like a single character sheet actually contains enough information to give a newbie a reasonable idea of how to run their character. I don't feel like I can say the same about 3e or 4e. 4e seemed to cater to kids who grew up with the Magic-style "cards are powers" paradigm, but not everyone who comes to an RPG is going to know collectible card games.
- Waiting for character creation rules to see how far back we're going on the race/class/level restriction stuff- will Dwarf Wizards and Elf Paladins get the heave-ho again? Will we see the return of limited progression in non-favored classes? Personally I hope not- I always found those things to be a pointless barrier to playing the sort of character that you want to play.
- Waiting with anxiety to see what indignity is going to be inflicted on my beloved gnomes by this new edition. Current guess: left out of the core races for the 5e equivalent of the PBH, gain bug eyes and rock crystals instead of hair, favored class continues to be Bard, some obscure interaction between a STR penalty, size levels, and encumbrance renders them incapable of carrying both a missile weapon and sufficient ammunition for it. You heard it here first.
- Backgrounds and themes/schemes look interesting. Backgrounds look like an attempt to merge the old 2e Secondary Skills with the skill/proficiency system, and Themes/Schemes hopefully prevent infinite class proliferation. The difference between Themes and Schemes looks a bit unclear at the moment.
Read on for my take on the game as a whole and thoughts for the future.
Monday, January 09, 2012
D&D in the New York Times; also 5th Edition appears in the distance
This. Plus, this. I'm not sure which is more significant, that there is a new edition in the offing (which everyone knew), or that the MSM (side note: to paraphrase the Nazis, whenever I hear the word 'MSM', I reach for my earplugs) has taken note of it in an era when D&D is probably more influential but less played than ever.
As I opined earlier in response to the posts from the Escapists, I think the edition wars are over, and everyone one. D&D is outside of WotC's control, and we'll never see the community united again the way it was during the 1e or even 2e era. There are just going to be 5+ games going forward, probably supported more by amateurs than by big companies, and everyone is going to play a little bit of everything (or as much as they care to).
I would compare it to an oldie buy a goodie: Neil Stephenson's Diamond Age. Before, we had The Feed: content broadcast from a point source (TSR/WotC) to a large consuming audience. Now we have The Seed. Everyone left who wants to play a pencil and paper RPG is fully capable of creating their own game if they want to between OGL, FUDGE, decades of back content, and free and low-cost publishing over the web and on-demand print houses.
As I opined earlier in response to the posts from the Escapists, I think the edition wars are over, and everyone one. D&D is outside of WotC's control, and we'll never see the community united again the way it was during the 1e or even 2e era. There are just going to be 5+ games going forward, probably supported more by amateurs than by big companies, and everyone is going to play a little bit of everything (or as much as they care to).
I would compare it to an oldie buy a goodie: Neil Stephenson's Diamond Age. Before, we had The Feed: content broadcast from a point source (TSR/WotC) to a large consuming audience. Now we have The Seed. Everyone left who wants to play a pencil and paper RPG is fully capable of creating their own game if they want to between OGL, FUDGE, decades of back content, and free and low-cost publishing over the web and on-demand print houses.
Wednesday, December 28, 2011
D&D Past and Present
Great pair of articles from the Escapist about the history and current state of D&D:
My two cents:
1. The loss of continuity- not just between the design of 3e and 4e, but between the people responsible for the two editions and the huge change of direction regarding the OGL- seems to emerge as a significant theme. It may just be coincidence that Gary Gygax passed away during the same period- certainly, he hadn't had direct control over the game or its direction in many years- but it does seem to indicate that a sort of 'changing of the guard' has taken place in the industry, and that some of the continuity that comes from having everyone be on the same page and having started from a similar place may have gone with him.
1. The loss of continuity- not just between the design of 3e and 4e, but between the people responsible for the two editions and the huge change of direction regarding the OGL- seems to emerge as a significant theme. It may just be coincidence that Gary Gygax passed away during the same period- certainly, he hadn't had direct control over the game or its direction in many years- but it does seem to indicate that a sort of 'changing of the guard' has taken place in the industry, and that some of the continuity that comes from having everyone be on the same page and having started from a similar place may have gone with him.
2. The release of 3e under the OGL may well emerge as the most significant act in the history of D&D since Gygax and Arneson released 1e. The OGL essentially let the genie out of the bottle, and it isn't going back- the core features of the most popular system in history are out there for the world to use, and for the last 10+ years the sort of homemade rules and monsters that everyone had been making for decades became not just a fun part of the hobby, but a potential business sideline. In the end, the OGL may be what undoes the D&D trademark as a tabletop RPG brand, while the underlying game lives on.
3. Lurking beneath all of this is profound uncertainty about the hand of Hasbro in the future of D&D. Anyone who glances at Hasbro's corporate filings will notice that D&D really never garners a mention- WoTC seems to be small potatoes in the Hasbro world, outside the occasional mention of Magic. Hasbro could easily decide that D&D is more valuable as a licenseable property (for movies, video games, board games, toys, and miniatures) than it is as a niche RPG product.
Sunday, December 18, 2011
Fritz Leiber is Badly Overrated
I've read, I would say, about 2.5- 3 books worth of the Fafhrd/Gray Mouser stories by Fritz Leiber. Out of all of it, I think I would say: Ill Met in Lankhamar is a pretty decent story, there are a couple of interesting stories in about the second or third book, and the rest has made an impression on me ranging from 'none' to 'negative'.
I hit the wall today reading part of "Swords and Ice Magic", the sixth in the series. I read the first three stories or so in the book, and I think it probably marks the last time I will bother with Lieber. In this collection we have:
I hit the wall today reading part of "Swords and Ice Magic", the sixth in the series. I read the first three stories or so in the book, and I think it probably marks the last time I will bother with Lieber. In this collection we have:
- An inability to distinguish the difference between a story and a conceit, or the bare nub of an idea. One of the stories was seriously: what if the bad guy split in two? Fafhrd and the Gray Mouser would kill it. Then they would go drink. None of the first three stories are really enough content for more than a single scene.
- Pointless disposable enemies, that appear meaninglessly only to be dispatched equally thoughtlessly. I know these two have Plot Immunity, but the pointlessness and threatlessness of their opposition makes these supposed 'confrontations' totally without significance. The antagonists are cardboard cutouts with swords.
- Look, I'm not a lily-livered PC zealot. But even I have some trouble with a story where the antagonist is a woman who was kidnapped to join a harem, and then goes nuts because she wasn't sexually assaulted by her kidnappers- who then is raped sane by the alleged hero of the piece. That's right, the Gray Mouser holds her down and forces himself upon her, and she is then able to live a normal life where she contributes to society. Morally ambiguous heroes are fine. Raping people is not morally ambiguous.
- The Faceless Wizard and the Wizard with Lots of Eyes that always ask Fafhrd and the Gray Mouser to perform perfectly parallel tasks. Cute the first time, increasingly lazy with every extra iteration. Like the two protagonists themselves, there is really nothing to separate them other than their physical descriptions. Leiber's characterization begins and ends with describing people as not looking like one another, and then having them always react to things in perfect diads. I like cold food! You like hot food! We're such an interesting and complex pair! I'm off to fetch the boots of the Frost Lizard! You must fetch the hat of the Fire Sloth! Let's overcome identical yet inverted challenges through hand waving!
- And Then For No Reason, We Live. Leiber sets up elaborate situations that permit his two heroes to survive- but it's always basically dumb luck or dumber antagonists. Death's intricate scheme for killing them off is to randomly teleport enraged enraged mooks (one of whom is the insufficiently raped lass from above) into the heroes bedroom in the early morning. But Death never counted on one thing: the fact that the good guys might wake up slightly early, for no reason at all. What?
I picked up my first Fritz Leiber book after hearing him lionized by fans of classic fantasy, and I've kept going back in the hopes of discovering what the fuss was all about. Frankly, I'm still wondering.
Labels:
Fafhrd,
fiction,
Fritz Leiber,
Gray Mouser,
pulp fantasy,
short stories
Monday, December 12, 2011
A 'Disease' Domain for Pathfinder
A little while back, I was thinking about putting together a Pathfinder Dragonlance campaign for playing online. Still haven't actually gotten around to starting a game, but I did create a 'Disease' domain for a cleric of Morgion that I was going to use as an antagonist. I built off some fan-created work that was around on the web, as well as some older 3e stuff:
Disease Domain
Granted Powers: You are immune to the effects of all non-magical diseases. However, you are still a carrier of mundane diseases- you can contract them and transmit them as normal, but never suffer negative effects such as attribute or HP lost as a result of infection.
Disease Domain
Granted Powers: You are immune to the effects of all non-magical diseases. However, you are still a carrier of mundane diseases- you can contract them and transmit them as normal, but never suffer negative effects such as attribute or HP lost as a result of infection.
- Touch of Filth (Su): As a standard action, you can coat a weapon with filth fever by touch. This disease lasts 1 round, or until discharged by a successful melee attack. You can do this a number of times per day equal to 3 + your Wis modifier. The Fortitude save to resist the filth fever is calculated as per your domain cleric domain abilities, rather than the base save of the disease itself.
- Aura of Illness (Su): At 8th level, you can emit a 30-foot aura o sickness for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Enemies in the area gained the sickened condition. These rounds do not need to be consecutive.
Domain Spells: 1st - Ray of Enfeeblement, 2nd - Ghoul Touch, 3rd - Contagion, 4th - Poison, 5th - Insect Plague (flies and maggots instead of wasps or bees), 6th - Eyebite, 7th - Waves of Exhaustion, 8th - Horrid Wilting, 9th - Energy Drain
Use it with Papa Nurgle's blessing.
Labels:
clerics,
domains,
Dragonlance,
magic,
Morgion,
Pathfinder
Sunday, December 11, 2011
What a Weird World
There have been a lot of posts lately talking about the possibilities of D&D 5e- when it may come, what it may look like, who it will target, whether it will heal the world and usher in an unending age of peace and prosperity, etc., etc. Emerging in these discussions are a couple of very different perspectives that have been with us as long as 4e has been around- one that holds that 4e basically abandoned what made D&D D&D, and another that hopes that 4e is the way that Wizards moves in the future.
This reminded me of something I was thinking of the other day, about the demographics of gaming. I think that RPGs- and particularly, D&D- may have some of the strangest consumer demographics in the world. D&D hits a market that is 1) almost exclusively male, 2) almost exclusively white, 3) largely above-average intelligence, and 4) seemingly roughly split between ten and twelve year olds and people in the 20's, 30's, and 40's.
There have been some polls conducted on this age group thing... the numbers, are, I think, very hard to interpret given that what we are really seeing is 'how old are the people that hang around a small number of web sites and talk shop about RPGs'. WoTC and other gaming companies probably have more realistic numbers, but they aren't, for the moment, talking. I can't really think of any other activity that targets the same range of ages in trying to sell products. Video games are in a similar category, but there are decidedly video games that target younger and older games, as evidenced by the various age rating labels that the publishers employ. There are specific games that skew older in the RPG world as well, but then you have D&D- facing on the one hand a high-turnover demographic of young gamers who will pick the game up, buy a few books, and then drop out by the time they can drive a car and on the other hand a group of often very technical-minded older players who have thirty years of history (good and bad) with a variety of products sold under the same label.
How the hell do you address that kind of demographic split? And what are the real underlying numbers?
This reminded me of something I was thinking of the other day, about the demographics of gaming. I think that RPGs- and particularly, D&D- may have some of the strangest consumer demographics in the world. D&D hits a market that is 1) almost exclusively male, 2) almost exclusively white, 3) largely above-average intelligence, and 4) seemingly roughly split between ten and twelve year olds and people in the 20's, 30's, and 40's.
There have been some polls conducted on this age group thing... the numbers, are, I think, very hard to interpret given that what we are really seeing is 'how old are the people that hang around a small number of web sites and talk shop about RPGs'. WoTC and other gaming companies probably have more realistic numbers, but they aren't, for the moment, talking. I can't really think of any other activity that targets the same range of ages in trying to sell products. Video games are in a similar category, but there are decidedly video games that target younger and older games, as evidenced by the various age rating labels that the publishers employ. There are specific games that skew older in the RPG world as well, but then you have D&D- facing on the one hand a high-turnover demographic of young gamers who will pick the game up, buy a few books, and then drop out by the time they can drive a car and on the other hand a group of often very technical-minded older players who have thirty years of history (good and bad) with a variety of products sold under the same label.
How the hell do you address that kind of demographic split? And what are the real underlying numbers?
Friday, December 09, 2011
Background Traits for WFRP v2
I put these rules together years ago for a WFRP game. The basic idea was to reflect the fact that, while a starting career reflects what you did as a youth/adolescent/young adult, your childhood might have been spent doing something quite different- and the Old World being the place that it is, you probably picked up a few things in order to keep yourself alive. It also provides a little mechanical support for some interesting character concepts, like the former wealthy burgher who was reduced to thieving or banditry, noble children dumped into the church or university system, thieving urchins who went on to lead respectable lives, etc.
Background (Optional Rule): Select one of the following backgrounds at character creation. Your background can't be changed once it is selected.
Background (Optional Rule): Select one of the following backgrounds at character creation. Your background can't be changed once it is selected.
8 Reasons Why Vehicles Suck in RPG's
I was thinking the other day about games that put a lot of emphasis on vehicles- the Battletech, Mecha-style setting out there. I had a friend that was really into them in high school, but they just never really did it for me. I also remember looking at car chase/vehicle combat rules for Shadowrun (1e), Palladium, etc., and just sort of groaning at the complexity of them. Vehicles rarely make it into my games, and here's why:
Monday, December 05, 2011
E6 for d20
I've never particularly liked high-level play for D&D.
For me, a lot of what makes fantasy gaming fun is the iconic bits from books and movies- guys in armor with swords (or robes, with spells) facing off against Orcs and Goblins and other similar critters. Once it gets to the point where it is a guy in flying boots air-battling with a host of demons wielding a flaming sword and periodically becoming invisible and invulnerable, I tend to lose interest.
I suppose that is why parts (though not all) of the OSR appeals to me- the back-to-basics, no god-fighting, no MMO-style superpowers and magic armor/weapons/shoes/blankets/hats aspect. It's probably also why I've always liked WFRP, a game where, v1 naked dwarves aside, even basic opponents had a decent chance of cutting off your arm or something equally terrible if you didn't think carefully and stay cautious about entering a fight.
That's why it was exciting for me to have E6 for d20/Pathfinder pointed out to me in a forum the other day. It's been around for years, apparently, but entered the world during a time when I wasn't gaming a lot in general, and wasn't playing d20 in particular at all.
E6 has a simple underlying idea: you might be a veteran of a dozen combats, but being hit in the head with an ax by an ogre should still be dangerous. So after level six, you periodically pick up new feats to represent growing training (a little better at combat, a few more spells, a few new tricks for rogues and bards), but you stop gaining hit points, saves, and other automatic escalations of the game's power level.
The result is that the game retains some of that gritty, early-level feel. Just because you've been around the block a few times doesn't mean that you can just wade into a pack of 300 goblins without blinking. That means that iconic, low-level threats like goblins, ogres, orcs, basic undead, etc. stay threatening without the need to add tons of templates and character levels.
The result: a game that keeps the low-level feel of grounded PC's needing to plan and prepare to fight iconic opponents, and a distinct reduction in the amount of preparation that the DM needs to do. Similarly, higher levels tend to be where the game-breaking magic items, spells, and cheesed-out prestige class/feat chain combinations tend to appear. Low-level game balance- which is far better play tested and far easier to predict- dominates for a much longer period. Rituals and magic items can add some extra effects if needed, but a mage can't just wish the entire adventure into total chaos.
Definitely worth a look if you're interested in a similar style of play- you can even grab some Pathfinder-specific E6 rules someone has put together.
For me, a lot of what makes fantasy gaming fun is the iconic bits from books and movies- guys in armor with swords (or robes, with spells) facing off against Orcs and Goblins and other similar critters. Once it gets to the point where it is a guy in flying boots air-battling with a host of demons wielding a flaming sword and periodically becoming invisible and invulnerable, I tend to lose interest.
I suppose that is why parts (though not all) of the OSR appeals to me- the back-to-basics, no god-fighting, no MMO-style superpowers and magic armor/weapons/shoes/blankets/hats aspect. It's probably also why I've always liked WFRP, a game where, v1 naked dwarves aside, even basic opponents had a decent chance of cutting off your arm or something equally terrible if you didn't think carefully and stay cautious about entering a fight.
That's why it was exciting for me to have E6 for d20/Pathfinder pointed out to me in a forum the other day. It's been around for years, apparently, but entered the world during a time when I wasn't gaming a lot in general, and wasn't playing d20 in particular at all.
E6 has a simple underlying idea: you might be a veteran of a dozen combats, but being hit in the head with an ax by an ogre should still be dangerous. So after level six, you periodically pick up new feats to represent growing training (a little better at combat, a few more spells, a few new tricks for rogues and bards), but you stop gaining hit points, saves, and other automatic escalations of the game's power level.
The result is that the game retains some of that gritty, early-level feel. Just because you've been around the block a few times doesn't mean that you can just wade into a pack of 300 goblins without blinking. That means that iconic, low-level threats like goblins, ogres, orcs, basic undead, etc. stay threatening without the need to add tons of templates and character levels.
The result: a game that keeps the low-level feel of grounded PC's needing to plan and prepare to fight iconic opponents, and a distinct reduction in the amount of preparation that the DM needs to do. Similarly, higher levels tend to be where the game-breaking magic items, spells, and cheesed-out prestige class/feat chain combinations tend to appear. Low-level game balance- which is far better play tested and far easier to predict- dominates for a much longer period. Rituals and magic items can add some extra effects if needed, but a mage can't just wish the entire adventure into total chaos.
Definitely worth a look if you're interested in a similar style of play- you can even grab some Pathfinder-specific E6 rules someone has put together.
Thursday, December 01, 2011
The End of Cataclysm
The final major content patch in the WoW Cataclysm story line is now live, from what I understand.
WoW has been banished from my hard drive for over six months now, but I still stop in from time to time with some of the major news sites (particularly MMO Champion) to see what is new in the World of Warcraft. Lately I've been at least a little more tempted to stick a toe back into the WoW whirlpool, but fortunately the declining availability of space on my hard drive keeps this from becoming a possibility for the time being.
So I watched the new videos released today of the cinematics marking the end of Deathwings reign of terror (or, at least, reign of randomly burning people to death while questing), and found myself a little underwhelmed by it. The resolution was fairly cliched- the aspects giving up some of their power and withdrawing to let mortals fight for themselves, baby on the way for a fully matured hero, etc., etc. This is, as some posters pointed out, the same ending as a lot of other fantasy stories- LotR comes to mind, as does Dragonlance's Age of Mortals kick-off come to mind, but I am sure that there are others as well.
I will freely admit to not being a big WoW lore fan- I played Warcraft I and II but not III, which is apparently where all the important stuff for WoW happened. I was certainly not that familiar with Deathwing going into Cata. As a result, he never felt like a particularly interesting BBEG to me.
Part of this was because of unfamiliarity with the lore, but part was because most of his most important activities took place off screen. Sure, he killed me a couple times questing, but other than that? He apparently set fire to Orgrimmar and Stormwind, causing them to become larger, better organized, and with more daily quests, which doesn't seem that villainous.
I think that really this was an over-reaction to WotLK. Story-wise, players complained about Arthas apparently becoming a sixth member of the party too often, but his recurring presence at least established him as the main personality of the expansion. His presence in the Death Knight starting area, the Wrathgate event, the five mans, the flashback quest chain involving his weird disembodied child-self... these all gave you a great feel for who the villain was and why he needed to be put down, even if you hadn't read the books or played WC III.
That was what Blizz did right from the perspective of a non-lore expert in WotLK; the important lore was right there, in game. Cata seemed to assume you had heard it before, and would want to kill Deathwing just because he was Deathwing.
WoW has been banished from my hard drive for over six months now, but I still stop in from time to time with some of the major news sites (particularly MMO Champion) to see what is new in the World of Warcraft. Lately I've been at least a little more tempted to stick a toe back into the WoW whirlpool, but fortunately the declining availability of space on my hard drive keeps this from becoming a possibility for the time being.
So I watched the new videos released today of the cinematics marking the end of Deathwings reign of terror (or, at least, reign of randomly burning people to death while questing), and found myself a little underwhelmed by it. The resolution was fairly cliched- the aspects giving up some of their power and withdrawing to let mortals fight for themselves, baby on the way for a fully matured hero, etc., etc. This is, as some posters pointed out, the same ending as a lot of other fantasy stories- LotR comes to mind, as does Dragonlance's Age of Mortals kick-off come to mind, but I am sure that there are others as well.
I will freely admit to not being a big WoW lore fan- I played Warcraft I and II but not III, which is apparently where all the important stuff for WoW happened. I was certainly not that familiar with Deathwing going into Cata. As a result, he never felt like a particularly interesting BBEG to me.
Part of this was because of unfamiliarity with the lore, but part was because most of his most important activities took place off screen. Sure, he killed me a couple times questing, but other than that? He apparently set fire to Orgrimmar and Stormwind, causing them to become larger, better organized, and with more daily quests, which doesn't seem that villainous.
I think that really this was an over-reaction to WotLK. Story-wise, players complained about Arthas apparently becoming a sixth member of the party too often, but his recurring presence at least established him as the main personality of the expansion. His presence in the Death Knight starting area, the Wrathgate event, the five mans, the flashback quest chain involving his weird disembodied child-self... these all gave you a great feel for who the villain was and why he needed to be put down, even if you hadn't read the books or played WC III.
That was what Blizz did right from the perspective of a non-lore expert in WotLK; the important lore was right there, in game. Cata seemed to assume you had heard it before, and would want to kill Deathwing just because he was Deathwing.
Tuesday, November 22, 2011
Pathfinder MMO Announcement
Here was my honest response when I read the announcement at EN World that Pathfinder was announcing an MMO: I winced.
Not that I don't think Pathfinder is great, but rather because I do. Making an MMO is hard, expensive, and usually fails in one way or another. I worry that any resources spent on the MMO (and yes, I know a different company is going to be doing the actual coding and artwork, but there will assuredly be some impact on Paizo's operations) will be resources not spent on the Pathfinder game itself. I worry in particular about what the impact of a failure in this space would be for Paizo's financial position, and thus the future of Pathfinder.
D&D Online had a much better known property and Hasbro/WotC money behind it. It's currently a free-to-play and never made the big splash that WotC was hoping. Warhammer online sank like a stone soon after launch. WoW perpetually eats everyone's lunch, etc., etc.
I realize that gaming companies feel like they need to embrace the online world in order to survive. They're right, but I think they often think this means 'make a video game'. I wish instead they would invest more effort in facilitating online play of their existing games. WotC's Online Tabletop has been at 'real soon now' status for some time. Existing 3rd party projects lack publisher support. Meanwhile, ConstantCon shows that there is both demand and a real possibility of success for facilitating online play.
MMOs, because of their shared setting and scripted interactions, can never really match the creativity and satisfaction of a good tabletop game. The need to keep mechanics simple enough to be resolved by an algorithm instead of a live GM limits the challenges and situations that can be offered. New ideas mean new code, which means a limited number of ideas can make it into each release. I'm still convinced that making a professional online product that facilitated chat-based (or VoIP-based) play with shared maps, built-in rule/monster reference and a supported forum for finding gaming groups would keep a lot more gamers active in tabletop RPGs than trying to make a slightly different take on automated D&D.
Not that I don't think Pathfinder is great, but rather because I do. Making an MMO is hard, expensive, and usually fails in one way or another. I worry that any resources spent on the MMO (and yes, I know a different company is going to be doing the actual coding and artwork, but there will assuredly be some impact on Paizo's operations) will be resources not spent on the Pathfinder game itself. I worry in particular about what the impact of a failure in this space would be for Paizo's financial position, and thus the future of Pathfinder.
D&D Online had a much better known property and Hasbro/WotC money behind it. It's currently a free-to-play and never made the big splash that WotC was hoping. Warhammer online sank like a stone soon after launch. WoW perpetually eats everyone's lunch, etc., etc.
I realize that gaming companies feel like they need to embrace the online world in order to survive. They're right, but I think they often think this means 'make a video game'. I wish instead they would invest more effort in facilitating online play of their existing games. WotC's Online Tabletop has been at 'real soon now' status for some time. Existing 3rd party projects lack publisher support. Meanwhile, ConstantCon shows that there is both demand and a real possibility of success for facilitating online play.
MMOs, because of their shared setting and scripted interactions, can never really match the creativity and satisfaction of a good tabletop game. The need to keep mechanics simple enough to be resolved by an algorithm instead of a live GM limits the challenges and situations that can be offered. New ideas mean new code, which means a limited number of ideas can make it into each release. I'm still convinced that making a professional online product that facilitated chat-based (or VoIP-based) play with shared maps, built-in rule/monster reference and a supported forum for finding gaming groups would keep a lot more gamers active in tabletop RPGs than trying to make a slightly different take on automated D&D.
On Gnomes
I have a weird confession: I like gnomes. Not in a way that would be classifiable in the DSM-V, but as a PC race.
The first gnome PC that I remember playing was a 2e Thief created for a game a friend of mine ran during the 7th grade. We played during a free-form elective class that we took that was ostensibly a chess club; eventually, someone had the idea to talk the teacher into letting us play AD&D instead (on the grounds that it 'used math'). Possibly as a result, I've never really learned to play chess properly. Further gnomes followed, most of them thieves, illusionists, or (once 3e rolled around) wizards and rogues.
I think this is relatively uncommon. Dwarves and elves have always been popular, I think, and humans are kept in play thanks to a wide variety of fantasy archetypes and wish fulfillment vehicles. Even halflings have their constituency, consisting of Tolkien lovers, rogue/thief min/maxers, and recovering kender addicts.
But gnomes? Gnomes seem to consistently get the short end of the stick, both from players and from the various keepers of D&D lore. As the latest in a long series of insults to gnomes and their boosters, WotC has seen fit to make some significant changes to gnome lore, turning them into essentially sneaky junior eladrin.
This is a very strange circle to have come for a race that started out as junior dwarves. No other standard race has undergone anything like the level of transmogrification seen by gnomes over the years.
The first gnome PC that I remember playing was a 2e Thief created for a game a friend of mine ran during the 7th grade. We played during a free-form elective class that we took that was ostensibly a chess club; eventually, someone had the idea to talk the teacher into letting us play AD&D instead (on the grounds that it 'used math'). Possibly as a result, I've never really learned to play chess properly. Further gnomes followed, most of them thieves, illusionists, or (once 3e rolled around) wizards and rogues.
I think this is relatively uncommon. Dwarves and elves have always been popular, I think, and humans are kept in play thanks to a wide variety of fantasy archetypes and wish fulfillment vehicles. Even halflings have their constituency, consisting of Tolkien lovers, rogue/thief min/maxers, and recovering kender addicts.
But gnomes? Gnomes seem to consistently get the short end of the stick, both from players and from the various keepers of D&D lore. As the latest in a long series of insults to gnomes and their boosters, WotC has seen fit to make some significant changes to gnome lore, turning them into essentially sneaky junior eladrin.
This is a very strange circle to have come for a race that started out as junior dwarves. No other standard race has undergone anything like the level of transmogrification seen by gnomes over the years.
Sunday, November 20, 2011
Rebuilding and... re-something-ing
I've not posted here in years, but I've started playing in some PbP games again and browsing through some new RPG offerings. They'll be something new here eventually, with less of a focus on WFRP (though the name will stay the same).
Tuesday, October 10, 2006
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