So I had a chance to read through the DnD basic pdf. You can download either a full graphics version or a print friendly version from this link. Note that if you want to copy and paste text you will need to do it from the Print friendly version. The full graphics version has some weird formatting that turns the text into gibberish when you paste it. The full graphics version does read and print fine tho.
My thoughts in a nutshell, it feel and plays similar to how my Majestic Wilderlands campaigns does and it not dramatically different than the late playtest rules. Each character type is definitely better at certain things everybody can lend a hand if needed. In my campaign is because I use Swords and Wizardry as my core rules which is based on the 1974 version of DnD. Characters have differences but they are not as dramatic as in later editions.
DnD 5e character mechanics has a similar design. If a wizard really had to get in and whack something with the staff they have similar contributions in the two editions. There are differences, DnD 5e has a lot more variety in its mechanics than ODnD. Many of the mechanics apply to all characters equally instead being baked into the character class like it with the later ODnD supplement or my MW Supplement.
In addition to mechanics the roleplaying of characters is emphasized with explicit advice and more importantly mechanics and aides to flesh out the background of the character. It is separate from the class mechanics which is excellent in my opinion. A full chapter is given over to this which serves to hammer in the point that RPGs are as much about the roleplaying as they are about the game. And just as important because it is in a separate chapter, you can tear it out and throw it way if it not for you. The game will work just as well without it as does with it. A win overall.
Some OSR rulesets are really good at cloning the feel of a classic edition, but other twist the classic mechanics a little and give their game a unique feel. DnD 5e has its own unique feel. You have some flexibility but the simplicity is there. Different classes can do specific things well, yet all characters can attempt anything. Because of this many who are happy with a particular edition will probably not switch. But it is easy for a new gamer to learn. Not just game mechanics but the idea of roleplaying itself.
My opinion is that DnD 5e will be the favorite system of many, but serve equally well as a second favorite system. One that creates a common ground for fans of various editions to meet at conventions or game store and share a good adventure.
In the next series of post I will comment on each chapter.
Friday, July 4, 2014
Thursday, July 3, 2014
Wild North Progress
While priority has been getting the Wilderlands maps done, I have other projects going on. Namely my next Bat in the Attic product a revamp of the Wild North. The idea is to update the Wild North to the standards of Blackmarsh and my other hexcrawl settings. And to rework the southern edge of the map to work with Blackmarsh.
I did a preliminary version of the southern edge in the combined Blackmarsh map I made.
Then during my vacation I used my laptop to edit the original Wild North map. The laptop isn't up to the task of editing the massive Wilderlands maps so I brought the Wild North files. I was able to get the map reworked to where it match Blackmarsh both in geography and presentation. Still needs some work but it is basically done.
Now I can start working on the text.
I did a preliminary version of the southern edge in the combined Blackmarsh map I made.
Then during my vacation I used my laptop to edit the original Wild North map. The laptop isn't up to the task of editing the massive Wilderlands maps so I brought the Wild North files. I was able to get the map reworked to where it match Blackmarsh both in geography and presentation. Still needs some work but it is basically done.
Now I can start working on the text.
Labels:
Blackmarsh,
News,
sandbox fantasy,
Wild North
Tuesday, June 24, 2014
Wizard D&D Next Starter Set Unboxing
Mike Mearls and the Wizards teams unboxes and goes through the D&D Starter set
Friday, June 20, 2014
Breaking down the DnD 5e Fighter
Mike Mearls tweeted this image of the D&D 5e fighter sheet from the Starter Set.
Here we have the attributes. The standard array of Str, Dex, Con, Int, Wis, and Cha arranged in the new style with Physical attributes first and Metal attributes section. They chose to emphasize the bonuses as opposed to the original number. With the primary resolution system being d20 roll high versus target that is not surprising. However I would given equal footing to the raw attribute. While the bonus is what we use, the raw attribute is what we use to evaluate at a glance. +4 strength? Mmm OK. 18 strength, yeah now we are talking. Good or bad the 3 to 18 scale is entrenched in the DnD hobby. But I have to stress this is a presentation issue only. You still roll 3d6 (or your choice) and the raw number is not really used only the bonus.
Name block, looks like standard stuff except for the addition of background. More on that in a second.
Character information. With this in combination with backgrounds, 5e has more explicit support for roleplaying. I have no issue with this and feel that a minimal approach probably works better than the blank page approach of 4e or ODnD. We see that the noble background plays into the some of the information boxes particularly the flaw.
The two combat boxes. Looks pretty standard for DnD except for the Death saves. I believe if you go below zero you start making a Constitution save a round. Three successes means you stablized, three failures means you die. Makes for a mini game out of dying. Imagine the tension when after making two successful saves you start rolling failures or vice versa. Weapons are about your bonus and your damage which again is pretty much standard.
Abilities, at first level this fighter gets Second Wind, Fighting Style, and Position of Privilege. The first two are probably from his class and the last is a result of his background. The mechanics of Second Wind are the same as 4e's encounter powers but I like how they write it up here. It definitely sounds more natural and logic then the pure game mechanics of 4e. The test will be in what the other abilities that only reset with a rest look like.
Fighting Style (Defense) I think there will be more options in the Player Handbook when it is release. For Basic probably they will preselect everything. With that being said the abilities make sense. This fighter has the training to use his armor gear more effectively.
I like how the background gives a minor ability that is full of flavor and hooks for adventures.
The proficiency bonus this is probably the single most important number in DnD 5e. From the playtest every class has the same number. It is used for your attack bonus, saving throw bonus, and skill bonus. In short anything that your character is good at or rather proficient at will get to add this number in addition to the relevant attribute bonus.
This also mean that a Wizard swinging a staff and a fighter with a Greatsword will have the exact same chance to hit regardless of level. In this respect it is like ODnD particularly at low levels. It may lead to some blandness as well. In my Majestic Wilderlands supplements I have fixed progression for each class that has MW abilities (i.e. skills). I tweaked them to what I thought best for the case. So a 4th level Burglar with stealth may not be the sames as a 4th level Claw of Kalis with stealth but both are better than Mr. Fighter who can only use his dex bonus with stealth.
In the Player Handbook and the DMG there may be options to allow specific bonuses for skills based on a feat or background. We will have the see. Right now it looks like for 5e Basic if two characters are proficient in stealth they will have equal chance of succeeding at the same level and same dex regardless of class.
The six saving throw tied to attribute seems overly fussy to me. I would opted for Will, Reflex, and Fortitude of 3e myself or even the single save with modifiers of Swords and Wizardry. But it is not a deal breaker as long as how to use it is clear and understandable.
Click on the above image, look at it carefully, notice how EVERY skill is filled out. Yup just like what Matt Finch recommended in the Old School Primer, and what I implemented for abilities in the Majestic Wilderlands supplement; Any character can attempt any skill just some are better at some skills than others. The way 5e appears to handle better is by marking it as the characters being proficient in the skill. Thus allowing the character to add his proficiency bonus to the normal attribute bonus.
This wraps it up for the front half and in the next post we will look at the second page.
Here we have the attributes. The standard array of Str, Dex, Con, Int, Wis, and Cha arranged in the new style with Physical attributes first and Metal attributes section. They chose to emphasize the bonuses as opposed to the original number. With the primary resolution system being d20 roll high versus target that is not surprising. However I would given equal footing to the raw attribute. While the bonus is what we use, the raw attribute is what we use to evaluate at a glance. +4 strength? Mmm OK. 18 strength, yeah now we are talking. Good or bad the 3 to 18 scale is entrenched in the DnD hobby. But I have to stress this is a presentation issue only. You still roll 3d6 (or your choice) and the raw number is not really used only the bonus.
Name block, looks like standard stuff except for the addition of background. More on that in a second.
Character information. With this in combination with backgrounds, 5e has more explicit support for roleplaying. I have no issue with this and feel that a minimal approach probably works better than the blank page approach of 4e or ODnD. We see that the noble background plays into the some of the information boxes particularly the flaw.
The two combat boxes. Looks pretty standard for DnD except for the Death saves. I believe if you go below zero you start making a Constitution save a round. Three successes means you stablized, three failures means you die. Makes for a mini game out of dying. Imagine the tension when after making two successful saves you start rolling failures or vice versa. Weapons are about your bonus and your damage which again is pretty much standard.
Abilities, at first level this fighter gets Second Wind, Fighting Style, and Position of Privilege. The first two are probably from his class and the last is a result of his background. The mechanics of Second Wind are the same as 4e's encounter powers but I like how they write it up here. It definitely sounds more natural and logic then the pure game mechanics of 4e. The test will be in what the other abilities that only reset with a rest look like.
Fighting Style (Defense) I think there will be more options in the Player Handbook when it is release. For Basic probably they will preselect everything. With that being said the abilities make sense. This fighter has the training to use his armor gear more effectively.
I like how the background gives a minor ability that is full of flavor and hooks for adventures.
The proficiency bonus this is probably the single most important number in DnD 5e. From the playtest every class has the same number. It is used for your attack bonus, saving throw bonus, and skill bonus. In short anything that your character is good at or rather proficient at will get to add this number in addition to the relevant attribute bonus.
This also mean that a Wizard swinging a staff and a fighter with a Greatsword will have the exact same chance to hit regardless of level. In this respect it is like ODnD particularly at low levels. It may lead to some blandness as well. In my Majestic Wilderlands supplements I have fixed progression for each class that has MW abilities (i.e. skills). I tweaked them to what I thought best for the case. So a 4th level Burglar with stealth may not be the sames as a 4th level Claw of Kalis with stealth but both are better than Mr. Fighter who can only use his dex bonus with stealth.
In the Player Handbook and the DMG there may be options to allow specific bonuses for skills based on a feat or background. We will have the see. Right now it looks like for 5e Basic if two characters are proficient in stealth they will have equal chance of succeeding at the same level and same dex regardless of class.
The six saving throw tied to attribute seems overly fussy to me. I would opted for Will, Reflex, and Fortitude of 3e myself or even the single save with modifiers of Swords and Wizardry. But it is not a deal breaker as long as how to use it is clear and understandable.
Click on the above image, look at it carefully, notice how EVERY skill is filled out. Yup just like what Matt Finch recommended in the Old School Primer, and what I implemented for abilities in the Majestic Wilderlands supplement; Any character can attempt any skill just some are better at some skills than others. The way 5e appears to handle better is by marking it as the characters being proficient in the skill. Thus allowing the character to add his proficiency bonus to the normal attribute bonus.
This wraps it up for the front half and in the next post we will look at the second page.
Wednesday, June 18, 2014
You ignored that place for decades?
One thing that is often hard to get right is figuring out why a dungeon or similar locale hasn't been looted before or dealt with. Often the reasons are contrived. There are several "interesting" places near my hometown, caves, quarries, etc. When I was young it felt like I was the first to discover it especially if none of my friends been there. But once I got older I found yeah people been tramping over these spots for many years.
This is not a big issue but I did think of something plausible that would make a dungeon unnoticed, even if it near a settlement. If the dungeon has a lot of magical creatures or content the combination produces a low level aura. The effect of this aura is that unless you have an express desire to visit the place you unconsciously ignore it. Planning to build a road next to the entrance. The surveyors report they have to swing it out a bit further because of "complication." Clearing brush along the hillside? "Oh that spot can be skipped.
To overcome this aura doesn't require a save or anything like that. You simply have to consciously and knowingly want to go there. For example finding a map and journal about how to enter the place is sufficient.
Tracking a beast or group who used the dungeon lair as an entrance is also sufficient.
I believe the Buffy tv series used a related reason as to why the inhabitants of Sunnydale were obvious to all the supernatural events that were going on.
This is not a big issue but I did think of something plausible that would make a dungeon unnoticed, even if it near a settlement. If the dungeon has a lot of magical creatures or content the combination produces a low level aura. The effect of this aura is that unless you have an express desire to visit the place you unconsciously ignore it. Planning to build a road next to the entrance. The surveyors report they have to swing it out a bit further because of "complication." Clearing brush along the hillside? "Oh that spot can be skipped.
To overcome this aura doesn't require a save or anything like that. You simply have to consciously and knowingly want to go there. For example finding a map and journal about how to enter the place is sufficient.
Tracking a beast or group who used the dungeon lair as an entrance is also sufficient.
I believe the Buffy tv series used a related reason as to why the inhabitants of Sunnydale were obvious to all the supernatural events that were going on.
Tuesday, June 17, 2014
The one where I play DnD Next, Origins Game Fair Part 2
Tim, Dan, and I went to Origins Game Fair on the 14th. We all signed up to play some DnD Next at 8:00pm. The adventure was from the Legacy of Crystal Shards. First the story of what happened and then I talk about the mechanics under the fold.
I got into a session of DnD Next at the Origins Game Fair. It was the Shards of Icewind Dale part of the Legacy of the Crystal Shards. I played Sir Endless Star a Paladin of Torm. We played at 1st level for the first half of the adventure and 2nd level for the second half.
The Roster
Dan - Spikey, Ranger
Me - Sir Endless Star, Paladin of Torm
Tim - Roger, Rogue
Ray - Mithian, Cleric of Ilmater
Mike - Eldeth, Magic-User
Rob - Ironhelm, Dwarf, Fighter
The adventure threw together two groups of old school gamers. Dan, Tim, and I from NW Pa. Ray, Mike and Rob from Harrisburg. Combined, we had a century of experience with tabletop roleplaying.
The Story
The adventure proper involved us as guards escorting a caravan to one of the Ten Towns of the Icewind dale. We got attacked by Saber-Tooth Tigers and one of the wagons get knocked over during the fight. The party won but the carvanmaster wanted to leave the wagon and its merchant behind. The party agreed to stay and help. In the course of doing so we found a crate full of silver weapons which was a very unusual piece of cargo.
We fixed up the wagon and begin moving to the town. Contrary nothing bad happen along the way. That is not until we hit the town. Even tho we started out hour behind the rest of the caravan, the traffic jam at the gate meant they were still trying to get through. Just as we had the town in sight a bunch of yetis attacked.
We rushed down to the gate and threw ourselves into the fray. After several minutes of combat we managed to get the wagons in (including the one we were escorting) and shut the gates.
In the aftermath, we learned that yetis are solitary creatures and this was very unusual. We were paid off for our caravan work and helped with the clean up. During the clean up a merchant from the local apothecary caught several of the party's ears. He had a tale of woe about he paid for protection from somebody named Slim and got nothing for it. Especially since he felt had to the "protection" money.
Talking with the local sheriff, I found out that Slim was known for hiring out guards. Most of the party was excited about going after Slim and getting the merchant's money back. I reminded them that we are strangers in this town, that we had no authority, that we had only one side of the story. They were ready to ignore me until I firmly stated that if they did this as the Torm's hand on Faerun I would oppose them.
We compromised on acting as the merchant's agent. I again pointed out that we did this right that having the merchant as a friend could help us as we were strangers here. Do this wrong we would be either imprisoned or forced to leave in the midst of a snow storm with yetis on the prowl.
So we headed to the Northwind Tavern where Slim lived. We got directions to his rooms. Before I could knock, one of the more enthusiastic party members kicked down the door. For a second I thought out in the storm would be our ultimate destination. But Torm was with us and we caught the inhabitants of the room in the midst of a murder. Moreso one of the perpetrators was a Wererat. We all rushed into the room but the wererat was took quick. He shapeshifted into to a small rat and escaped.
I went into the room and with my sword point at one of remaining human throat announced that I was Torm's Hand on Faerun, that they were outnumber and retribution would fall if they did not surrendered. They exercised their better judgment and surrendered.
From the information gathered, we uncovered a conspiracy where Slim and his thugs were conspiring with one of the town leaders to take over. The Yetis were magically controlled and sent in to create chaos. The party learned they had supplies at the warehouse they needed to retrieve. We laid an ambush and broke the back of their conspiracy in the ensuing fight.
I got into a session of DnD Next at the Origins Game Fair. It was the Shards of Icewind Dale part of the Legacy of the Crystal Shards. I played Sir Endless Star a Paladin of Torm. We played at 1st level for the first half of the adventure and 2nd level for the second half.
The Roster
Dan - Spikey, Ranger
Me - Sir Endless Star, Paladin of Torm
Tim - Roger, Rogue
Ray - Mithian, Cleric of Ilmater
Mike - Eldeth, Magic-User
Rob - Ironhelm, Dwarf, Fighter
The adventure threw together two groups of old school gamers. Dan, Tim, and I from NW Pa. Ray, Mike and Rob from Harrisburg. Combined, we had a century of experience with tabletop roleplaying.
The Story
The adventure proper involved us as guards escorting a caravan to one of the Ten Towns of the Icewind dale. We got attacked by Saber-Tooth Tigers and one of the wagons get knocked over during the fight. The party won but the carvanmaster wanted to leave the wagon and its merchant behind. The party agreed to stay and help. In the course of doing so we found a crate full of silver weapons which was a very unusual piece of cargo.
We fixed up the wagon and begin moving to the town. Contrary nothing bad happen along the way. That is not until we hit the town. Even tho we started out hour behind the rest of the caravan, the traffic jam at the gate meant they were still trying to get through. Just as we had the town in sight a bunch of yetis attacked.
We rushed down to the gate and threw ourselves into the fray. After several minutes of combat we managed to get the wagons in (including the one we were escorting) and shut the gates.
In the aftermath, we learned that yetis are solitary creatures and this was very unusual. We were paid off for our caravan work and helped with the clean up. During the clean up a merchant from the local apothecary caught several of the party's ears. He had a tale of woe about he paid for protection from somebody named Slim and got nothing for it. Especially since he felt had to the "protection" money.
Talking with the local sheriff, I found out that Slim was known for hiring out guards. Most of the party was excited about going after Slim and getting the merchant's money back. I reminded them that we are strangers in this town, that we had no authority, that we had only one side of the story. They were ready to ignore me until I firmly stated that if they did this as the Torm's hand on Faerun I would oppose them.
We compromised on acting as the merchant's agent. I again pointed out that we did this right that having the merchant as a friend could help us as we were strangers here. Do this wrong we would be either imprisoned or forced to leave in the midst of a snow storm with yetis on the prowl.
So we headed to the Northwind Tavern where Slim lived. We got directions to his rooms. Before I could knock, one of the more enthusiastic party members kicked down the door. For a second I thought out in the storm would be our ultimate destination. But Torm was with us and we caught the inhabitants of the room in the midst of a murder. Moreso one of the perpetrators was a Wererat. We all rushed into the room but the wererat was took quick. He shapeshifted into to a small rat and escaped.
I went into the room and with my sword point at one of remaining human throat announced that I was Torm's Hand on Faerun, that they were outnumber and retribution would fall if they did not surrendered. They exercised their better judgment and surrendered.
From the information gathered, we uncovered a conspiracy where Slim and his thugs were conspiring with one of the town leaders to take over. The Yetis were magically controlled and sent in to create chaos. The party learned they had supplies at the warehouse they needed to retrieve. We laid an ambush and broke the back of their conspiracy in the ensuing fight.
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