Tag Archives: RPG

Random D&D News

There’s a Design Your Own D&D T-Shirt contest going on courtesy of Topless Robot on WeLoveFine.com. Go check out the designs and submit your own!

Also, I just got the email about the D&D Next (aka D&D 5e) playtest being open, and I should be getting an email with the stuff in it soon.  Though I’m a Pathfinder fan, if they can make something simpler – like 2e with cleaned up mechanics, or Rules Cyclopedia Basic – I may be in!

However, I’ve been listening to some actual play podcasts lately – mainly the Major Spoilers podcast is relevant here – and have been realizing how Goddamn boring D&D 4e combat is.  “I shift two squares and hit it.” I want that crap to go away fast. The podcast is engaging till combat hits and then it’s excruciatingly boring (for like an hour!). Hint, that’s how the game has gotten too!

Note the ENWorld discussion forum for D&D Next as well as the WotC D&D Next page.

Skull and Shackles – Why Community and Open Licensing Are So Important

Paizo Publishing has started in on their next adventure path, the pirate-themed “Skull & Shackles.” They are supporting it well, with six books of adventure and rules material, the Isles of the Shackles campaign setting book, a Player’s Guide, and the Pirates of the Inner Sea player’s book.

But where it really begins to shine is the support that their rich ecosystem provides – third party publishers and fans, empowered by the OGL specifically and Paizo’s pro-community policies in general.

So from third party publishers, you can get paper minis for the AP from Pathfinder Paper Minis, which has done them for a number of APs. Or expanded ships and ship rules from LPJ which expand on the rules in the Player’s Guide. Hero Lab has the rules content from S&S going into their tool.

But that pales compared to the community support.  Just on the Paizo forums, we have people statting up all the NPCs in Hero Lab. And putting together tools to help track all the pirate jobs and NPC attitudes, and generally helpful things like calculating how far away you can see a ship or creating ambient noise files tuned to the AP.

And that’s why open licensing and promoting instead of shutting down fan sites is good business, and why Paizo is beating the pants off WotC right now.

Jade Regent – Night of Frozen Shadows, Session 4

Fourth Session (13 page pdf) – Trolls, ninjas, necromancers, statues – they all fall before our righteous wrath. We kill, and loot!  And kill and kill and loot!  Kill kill kill, loot loot loot…

Most of the Paizo APs, I’ll be honest, give you crap treasure.  This one is different!  Besides my new intelligent katana Suishen, we’ve found a lot of unique and cool magic items.

The most enjoyable fight was with the three monks then the lady ninja.  It was a big “you can’t see them” fest – I took care of the shadows and all with a daylight from Suishen and then I figured the See Invisible would take me the rest of the way – but that ninja chick, even when sniping and taking a -20 to her Stealth check, was totally staying hidden and owning us with sneak attacks.  Three shuriken are a joke unless they’re each coming with a many-d6 sneak attack attached.

The toughest fight was with those stupid statues.  Super high DR, immune to all magic, break  your weapons when you hit them – and they were like CR4 or something, what a hose job. We had to stop after to recover to hit Thorborg.

This weekend, we’ll fight the oni posing as Thorborg Silverscore!  I best log off now because there’s a hell of a thunderstorm brewing here in central Texas, but more soon!

Jade Regent – Night of Frozen Shadows, Session 3

Third Session (14 page pdf) – We assault Ravenscraeg, Thorborg’s hideout. It is full of ravens, and ninjas, and raven-ninjas.  And we totally find the intelligent ancestral sword of the Amatatsu family in a hole!

Our plan to sneak around like ninjas is largely busted by a raven swarm attack. Our disguises do let us get the drop on a room of ninjas, though, so we fight them then a squad of Vikings pretty well.

Our Viking prisoner gives up some intel. Being Combat as War fans, we set up an ambush for their werebear leader and took him down with extreme prejudice.

Some DVD extras – Bjorn snatched all the money from the Murder God’s offering bowl, I hope it’ll come back to haunt him.  And the inside joke of “Eye Ape, Ear Ape, Ear Ape” is because I figure the blind Gobo, mute V’lk, and just-doesn’t listen Harwynian are like the hear no evil, see no evil, speak no evil monkeys. And in some anime, Paul had seen that subtitled as “Eye Ape, Ear Ape, Ear Ape,” which amused all of us.

We also liked going into the kitchen. The Vikings were like “You pesky ninjas, get out of the food!” Then we killed them.  Except for the baker, we commanded him to continue baking the tasty bread.

It turns out the most vicious sub-boss in the place was a raven! We had quite a time fighting it. And of course Bjorn’s anti-animal abilities don’t work on it.  “It’s a magical animal!”

In the end, we found the intelligent katana, and learned Thorborg is really an oni!  We had been half considering leaving and letting Asvig Longthews and his Vikings clear the place, but that convinced us we need to sweep and clear – next time!

Jade Regent – Night of Frozen Shadows, Session 2

Second Session (11 page pdf) – We head out to Asvig Longthews’ house to kill us some Vikings. We end up saving some Vikings but killing some ninjas!  Once we hear a chick named “Thorborg” is behind this unholy genre mash-up, we head right out to kill her.

We snuck up on a Viking wake. After V’lk annoyed me by setting off the obvious lion-summoning trap, we got control of the place without a lot of trouble. Asvig Longthews as our prisoner was being intractable, but we knew that a lot of these guys have some kind of head-exploding curse on them for if they talk.  In what seemed to be quite against GM expectations, we managed to dispel the curse and get the Ulfen on our side!

Alas, the ninja ambush that was probably going to be waiting for us at the funeral boats just came to the longhouse instead. And they took me out fast.  With my character, sometimes I end up leading the battle to victory, sometimes I get dropped in two rounds. Not too much in between. Finally, we kill them and head off to find the person behind this, a woman named Thorborg (this made us giggle).

So we argue about plans – draw her to town, ambush her on the road… No, we’ll just go right up to the front door of her keep. Our attempt to bluff our way past the door guards goes badly and we get to fight more ninjas.  They are really annoying, because they can go invisible and then sneak attack you.  For a PC it’s less cool because you can only do it a couple times a day, but of course monsters only have to go one combat and get to use all their daily uses on you.

The humorous silver lining, however, is that the kenku ninjas were equipped liberally with blowguns.  Kenku are bird-people with beaks, not lips. This caused a minor riot to break out when we found it out.  They didn’t use them on us, luckily.  We speculated that there’s some ninja union and they make everyone carry blowguns whether or not they are equipped biologically to use them. “Now that’s Lawful!”

The illustrations in the books add a lot to the play experience.  We always show the monster pics to the players (sometimes having to obscure 3/4 of the page in the book to safely do so) and in this one, the spider eater picture really put us off our feed; we had considered killing it just to clear the way and after we saw it we decided “screw that!”

Monte Cook Leaves Wizards/D&D 5e Design Team

In surprising news on his Livejournal, Monte Cook has announced he’s leaving the D&D Next design team. He says it’s not a disagreement with his fellow designers, but with the company.

This is bad news, very bad news, for D&D Next.  Monte was providing external credibility, as someone who had worked on Pathfinder and has been outside the WotC/Hasbro echo chamber, to the process. Mike Mearls has been talking all old school but he’s been in charge of 4e for a long time and many of its missteps belong directly at his feet. I was willing to believe the combined team, I’m not so sure I’m willing to believe “Now it’ll be even better!’ backpedaling/spin from the same old characters.

I wonder what ‘corporate disagreement’ is in this case. Did they not want to pay him enough?  Or did he see the business plan and think “this is crap on toast?” The Examiner has some speculation. Mearls’ post does have a little bit of a lightly disguised slap-back in it so I’m not sure the “company not the designers” thing is entirely forthcoming.

I guess we’ll see; Wizards took the opportunity to announce that the 5e playtest will start on May 24. Maybe we’ll see something good… But the person with the most experience working with actual players and getting playtest information on products just left. And I’m worried that they’ll just show off some core mechanic that will seem fine…  When I did my initial 4e PHB readthrough, the core mechanic itself seemed fine, it was what they did on top of it that (IMNSHO) ruined the game.

Well, good luck to Monte, and good luck to the 5e team.  (The latter needs it!)

Jade Regent – Night of Frozen Shadows, Session 1

First Session (16 page pdf) – We journey with our caravan all the way from Roderic’s Cove in Varisia to Kalsgard in the Land of the Linnorm Kings. A fair number of Viking raiders toss themselves onto our swords.

We kicked into the second chapter of the Jade Regent AP today. Our characters are shaping up well if oddly.  V’lk is mute and Gobo is blind, Harwynian is somewhat… flighty. Bjorn and Jacob are alternately charging into combat and absent. But we’re getting into the groove with each other. See our main Jade Regent page for the character sheets level by level.

The road up to the Linnorm Kings went through many lovely locales including mining towns and a village of gnomish mini-Vikings. I stomped around it pretending to be Gojira.

Along the way, I decided Hiro would take up playwriting; he adapted the crazy tengu’s play into a work called “The Cuckolded Cuckoo” that the caravan performed along the way. We also continued to experiment with caravan fighting rules. We fought off trolls and bandits without much trouble.

We got ambushed at night though, and I about died – those Ulfen greataxes put a whupping on you fast, and all our ACs are pretty low.  I managed to escape the press and led the chasing Ulfen into a narrow place between the wagons where Harwynian could Web them. Then it was a lot easier… We even took a bunch of prisoners to sell back for their weregeld.

In the end, we got to Kalsgard, our destination, and start in on the long chain of “Ah yes, I had that sword, but now…”

Jade Regent – The Brinewall Legacy, Session 8

Eighth Session (12 page pdf) – More psychos and worms await as we dungeon-crawl the Rift of Niltak. And Shoanti. And mimics and executioner’s hoods and cursed items!  Wackiness results.

First, here’s our whiteboard pics trying to explain the Rift of Niltak in side and front view.

You’ll have to check out the session summary for the artist’s rendition of a seguathi brain-enslaving worm, however. We come across another one of those things, but now that we know what to expect it didn’t go so badly for us.  We tossed in a Web, summoned an earth elemental, and came in after it had been reduced to worm slurry.

My favorite excerpt, with some interplay between my character Yoshihiro and Tim’s character Bjorn:

After some investigation a weak section of wall is found in the wall to the right of the altar.

Bjorn posits, “Maybe this is where the dwarves dug too deep. Then they covered it up!”

Hiro retorts, “Oh, yeah, they stacked up some bricks and covered it with dirt. Real dwarven craftsmanship there.”

Pushing down the wall reveals a large square room with a stone dais in the midst of a sand floor. Two chests of gold and big frog-god statue adorn the dais and two braziers on the ceiling cast a hellish red glow. A large twisted dwarf in heavy armor kisses his gore-smeared axe and waggles his bloody tongue, pointing one of his exposed finger-bones at us.

“Let’s not try talking,” says Bjorn.

This was an old school mini-dungeon crawl, complete with a mimic, an executioner’s hood, and even a bag of devouring! But possibly the most time was spent with the inexplicable homunculus in a box. I had to totally insist that we return it to the old hermit, too, not that we got much out of it.

Our side trek is over; next time we hit chapter 2 of the AP, the Night of Frozen Shadows!

More Kids in Gaming Thoughts, The Future, and 5e

I ranted a bit about the myopic approach of WotC and the rest of the gaming industry to RPGs in My Little Pony: The RPG. Well, I am part of the large peer group of gamers with ~10 year old kids now (a 9 year old girl in my case).  I was out at the Broken Spoke last night with my friend Kevin, who has been getting his 11 year old boy into gaming, and as we talked I had some realizations that 5e needs some major direction change to not just be for the 40 year old grognards.

Simplicity

His observation is that both 4e and Pathfinder are too damn complicated.  It turns the kids off. Even with their basic boxes, the problem is that you run out of adventures and content very quickly. They are seen as very limited time intros whose goal is to convince you that you certainly want to read a 575 page rulebook now. Not! Basic D&D (BECMI) had loads of support but was 600% simpler than any of these current versions.

Weren’t around then or your fond memories clouding facts? Here’s a basic D&D stat block.

Giant Centipedes (8): AC 9; HD 1/2; hp 4, 4, 3, 3, 2, 2, 1, 1; MV 60′ (20′); #AT 1; D poison; Save NM; ML 7; AL N. (Courtesy B5, The Horror On The Hill)

Here’s an AD&D stat block.

Four normal crocodiles: AC 5; MV 6″//12″; HD 3; hp 13 each; #AT 2; D2-8/1-12 (Courtesy U3, The Final Enemy)

Here’s a Pathfinder stat block. After I remove many of the extraneous parts.

CENTIPEDE, GIANT    CR 1
Male Centipede, Giant
NN Medium Vermin
Init +2; Senses Darkvision (60 feet); Perception +4
DEFENSE
AC 14, touch 12, flat-footed 12   (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting
OFFENSE
Spd 40 ft., Climbing (40 feet)
Melee Bite (Centipede, Giant) +2 (1d6-1/20/x2) and
Unarmed Strike +2 (1d3-1/20/x2)
Special Attacks Poison: Bite – injury (DC 13)
STATISTICS
Str 9,  Dex 15,  Con 12,  Int -,  Wis 10,  Cha 2
Base Atk +0; CMB -1; CMD 11 (can’t be Tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10, Swim +2
(Courtesy Hero Lab, because who has the patience for modern stat blocks?)

I like Pathfinder; I play Pathfinder.  How much *more* fun is Pathfinder than Basic and AD&D were?  0%.  How much more complex is it? Uh, about 600%, roughly.

The line they’re laying down for 5e is that it’ll be simple and there can be “rules modules” on top to make it more complex.  Which will be fine, as long as they start at REAL SIMPLE.  As in Mentzer Basic simple. You can always layer stuff on to make it more complicated, but making something simpler is very hard. Many relevant lessons from the software industry come to mind here. Everyone says they want something with every feature – but then when they see something that achieves the core feature that is easy to use, they forget about all that.  It’s why e.g. Dropbox is kicking the ass of all the other more complex file sharing methods out there. Microsoft Office is collapsing under its weight as people realize “I don’t use 99% of the crap in here, but I’m paying for it and having to load it on my hard drive and making my simple doc editing a lot slower because of it…” Take a hint.

Support

So that naturally segues into the next topic, game support. Basic D&D was a whole game line unto itself, not necessarily a limited time “intro”.  Kev’s busily trying to hunt down all the adventures (which lucky for me I still have) – for Basic, the B and X series (and the less well conceived CM and M series), and for Advanced the many wonderful series (A, T, GDQ, I, etc…).  Because really all you need is the basic set and then a bunch of stuff to do.

Paizo has made their millions tuning in to the simple truth of what it is that made 1e and Basic the high point of D&D play.  It’s the adventures, stupid! 2e and 3e and 4e kept doing “Silver anniversary of the return to the return to the Keep on the Borderlands” because all the good adventure content was from the 1e and Basic versions.  That’s what catapulted third party companies like Green Ronin to real companyhood with the OGL in 3e – for them it was their Death in Freeport modules. At Gen Con 2000 I bought the 3e PHB and then every single module (we called them modules back in the day) I could get my hands on.

People like to say “Oh, but that’s why D&D failed; I heard it’s that adventures aren’t lucrative…”  No it’s not.  D&D in the 1980s was bigger than 4e + Pathfinder added together and multiplied by 10. And it’s hard to disprove when you look at Paizo and Green Ronin and all those other 3pps – they all bootstrapped themselves as startups on adventures, to where they can now put out multiple game lines and whatnot as proper companies.

My content observation is that kids love manga nowadays.  My daughter and all her friends are all into Full Metal Alchemist, D.Grey Man, and a bunch of stuff like that. Guardians of Order kinda tried to do this back in the day, but a RPG with the same light mechanics coming out for each one of those would be a big seller (and potentially internationally!).  Japan loved D&D too.

IMO this approach could scale down to even very young kids.  I conceived of a Dora the Explorer game when my daughter was much younger, where you adopt their simple quest structure and your “explorers” have to surmount 3 obstacles, which are minigames or arts and crafts assignments or whatever, to proceed. Probably dice aren’t even required.

Here’s where, though, I’m w0rried about the 5e “ultimate toolkit” approach.  How do you make adventures for that? It was easy enough to juggle Basic and Advanced back in the ’80’s, that was a simple strata that made sense.  Now, you’re writing something for a group that may or may not be using big hunks of the rules?  It worries me that the adventures will be a big ol’ mess of “if/then” wasted page count.

Anyway, in my opinion simplicity and support are the keys to making a good base game that will be adopted by a new generation. And if the game’s adopted by a new generation, then money will be thrown into it and I can feel safe knowing there will also be fringe products catering to an old guy like me – just 10% of a large healthy market instead of 90% of an old dying one.

Morale in D&D

The D&D 5e design team is talking about morale in D&D. I miss morale.  For those not familiar with morale, it was a mechanic that told you when foes were likely to break and run or give up instead of just fighting to the death like killbots. (Yes, I know, hard to believe.) It was in Basic and 2e if I recall correctly, and you’d roll 2d6 against it and apply penalties in various circumstances. For examples from my 2e MM, Kobolds were unsteady (7) and Kuo-toa were Elite (13).

To forestall the inevitable poorly thought through complaints, you can ignore it just like you can any other piece of a stat block or monster writeup as a DM, you don’t have to be beholden to it.  (“It says they appear in mountainous terrain and it’s not mountains!  NOOOOOO!”)  But it helps define more specifically how vicious/cowardly a monster or NPC (or PC ally) is. I have this problem right now in our Reavers campaign – the PCs have a bunch of pirate allies, and I’m continually having to make 6 judgment calls a round as to which keep fighting and which fall back; I’d rather have a mechanic for it.

In fact, I think morale can be improved. Back in my Animals in D&D article I proposed to split morale into two factors – one which determines how likely something is to attack in the first place, an aggression value – and one which determines how likely something is to keep fighting. This is especially great for animals – unlike in computer games, animals usually don’t just attack for grins.  And some will flee if they get hit once, while others won’t.  Heck, it’s good for NPCs too – I remember as a new GM back in AD&D 1e days being confused in T1 the Village of Hommlett as to whether the berserkers in the gatehouse were just going to attack anyone they saw, or what? They’re berserkers, but on the other hand they seem to just be chilling in a building with other kinds of creature around…

Sure, if you plan out every single encounter and what is “supposed” to happen you might not need the aggression. But many of us use random encounters, and also have just stuff out there people can wander across – is that owlbear feeling very irate, or just standoffish today?

So I’m definitely in favor of morale coming back.  Let’s say convert it to a d20 roll as is more traditional now. First value, roll over to attack, second value, roll over to keep attacking. And you get a bunch of more interesting behaviors quickly defined…

  • Morale DC 20/10: isn’t going to attack unprovoked, will bail about half the time if it’s in a fight that’s not going well (most animals might fit in here.)
  • Morale DC 10/0: Somewhat likely to attack you, but once the fight starts there’s no going back! Maybe a good value for those berserkers in T1.
  • Morale DC 20/20: Not gonna fight, always gonna run, like a peasant or small herbivore or my dog.
  • Morale DC 10/0: Going to attack half the time, will never flee or surrender
  • Morale DC 7/15: Likely to attack, but not likely to stick with it (many ambush predator types fit into this category, like my cat)
  • Morale DC 5/5: Aggressive and elite critter
  • Morale DC 0/0: Stone golem, crush them!

Etc.  Thoughts?

RPG Stack Exchange Launches!

After a long 600 days, RPG Stack Exchange (RPG.SE) is out of beta.  It has a spiffy new design and is ready for your RPG questions and answers.

For those of you not familiar with the Stack Exchange concept, the original Stack Overflow was born out of a hatred for how crappy forums are when you have a real question that needs an answer – not people threadcrapping, or telling you your choice of language isn’t right, or people babbling on about irrelevant stuff, or flamewars over “the best,” and you maybe getting a decent answer on page 10.  SO was a huge success, and they’ve expanded (via community voting) to many other kinds of topics.

So if like me you’ve gotten sick of the sheer noise when trying to pose a real question on RPG.net, ENWorld, or the Paizo forums, give RPG.SE a try.  You post a question, which can get commented on or edited by you or high rep users, and then answers get voted up/down as well. No babbling or flamewars, just answers, and you get to choose the most helpful and the community gets to vote up the ones they consider the most helpful. I don’t go to forums any more unless I just want to hobnob – the SE format has made me impatient with trying to conduct real Q&A there.   Check it out.

You can also follow it as @StackRPG on Twitter!

Jade Regent – The Brinewall Legacy, Session 7

Seventh Session (12 page pdf) – Bonus episode! The main plot can wait as we go to try to pry some loot out of the worm and psycho-haunted Rift of Niltak. Complete with dwarven pleasure mouth!

A dirty hermit gave us a map alleging to show the location of treasure in the weird Rift of Niltak. To quote the Pathfinder Wiki:

The Rift of Niltak is a mist-shrouded canyon found in the Red Mountains of north-eastern Varisia. No one knows what the origins of the rift are, but all agree that it is filled with all manner of strange flora and fauna. Gigantic insects can be seen crawling over plants found in no other place, and the echoes of shrieking bat-like creatures reverberate off the walls of the glen. An accurate description of the rift has not come to light, as those who enter either never return, or go insane shortly after emerging from it.

Since we are already insane (and blind, and mute) we figured, “What the hell.”

After a fight with some insane bears, we have a heck of a time with a batch of gimp psychos and a tentacled worm thing that is their slave boss.  It emanates confusion with a high DC will save, and farts out a fog that provides a -10 to Will saves against it, and dominates… We had a lot of Protection from Evils but that only helps against the direct control, not the confusion and all, and there was literally no way any of us could make the save. And of course on top of that it has wands and swords and a really high AC. I charged through the line of mooks to try to keep it busy; it pretty much took me out fast while the rest of the party was worrying about the minions.I guess next time we should use bows from a distance, but its high AC and fog made most of our missile attacks miss (and it has a 3-magic-missile wand…). Oh and it has SR. And DR.  Did I mention that?  Good lord.

Besides the confusion and control stuff, I was happy to get to fight astride my mount. It’s tough to be a mounted character because you can never take your mount anywhere important in these APs – bad guys can never be in a forest, they have to be in an inaccessible dungeon. (And don’t say be a halfling cavalier on a dog, how would I ever respect myself again…) Akumu does a good job of improved-overrunning people and just generally kicking and biting at them.

We made our way into a dwarven tomb or something on the wall of the Rift, and fought more psychos and Cenobites (you know, from Hellraiser). And that’s where we left it.