May 252012
 

So, for those of you that missed it, the upcoming rules set of D&D has entered a public beta, and you can sign up now over at Wizards of the Coast (be careful, there’s still some server load and issues with download links. Check their Twitter for help if needed.)

I’ve been looking forward to the public beta, not only because D&D is what brought me into roleplaying, but because I might actually get to play some D&D with it.

I tried to get into 4E when it came out, but among a great number of the people I might actually play with, it wasn’t really popular. A great number moved on to Pathfinder, the rest clung to 3.5 because the new version was “too complicated” and they “got bored during character creation” (actual responses when I tried to get a few to play – they refused my help with explaining it to them, too). I’ve been hoping that the new rules might make them realize that there are other versions of the game they love so much, and whilst they might not play exactly the same, fun can still be had playing them.

Now, I want to stress that I haven’t finished digging through the playtest materials, but I’ve gone through them enough to mention a couple of highlights. I also haven’t played the game, but that’s happening next week, so there will likely be a follow up article about that.

So, on to my first impressions.

It feels like an amalgamation of the different editions of D&D. I’ve not got a lot of experience with the earlier stuff, but I can see some of it coming through. Some quick (though actually a little detailed) highlights:

  • Each ability is also used for a save. Strength can be used to escape grapples, Dexterity too, but obviously in different ways. Strength means batting aside falling masonry; Dexterity means dodging it to start with. Constitution can ignore poison and petrification; Intelligence resists spells, so does Wisdom (but again, different spell effects are implied); and Charisma helps against compulsions. Obviously, abilities have other uses too, but this stood out.
  • Advantage and disadvantage. No more +/-2 checks; just roll 2d20, and choose the best or worst roll depending on what you have. Certain effects give you each, and it looks like it can come down to DM judgement/table consensus too. If you’re hidden, you get advantage on attacks. Aiding another gives them advantage on their rolls (presumably providing you aid successfully; I’m still reading).
  • Surprise is now a -20 to your initiative check. Seems sensible. Even rolling a 20 when surprised by someone who rolled a 1 means the surpriser goes first.
  • There is actually a heading in “things you can do in combat” labelled “Improvise,” which suggests coming up with cool stuff and using an ability check to do it. Obviously within reason, but I liked the inclusion enough to point it out.
  • Minor actions are gone. Most of them are now free. Effectively, everyone has the equivalent of the Quick Draw feat.
  • Hit points work out a little different. At first level, add your Constitution score to a hit die roll. Every other level, add hit die roll OR Con modifier, whichever is higher. Helpful for weak wizards I suppose. At the other end, you’re unconscious and dying at 0 HP, and dead at Con score plus level in the negative. There are death saving throws, like in 4E. Healing also stabilises/brings you to 0 HP before gaining your HP from the healing.
  • Speaking of healing, Long and Short Rests allow you to heal up. Short rests can give you a boost of a hit die plus Con modifier for as many hit die as you have levels, though you only have so many hit die to spend in a whole day (one at level one). Long Rests heal you up fully (8 hours rest).
  • Armor has set Armor Class values, but allows you to add your Dex modifier, depending on the armor. Light armor adds Dex modifier to AC, Medium adds half the modifier, and Heavy doesn’t add.
  • Weapon Finesse is folded into the weapons themselves. Weapons come in flavours of Basic, Finesse, Martial, and Heavy. Finesse lets you use your Dex to hit, if you wish. Small characters can’t use Heavy Weapons (no Halflings running around with Greatswords, it seems). Also, using a Bastard Sword two-handed upgrades the damage die.
  • Spells seem to have verbal and somatic components (remember them?) so if your hands are bound and your mouth gagged, you’re probably not casting your spells. Spells use spell slots, though wizard cantrips and cleric orisons are the equivalent of 4E’s at-will powers. Using a higher level spell slot for some spells means nastier results. Spells can be cast as rituals, but they use up some expensive spell components and take a while to cast (tens of rounds).
  • The characters themselves are interesting enough to me, although I’ve heard people saying the fighter isn’t very interesting. The way the different races look interests me, but the Backgrounds and Themes for the different characters look great. The Dwarven Paladin has a Knight background, so he knows how to handle an animal, and might even get free boarding if someone recognises him. The Halfling Rogue’s Commoner background gives her a profession, and others in her profession might be more willing to talk to her. The Themes give a starting feat and seem to follow a progression track, with some other feats at later levels. There is some fine print on the sheets advising removing Background and Theme for an Old-School game.

I’m excited by the adventure, The Caves of Chaos, which is part of Keep on the Borderlands. I’ll be playing this week with a small group, so I can get back to you more on the adventure then, and how the game itself plays. From what I’ve heard of hints from the closed playtest contingents, I’m excited to see how well it all works together.

There are still a few things I’m unsure about. The Dwarf’s starting damage with his Greataxe is 2d6+7, and I can only account for +6. And why does a wizard have 10 torches in a backpack if they can cast a light spell at will?

EDIT: I’ve been having more of a dig around. There are some more discrepancies than a simple +1 modifier for the Fighter – Greataxe in equipment is listed as 1d12 (which is the 4e damage value). For now I’ll run as the sheet says, but make a note for feedback.

 

Well, that’s my two cents for now, more after I’ve played the game itself, probably with more commentary once I’ve had a better look at the rules. What are your thoughts so far?

Feb 062012
 

Proprietary cases are a great way to give your minis the love that they deserve, but they can overkill tabletop RPGs. Here’s a quick and dirty way to keep them safe, while keeping your budget under $10

Jan 192012
 

 

Photo by Matt Williams

Wizards of the Coast announced this week they are working on Dungeons & Dragons 5th edition. Unlike previous releases they are now courting player input. Many long-time players were upset by 4th edition. They often referred to it as World of Warcraft with pen and paper.

As a relative newcomer to D&D I think there is some good to be had in asking for player input. But, it won’t be an easy road to travel. I should clarify that I like 4e. For years I looked at D&D with fascination but never took the plunge. The game looked too difficult to get into. Creating a player, getting a party, finding a DM, and playing appeared to be massive chores.

Fourth edition simplified all of that. It made the game accessible to a wider group of potential players. Friends often spoke of the difficulty in finding a good Dungeon Master for their 3rd edition and 3.5 pathfinder games. Players who wanted to wear the DM helmet found themselves rudderless. Fourth edition made the task of creating encounters much easier. The new Dungeon Master Guide walks DMs through encounter creation and helps them to balance the fight for adventurers of any level. Need a moderately difficult encounter for a party of fifth-level characters? Don’t worry because the DM Guide makes that easy to accomplish.

It is clear that the focus of the game has shifted to place a spotlight on the action. Yet, any DM worth their mettle can weave a tale for their players. This allows for the adventurers to earn XP in non-combat settings.

As any gamer quickly learns, gamers hold myriad opinions and are unafraid of voicing those opinions. This could prove problematic when Wizards invites feedback as part of developing 5th edition. People have grown up with D&D and are passionate about the game. To many people it means so much. The cacophony of feedback will not be easy to sift through. I don’t envy Wizards’ task. But, they are taking a huge leap in the right direction. Finding out, in a transparent setting, what their customers want may help to improve the game so many of us love and enjoy.

What do you think about Wizards’ new move? Please post your comments below.

Jan 162012
 

Playing until 2am can be awesome… unless it’s because you’re still on the first encounter. Here are 5 ways that DMs and players can work together to keep combat moving quickly, making sure you’ve got a good balance of RP and tactics in your games.

Do you have your own way of keeping gameplay moving fast? Let us know in the comments below!

Jan 162012
 

Smile on 3! 1... 2...

As a DM returning to the table from a long absence I’d have to say it’s both. The journey is its own self-same reward, but there’s a lot to be said for the accolades and loot you find at the end of the road. Striking that balance can be hard, but it’s satisfying when you do.

I’m Graham, an old hat in tabletop but new to Troll in the Corner, and I’m all about finding that balance. As a DM I run a table bi-weekly for The Møtlëy Créw, the baddest bunch of heroes to ever toss dice in the Nentir Vale. I’m a platform-agnostic kinda guy, so I’m just as happy to throw down with 4e, Pathfinder, and any other system wherein you’d care to roll the bones. Combat is important, but RP is rewarded at my table.
I’m a writer by trade; over the past five years I co-created, wrote and edited 25 issues of Cellshop magazine, and released my first novel entitled 1666 (it’s historical fiction centering on the Great Fire of London in that year – available on Amazon!). I’m the head writer for the Canadian television show Get Connected, I blog at technogram.ca along with a few other sites, and I’m thrilled to be penning a column for Troll in the Corner called

Fiat Lux.

Fiat Lux will shed some light on gaming concepts, products, and projects; some that you might be familiar with, and some that are brand new to the scene. I’ll be covering popular systems, minis and mini painting, and boxed RPG games
It’ll be a fun journey and destination all wrapped up in one, so I hope you’ll check it out!
Jan 132012
 

Unflattering picture of me wearing the HuzzahCon 2011 t-shirt

You may be scratching your head and saying to yourself “not another new guy!” Hopefully you’re instead asking yourself, with eager anticipation, who is this Jonathan person? Maybe, just maybe, you’re ready to unleash 20 questions for me to answer.

To save the awkwardness of spending time creating and filling out questionnaires please allow me to introduce myself. I’ve gone by many names. Viktrious the Kingslayer. Nathaniel Hawksworth. ^Raven^. Arick Rolanputural III. Benjamin Kil’dred Nam’a’taht. Rajzar Raoub. Most people, however, call me Jonathan.

I’m a 30 year old retired local politician working in a public library that loves to game. Gaming, talking about gaming, and preparing to game are some of my favorite activities. They’re so beloved that I run my own gaming blog, CWF Game Cast, and bi-weekly gaming podcast titled Wargaming Recon. Naturally, I do those when I’m not on TrollITC posting about gaming.

As a kid I played the stereotypical children’s games. My grandfather and father taught me how to play chess. Checkers, Guess Who, Stratego, and Sorry were some of my favorite board games. Over the years I graduated into playing classic Milton Bradley games like Axis & Allies, Broadsides and Boarding Parties, Conquest of the Empire, and Shogun (now known as Samurai Swords).

My gaming experience drastically changed when I graduated high school and bought into Warhammer 40k, Warhammer Fantasy, and Battlefleet Gothic. That transformed me into, primarily, a miniatures wargamer. I still play a healthy dose of board and card games. But, my focus was forever shifted onto miniatures.

The one oddity in all of this is my love of roleplaying games. I say that RPGs are the oddity, for me, because I didn’t play a pen and paper RPG until Dungeons & Dragons 4th edition came out. I had seen earlier versions of the game, such as AD&D, but never actually played them. It seemed too confusing to create a character, learn the game mechanics, find a party to adventure with, and get a great dungeon master. Fourth edition made most of that absurdly easy.

By now you get the picture. I love games and have played a variety of them. The question remains, “what can you expect me to post on TrollITC?” You can bet to see the usual content that one shares on a gaming blog. I will review gaming products, share my thoughts on games, and discuss my gaming life. Currently I’m enraptured with Warlord Games’ Black Powder rules. Or, as I prefer to call them “Suggested Guidelines for Gentlemanly Wargaming.” Those rules are the system for an American Civil War scenario, Daybreak at Hangman’s Creek, that a couple of my friends are running with me at the Total Confusion game convention this February. I am sure to discuss my process of bringing this game to a convention reality.

Before I end this piece I want to thank you for sticking around this long. I am long-winded, which is a bad thing for a journalist and a blogger. We’re supposed to write tight as my high school and college journalism teacher used to say. That’s hard to do when there’s so much to talk about. It is a good thing that Ben is around to keep me in line each week when I share a new post with you.

If there are games, topics, or anything gaming related you want me to share, then please don’t hesitate to be heard. You can leave comments on this post or e-mail me privately at jreinhart@gmail.com.

Nov 072011
 

Greetings readers,

Sean Holland from the Sea of Stars here again.  Having looked at Divine Products, we now continue our look at supplementary material for Paizo’s Pathfinder RPG, we move into one of the widest area of products: supplement for magic.  We will look at support for both arcane magic classes and collections of new spells in this article.

Might of the Magus

Might of the Magus

The Magus from the Pathfinder Advanced Players Guide (APG) mixes weapons and wizardry.  Open Design has an Advanced Feats: Might of the Magus (my review thereof), Rite Publishing has Secrets of the Magus (review) and Super Genius Games provides Ultimate Options: New Magus Arcana [SGG also did their own version of the Magus that predated the APG: Genius Guide to: the Magus (review)].

The Sorcerer, with their multitude of magical bloodlines have become a flexible and unique arcane spellcaster.  Gun Metal Games provides more Sorcerer Bloodlines and LPJ Design presents more feats -for both Sorcerers and Wizards- in Undefeatable 1.

The Summoner, also from the APG, is an expert of summoning creature and always has a companion in the form of an eidolon.  Naturally, it has its own Advanced Feats: Summoner’s Circle (review).

Eldritch Secrets

Eldritch Secrets

The Witch, again a new APG addition, deals their magic with hexes as well as spells and have a wide range of interesting thematic abilities.  Their abilities are expanded by Advanced Feat: Witch’s Brew and Advanced Options: Witches Hexes.

The Wizard, the iconic fantasy spellcaster, with books, scrolls and staves (and in D&D tradition, often a familiar).  As the oldest of the spell casting classes, most of their options are included in the core Pathfinder material.

However, a wide variety of additional spells are available from such people as Headless Hydra Games Eldritch Secrets, Vol 1 and Rite Publishing‘s 101 Spells for levels 0 through 9th.

Now, go make some magic people!

Oct 202011
 
DFDruid2

Hello Good Readers,

Sean Holland of the Sea of Stars here, I have been kindly invited to do a biweekly column on new Pathfinder and OGL products for Troll in the Corner.  Since so much material has been coming out for Pathfinder, and a lesser amount for OGL games, I thought it best to start with some themes and then once I have caught up, then this column can settle into a more chronological presentation.

Wolfgang Bauer’s Open Design has an entire set of products, the Divine Favor line, dedicated to the faithful Pathfinder classes:

Continue reading »