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?

Nov 212011
 
Adad

Dear Advanced Dungeons & Dragons 2nd Edition, I would like to apologize to you.  For about 20 years now I have ridiculed you and, with a few notable exceptions, have refused to play you.  My feelings have changed.  I picked up a used copy of the Player’s Handbook, DM’s Guide and Monstrous Manual, mainly to say I had them.

Then I read them.  Then I realized that I had been running and playing you wrong. Then I started collecting more books.  Then I decided to start a Wednesday night game of you up with my 16-year old and her friend.  Then I decided that, since the Parahuman playtest campaign was wrapping, I’d try to stick you into that time slot.

After discussing you with my players last night, I went to bed having only the vaguest idea of what I wanted to do with the campaign world.  I knew that I wanted to use the deities from Legends & Lore and that was about it.  This morning, I sat down at my computer to begin defining, in broad terms, the game world for the players.  And the ideas just kept coming and coming.  Dear 2nd edition, I have enclosed below the game world I created in the space of about an hour for your amusement.

Now, don’t worry, it’s not that I don’t like your younger brothers and sisters, Third Edition and Fourth Edition, nor do I now dislike your cousins Pathfinder and Fantasy Craft.  In fact, we just wrapped a year-long Pathfinder game, and we are starting a Fourth Edition game for our weekly sessions.  However, I feel that I never gave you the chance you really deserved.   And, sure, I’m using a couple of house rules like max hp at 1st level, and a few options like the spell point system from Spells & Magic, but I’m looking forward to our new relationship.

So, without further ado I present to you Ma’rakan.

Continue reading »

Apr 012011
 

When I opened up my RSS feed this morning, I could not have been more dismayed. It seems that WotC (Weems of the Coast) has been working on a new version of D&D! That, in and of itself, is not terribly surprising or shocking. What stole my breath and made my blood boil was the new setting they announced on sarahdarkmagic.com.

Candy Land. Candy F-ing Land!

My anger is not directed in the way you might think. Oh, no. I loves me some confectionery gaming. So much so that I made the Candy Land setting for Pathfinder almost 9 months ago!

Don’t believe me? I have proof! I ran an event at KantCon 2010 entitled Sugar Rush, where the players took on, get this, King Kandy, just as outlined in the post at sarahdarkmagic.com! Here, here’s a link to the audio. Listen! I will be vindicated.

Weems of the Coast and Sarah Darkmagic, you will be hearing from my lawyers.

[tags]rpg, rpgs, April Fools, Really you thought this was real?, dnd, actual play[/tags]

Feb 172011
 

For quite a while, I had a large problem with 4e. To explain this well, I need to give you all some history of myself and gaming. If I’ve shared this here before and you’ve read it, bear with me.

I’ve been a fantasy fiction geek since around 1st grade. As I was growing up, I was exposed to D&D via the original Red Box by my cousins, but I never really played. Come college, I discovered the Baldur’s Gate and Icewind Dale games and learned a decent amount about 2e. Just after the release of 3e, a buddy of mine asked if I wanted to play D&D with him and his girlfriend and that was that. For the next 7 years, or so, I played 3e and 3.5e.

When 4e came out, I ended up talking to some friends from my former gaming group and we decided it would be a good idea to start playing 4e. I loved it. I ran a game for the first time and for about six months, all was well. Then, things got busy, I got burnt out (bad job, 1-hour drive to the session each week) and I stopped running and became a player.

The game went pretty well for a month or so. Then things started to not go well between myself and the DM. It had little to do with the game (nothing, in fact) and everything to do with our friendship to that point. I ended up leaving the group after a particularly bad session.

Time passes and I’m getting a strong desire to play again. I formed a group using my family and when it came time to choose a system to use, I picked 3.5e. I missed my Vancian spell system and the familiar comforts of the game that I had played the longest. Or at least, I told myself that. What I realize now is that, even though I did enjoy 3.5 quite a bit, I was mixing my feelings for how my previous 4e game ended and the game itself. I was doing 4e quite a disservice.

Over the last few months, I’ve been giving “The 4e Problem” quite a bit of thought. I had spent too much time bashing the system, bashing WotC, and generally hating on the D&D scene in. Not good. Not good at all. I started looking at the 4e conversations that I was seeing on Twitter and I started listening to the real merits of the system.

All of this came to a head recently when I played in my first 4e game in two years. And you know what? I had a blast. All of the concerns that I brought up about the lack of roleplaying or how combat was limited to a group of same-y powers across the classes, all of that is gone now. That’s not to say that those issues can’t exist, but it depends heavily on the group you’re playing with or the DM running the game as to whether or not they do.

I’m over my angst. For me, I can now appreciate D&D 4e for what it is, even while I enjoy the hell out of playing Pathfinder. It’s a nice place to be. Frankly, it takes too much energy to be that angsty about a game and now I’ve got an entire world of gaming open to me that I had previously closed off.

And all of this couldn’t come at a better time. I’ll be attending PAX East in a few weeks and there’s bound to be some great 4e games that I’ll be able to get in on. I’m looking forward to it.

[tags]rpg, rpgs, role playing games, D&D, dnd, 4e[/tags]