Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Saturday, July 18, 2020

The Feel of Different Games; an emotional post

  If you aren't aware, I run and play a variety of game systems. The list of current game systems I alone run is:
  AD&D 1e (with house rules)
  AD&D 2e Skills & Powers
  Champions 6e
  Rolemaster FRP
  (this week) Warhammer: Only War, etc.

The systems I play in currently are:
  D&D 5e
  CoC
  Warhammer: Only War, etc.

We also have a casual 'Traveller, anyone?' game, a Starfleet Battles tournament, and an addiction to Dominion, Scythe, and Seven Wonders. I'd mention Catan, but my wife has an unbroken 21 game winning streak, so....

  Recently someone asked me,
  "Why so many different systems?"
  At the time I gave my usual reply,
  "Different systems excel at different things."

  I think I was wrong. Here's why.
  I played D&D 5e and had an epiphany.

  My oldest son is running a tight 5e game and we had a raucous session full of ambushes, raids, surprise, and fighting with a side of politics. Afterwards I said,
  "Reminds me of Jim Henson's game."
Note: Jim 'The Muppet Master' Henson was an army comrade of mine at Ft. Bragg in the 80's. No relation to the puppeteer.
  Thing is, Jimbo only ever ran one system. Palladium Fantasy.
Note: once when I was very sick I spent 3 months converting my AD&D 1e campaign (started in 1979) to Palladium FRP out of the boredom of being cooped up.
  That's when it hit me.
  5e is a lot like Palladium FRP: Odd, silly races; goofy, unbalanced spells; oddball classes; math that doesn't quite work; still a ton of fun.
  Mind you, I think this is a compliment!

  But many of us talk about the 'feel' of a particular system. I love HERO system for superheroes; I can make any hero I can imagine, the action feels superheroic, and the flexibility is unmatched. But no matter how many times I try I don't like HERO for fantasy.
Note: I also converted my AD&D 1e campaign to HERO once with the idea of only playing one system. Nah.
  I love Traveller, but have no interest in using it for anything else. D6? Amazingly flexible system and I love Star Wars, Ghostbusters, etc. But....

  So I talked about it with the lads and we compared it to books. Writing is writing; English is English. But a crime novel is different from a caper book. James Bond is worlds apart from The Destroyer.
  It was when we compared it to movies, too, that is gelled.
  Want to emulate the old pulp fantasies or ERB?
  AD&D.
  Want to emulate JRRT?
  Rolemaster.
  CJ Cherryh?
  Traveller.
  HPL?
  CoC.
  you get the idea.

  But then we talked about how much 5e emotionally "feels like" Palladium FRP and I got it.
  Beastmaster.
  Palladium FRP and 5e are Beastmaster. Kinda' goofy, kinda' nonsense, but a rip-roaring good time.

  So pop some popcorn, get ready for monstervision, and play some Beastmaster.

Friday, October 11, 2019

Play Report: Dragon Heist

  I get to write a play report!
  For my birthday everyone promised to get me at the table in front of the screen more often.
  Jack picked up the adventure Dragon Heist.

  Players:
  Me: 1st level dwarven wizard Don Jose Francisco Diego Bernardino Mateo Marco Maria Mateo de la Chula Vista, Conde de San Luis Obispo. Noble, bon vivant, and natural philosopher.
  Sam: 1st level skeleton bard Mr. Skeleton. A good, decent man who loved music so much he returned from the grave to play. Can't speak.
  Nick: 1st level half-elven cleric of war Elendil the Blackhearted. Formerly a pirate notorious for his viciousness, he had an epiphany, changed his ways forever, and is now a mighty force for Good and foe of injustice.

Monday, September 10, 2018

Play Report: 5e

  I got to play, which is nice. We had done a single session once before, this time we did a two-day-in-real-life game.

Party
Me - Human Cleric (Tempest domain)
Jen - Halfling Rogue
Alex - Half-elf Warlock
Sam - Human Fighter
Nick - Human Mage

Wednesday, March 15, 2017

FORTY. YEARS. and a sale. And a prize

40 years ago today I sat down with a small group of college freshmen and rolled up an Elf. I was only 9 years old. The DM's girlfriend *insisted* that he let me play [thanks, Kim!].
We went into a dungeon - I went first. 90 feet in, I fell into a pit trap and I died.
Another player helped me roll up a replacement, and I rolled a paladin!

The Elf is long gone, but I still have and sometimes play that paladin.

I mentioned to the guy at the bookstore that I was playing. He ordered the books for me and pointed out Traveller, that had just arrived.
  I got the monster manual for Christmas.

  In the years since I have played and sometimes run:
2300 AD, Aberrant, Indiana Jones, Aftermath!, Alternity, Amber, Ars Magica, Beyond the Supernatural, BESM, Boot Hill, B&B, Bureau 13, CoC , Castles and Crusades, Champions , oWoD, Chivalry and Sorcery, Conan, CORPS, Cyberpunk and FNFF, DC, Elric!, EotPT, Fading Suns, FUDGe and Fuzion, Gangbusters, Ghostbusters, Space Opera, Godlike, HackMaster (both versions, early memebr of the HMGMA and early pre-orderer of books), HARP, Heros Unlimited, In Nomine, Jorune, Marvel, Mechwarrior, Mercenaries, Spies, and Private Eyes, Metamorphosis Alpha, MERP, Morrow Project, Ninjas and Stupid Guys, Over the Edge, Palladium, Paranoia, Pendragon, Prime Directive, Psiworld, Rifts, Robotech, RuneQuest, Sailor Moon, Shadowrun, Space 1889, Spacemaster, Star Frontiers, Star*Drive, Star Trek (most versions), Superworld, Bushido,Talislanta, TMNTAOS, TFOS, Timelords, TOON, Top Secret, TORG, Traveller (all versions, although the LBBs are best), Trinity, Twilight 2000, and, of course, D20, D6, and GURPS. And my favorite non-D&D game, Rolemaster.
  I am certain I missed a few.

  My wife and I spent our second date playing WEG's Star Wars. Half of all the Christmas presents I have ever received are RPG related. I have met amazing people at gaming tables and many a friendship has been forged over badly-photocopied character sheets.

  On the 16th and 17th (Thursday and Friday this week) I will be having a 50% off sale at RGNow.

  Today, though, is a special giveaway to celebrate!

  I will be posting this on Google+ under 'public' and my collection for 'tabletop roleplaying games' and in a few communities. Tomorrow morning the Fun Lads Four will make a list of everyone who makes a comment on one of these entries and my dear wife will randomly draw two names.
  Those two people will get a prize! The can choose from
1) A free copy of The Book of Seaward - my complete add-on rules for AD&D 1e that are never sold.
or
2) Free copies of all of my stuff on RPGNow.
or
3) A write up of the top four levels of Skull Mountain, including the sublevels
0r
4) I create a new, custom adventure for them in one of the following game systems: D&D 1e, 2e, 3e; Rolemaster; HERO; Classic Traveller.

  Good luck and good gaming!

Tuesday, August 2, 2016

Monday, August 1, 2016

RPGaDAY: Dice

  I prefer dice but I also have two dice rolling programs on my phone and, Back in the Day, I even used (someone else's) Dragonbone die roller.
  All else being equal I like dice in and of themselves. They can be very decorative, they make fine gifts, and they are a physical reminder of the randomness of our largely mental hobby.
So: Dice first, then random numbers.

  I have seldom played diceless, but that's fine, too.

RPGaDAY: Dice

  I prefer dice but I also have two dice rolling programs on my phone and, Back in the Day, I even used (someone else's) Dragonbone die roller.
  All else being equal I like dice in and of themselves. They can be very decorative, they make fine gifts, and they are a physical reminder of the randomness of our largely mental hobby.
So: Dice first, then random numbers.

  I have seldmom played diceless, but that's fine, too.

Thursday, January 1, 2015

Play Report: Our First 5e Game

  One of "my" presents for Christmas was all three 5e core books. I say "my" because my sons read them first and they are, really, a family gift.
  My oldest son volunteered to run a series of games and sons 2 through 4 joined me in making characters. The only restrictions? No sorcerers or warlocks.



The Players and Characters
  Me: Alton the Unlucky, halfling rogue with the charlatan background. Rapier, daggers, shortbow. Leather armor.
  A huckster and charlatan, Alton gave himself the nickname 'unlucky' and complains often about how much money he loses at cards. Of course, he wins often, he just uses sleight of hand to pocket his winnings to make it look like he loses his roll each time. He has a 20 Dex and put his expertise into investigation and thieves' tools.

  Son #2: Finquisst the Scared, half-elf mage with urchin background. Quarterstaff.
  Raised in an elven setting where he was shunned for his mixed blood, Finquisst is a skillful mage, decent scholar, and an emotional wreck. He has a thin, querulous voice, a timid manner, and a tendency to apologize for everything. He doesn't like his nickname but answers to it so as not to offend anyone.

  Son #3: Morgan Freedwarf, dwarf fighter with the hermit background. Great axe, longbow. Scale mail.
  The son of a famous military leader and a scholar Morgan spent many years alone in a remote holt obsessively studying the lore, legends, and history of the Axe of the Dwarvish Lords. One of his corespondents in lore was the sage who convinced him to leave his retreat for this mission. Morgan has a deep, rich voice that calms listeners. He also has a 19 strength and enough bloodlust for any three normal dwarves.

  Son #4: Larry, human ranger with the peasant hero background. Long sword, short bow. Leather armor.
  A very happy, cheerful man, Larry loves nature, animals, cities, farmers, merchants, kittens, and sing alongs. He is very hopeful, encouraging, and is a good and decent friend. All that being said, he hates evil, humanoids, scoundrels, and anyone who would hurt nature, farmers, merchants, cities, etc.
 

Set-up and Play
   The group was brought together by a local sage who hired us to recover the notes of a long-vanished scholar who 'missing' hermitage he had finally located after years of research. We were promised either 50 g.p. reward/fee (plus whatever we looted that was NOT a particular set of research notes) or (in the case of Morgan) notes on the Axe of the Dwarvish Lords. We were given a map to the suspected location (Alton promptly copied it that very night). We purchased mounts and left early the next day.

  After several days or relatively uneventful travel, the last few of which were beyond the borders of civilization (where the ruins of past empires were sometimes seen) we came to the location. It resembled a wide, low hill and passers-by would never give it a second look. But with the map pointing the way we soon found the door in the side of the hill and the small chimney jutting from the hill nearby.
  The door itself looked untouched for long decades, although the puzzle lock was intact. And smoke was coming from the chimney!
  I was unable to bypass the puzzle lock and determined that each failed effort to solve it would trigger some trap. Rather than risk that the ranger scouted the perimeter of the hill. Inside a dense copse the ranger found two small (4.5'-5') tunnels going into the hill but he also heard a loud buzzing. He fled toward the party. Seeing him running in the open we prepared for trouble.
  The 2 giants wasps chasing him were a bit of trouble; one stung Larry, reducing him to half hits, but we dealt with them soon. After checking the entire perimeter and confirming the two tunnels were the only other ways in we marched into the rightmost burrow.
  After 30 or so feet we heard a raucous celebration from ahead. I crept forward and found a large chamber, about 20' by 30', with 5 tunnels leading from it, including the one we were in and what was obviously the other burrow. In the middle were 4 large kobolds (well, large for kobolds) playing a game for coppers. There were females and young staring on. The kobolds were all cheering and groaning as the game was played. It was very lively and loud.

  Our opening salvo of arrows and fire bolt stunned the unsuspecting kobolds. It also killed 2 of them, grievously wounded one, and set a bundle of sleeping furs on fire (Finquisst missed). As Larry and Morgan charged the large kobolds I drew my rapier to protect Finquisst as he cast more spells. Larry and Morgan were mowing down the warriors, several of the young fled down the interior tunnels, and 2 females hustled to grab slings. Two of the young grabbed daggers and advanced to help fight Larry and Morgan.
  Larry and Morgan kept slaughtering their foes, Finquisst missed again, and one of the females hit Finquisst with a sling bullet. I charged the two females, killing them in 2 rounds, as Larry and Morgan mopped up the other combatants.
  We heard a commotion from one of the tunnels so we prepared a defensive formation near the exit tunnel and waited. before too long two giant weasels came rushing at use closely followed by the obvious chief and a female dressed rather oddly. I was in the rear firing arrows into weasels as they charged; Finquisst was with me using his cantrips. The weasels injured both Larry and Morgan; Morgan used his Second Wind to keep going. The female went down the first round, the other three by the third, mainly because of lucky rolls and me getting a backstab.

  After the battle was over, everything was quiet. The rest of the party stayed in the entrance chamber gathering loot and preparing for attack as I scouted.
  The first tunnel was in the direction the chief had come from. Before too long the tunnel pierced a rock wall and beyond was the bedroom of the scholar's home! The kobolds had been using it as the chief's room. Beyond it was what looked like a previous guest room that had been turned into giant weasel pens. There was also another room with a silver-inlaid pentagram on the floor, untouched, and another door which had been seriously barred from this side, obviously by the kobolds.  I looted what I could, avoiding the pentagram. Listening at the barred door I heard very faint scuttling sounds.
  The next tunnel led to what was obviously a sleeping area for the young and then breached another tunnel from the scholar's home. Again, the door to the rest of the hill was heavily barred. I killed to kobolds in the sleeping area.
  The last tunnel led to the scholar's pantry, then his kitchen, where I killed two more kobolds and captured a third. I also found another heavily barred door.

  Now that the entire complex up to the barred doors  had been scouted and cleared I returned and the party took a short rest. We then went to the kitchen, prepared ourselves, and Morgan kicked open the barred door.
  The 3 large giant spiders, each the size of a human, immediately charged us. After a tough fight we killed them, but Larry was knocked below 0 h.p. We stabilized him quickly and he soon made a save. I scouted the corridor and found that it had 3 more doors - two were obviously the other barred doors, the third was untouched for long ages. We retreated to the kitchen where Larry was soon at 1 h.p. We barred the doors, set watch, and took a long rest.

  Awaking refreshed we went to the third door and entered. Inside was an old, very old, alchemical lab. Most things had evaporated or decayed over time, but a few stoppered flasks were intact. I spotted something odd on a table and, creeped out by a pile of leather tubes on a table, shot it with my bow.
  The grick, which had seemingly once been pickled, attacked. Weakened by being preserved, we slew it quickly. One door from the lab led to a storeroom full of things like powdered iron and chalk dust. The other led to-
  A library! While the vastmahority of books had been destroyed by water, rot, time, and bookworms, the notes and such we had been sent for had survived on a table next to the body of the long-dead scholar. We collected it, as well as the 2-3 least-damaged books, and left for home.

Observations
  Me from playing a halfling rogue.
  - This is the first time I have ever willingly taken a party into an adventure without a cleric - and we were fine.
  - The fact that backstab works on enemies engaged with your allies is a big deal.
  - the ability of halflings to move through spaces occupied by larger creatures means halfling rogues have a lot more chances to backstab people in melee.

  My kids in the order they spoke to me.
  - From Son #3: it is more fun to play than to read.
  - From Son #4: it was enjoyable.
  - From Son #2: Good, but not as fun as 2e.
  - From Son #1: Solid and the rules meet their goals. Also, in [his] opinion the Basic Rules don't fairly reflect the full rules. In particular, the basic rules made it look a lot easier on the players than it is.

  We had a good time and will keep playing through 5th level to test things out.

  Everyone made 2nd level, BTW.


Sunday, December 28, 2014

The "We've Finally Had Time to Read the 5e books" Post

  Not a real review, but just the comments of me and my sons as we have read through the books.

The Reviewers
  Me: 47 year old man
  Ja.: 17 year old man
  A: 15 year old half-man
  S.: 14 year old boy
  N.: 12 year old boy

The Good
  Me: "The artwork is really good. The binding is very nice."
  Ja.: "The books certainly are gorgeous."
  A.: "I love the artwork."
  S.: "Very pretty to look at, at least."
  N.: "The art is nice and the last picture in the PHB is a badger, so bonus points."

The Interesting/Positive
  Me: "You don't need multi-classing anymore since you can take various options to various classes to emulate a multi-class, which is interesting."
  Ja.: "Looks like they have cleaned up a number of monsters."
  A.: "Turns out that being almost-dead might actually have longer term effects than just the next long rest."
  S.: "Random dungeon creation charts are back, which is great."
  N.: "The various tables to help with motivations and background might lead to directions you'd never consider without help."

The Weird/Negative
  Me: "...and yet you can multi-class, at least as an option, so let the min/maxing and 14 levels ahead character optimization begin anew!"
  Ja.: "Monks can get an hadouken? What the?"
  A.: "I've already figured out a way to get multiple spells off in a round and I've only had the books 15 minutes."
  S.: "I should be third level after the 3rd or 4th session? So we'd have retired 2, maybe 3, 20th level character parties in just the Blackstone campaign?"
  N.: "They nerfed golems? Who nerfs golems?"

The Harsh
  Me: " Where do the credits acknowledge Runequest, Rolemaster, HackMaster, and Castles & Crusades 'for their contributions to the "new" content of this book'?"
  Ja.: "If you want something for nothing and think character death is a horrible event that should never happen this is the game for you."
  A.: "I don't want to play this, even to playtest."
  S.: ""The DMG reads as 'we're sorry that 4e destroyed your creativity - here's some charts!'"
  N.: "They nerfed badgers? THEY NERFED GIANT BADGERS?! This game is dead to me."

  Full review in a few weeks.

Monday, July 7, 2014

First Impressions - 5e at a glance

  As I have mentioned before, I will not be putting 5e into my 'game rotation' for a number of reasons that have nothing to do with 5e in and of itself. I've never played 4e and avoided Next. I am going in cold with the download from the 3rd and will record my impressions from a quick read-through here and, perhaps, more later.
  [Note from Future Rick; the quick read-through finished Monday morning due to having a large family and commitments. The following are the notes taken as I read through the PDF in one go].
  [Skip to Bottom Line, below, for my initial conclusions]

The Introduction: Not bad; a clear explanation of RPGs in general, how dice work, etc. ]
-The 'round down' rule is interesting.
-I like the 'three pillars of adventuring'.
   Impression - a good summary is good, but nothing special.

Champter 1:
-Choose race, then class, then roll characteristics? WTF?!
-4d6, choose 3 arrange to suit OR a set of stats that is well above average OR a point buy system that is min/max-able. I think we will be seeing a lot of characters with shockingly similar stats.
-Seems we see a lot more about background, alignment, etc. later.
-Humans gets a +1 on all stats
-All character classes use the same experience point chart
-You either FLY through low levels or crawl once you hit higher levels
    Impression- character creation strikes me as heavy munchkin bait which will probably lead to a game where there is strong similarity between all fighters, all thieves, etc. as people jockey to get something for nothing.

Chapter 2:
-The damage wrought by Dragonlance will never fully heal; freakin' tinker gnomes ruined everything
TIME FOR A RANT: AD&D 2nd edition TSR said 'hey, the illusionist isn't alone, all sorts of specialists exist!' and we got the various specialists and illusion spells were not isolated an 'off to the side'. In 3e WotC said 'why can't every race to every thing, huh?' and now any race could be any specialty. Then is 4e WotC said 'well, we really can't figure out what gnomes are  for so we got rid of 'em as player characters'.
  Of course they don't have anything to do, you buffoons, you eliminated what made them special when you got rid of racial limitations to classes! And if 'they're just other dwarves' is reason enough to get rid of them then why are halflings still playable (other than the obvious reason)?
-Elves get anime hair and skin. And the text reminds me of the Complete Book of the Master Race
-the bit on lasting institutions was good and a solid idea
    Impression- No half-orc, no half-elf, no gnome; very stripped down. The idea of giving humans a bonus to each stat is an interesting way of explaining why anyone would play a human.

Chapter 3:
-More hit points of thieves and mages, which I see as coddling players and DMs
-Maximum hit points at first level - also coddling DMs and players
-Class abilities by level with stat improvement.
-Cantrips are still around
-Saving throws and 'to hit' with spells are now set by the caster and based upon class stats.
-I like the idea of being able to take about average H.P. instead of rolling - that is an old house rule!
-Fighting styles is a shout-back to AD&D second edition Combat and Tactics
-Second wind and actions surge = more coddling and worship of 'balance'
-Archetypes. Bleh.
-Wizards get more spells and faster - coddling
-ALL wizards get the very best offensive and defensive spells at first level - and no utility spells other than a cantrip or two. Gee, I wonder what they expect wizards to do? A limited view of mages and - more coddling
-Spell casting mixes Vancian memorization and mana/points/slots spontaneous casting to give you the worst of both
-every time you advance in level you get two spells of your choice - MORE coddling
-Spell mastery and signature spells; a shout out to AD&D2e Spells and Magic AND more coddling!
-The School of Evocation seems a bit powerful
     Impression-Classes seem to be about coddling players and DMs. The basic rules are far from complete - it is obvious that there are more races and flat-out stated that there are a TON more options for each class in the 5e PHB.

Chapter 4:
-sigh. I play RPGs to get away from politics, but it looks like politics is following me
-The background section is good, especially for new/newer players.
-Inspirations... my initial reaction is 'wow - HackMaster honor die'. Another good tool to teach new players, I suppose.
-Backgrounds; 'oh, look! 2nd edition kits!'
    Impression- actually plenty of good stuff for new DMs and players

Chapter 5:
-Nice discussion of how 'starting money' doesn't have to be a stack of coins
-Also nice touch about 'magic items aren't necessarily cash', although it does sort of strongly urge a particular view of magic on the reader
-Having strength determine if armor slows you is an old and solid idea
-shields are +2 to AC across the board; like 2e C&T overload
-Breastplate and half-plate are on the list. Nice; I've had them in my 1e campaign for about 30 years, so that's a nice add.
-'Thrown property' - video game thinking
-Nice variety of equipment
-Upkeep returns! Expenses are a welcome sight
-Trinkets are odd, although I love the shoutout to Discworld
    Impression- A lot of good here, my favorite section so far

Chapter 6:
-3e-style multi-classing
-Oh HO! Can't track proficiencies for multi-classing characters without the 5e PHB! The information for feats and features is, too.  
    That is pretty serious!
    Impression- So much for 'only needing the Basic PDF to play 5e'! This short chapter pretty much says 'without the PHB you can't play multi-class'. Combined with Chapter 3 this means, in my opinion, that the Basic set is about equal with the old box set - instead of 'only up to 3rd level' it is 'each class has 1 of many options and no multi-classing'.

Chapter 7:
-Advantage and Disadvantage. Well, so much for the 'just use +2 or -2'. Seems complicated, seem game slowing, and seems rife for 'well, I am Lucky, and I have a luck stone, and I have this Doodad of Advantage, so let me roll these two dice, then reroll, then reroll, then reroll. How long did that Find Traps take?' And the converse, of course, is also likely
-The method of dealing with contests is better than some I have seen
-[paraphrase]'A character's carrying capacity is high enough you usually don't have to worry about it' this cracked me up - it seems the writers and I play with different sorts of people.
   Impression- Looks like it will slow down a lot of activities

Chapter 8:
-Time and Travel are dealt with well enough, I suppose.
-Long distance flight, etc., are in the DMG along with tracking, getting lost, and foraging.
-Wow! Is that a 1e description of falling damage I see?
-Blindsight, darkvision, and truesight are still there
-Food and water rules are straightforward
-Resting - this is the biggest, most annoying soft-coddle of players and DMs I have seen. Down to 1 h.p.? Eat lunch and get up to 100% back. Back down to 1 h.p. that night? Well, spend 8 hours reading, talking, eating, napping, standing watch, etc. and poof! Full hit points! Why bring a cleric? Just rename the Heal spell that 'I just took a long nap -1d4 h.p.' spell. Seriously, this just erased the idea of a long, desperate pursuit over days.
-Similarly, in-between adventuring you seem to just 'get over' being diseased, poisoned, etc.
    Impression- Resting, etc., is a train wreck and makes clerics a bit superfluous and the abstraction of hit points so extreme as to be humorous.

Chapter 9:
-Movement and Attacks are still linked in the combat system (which is small surprise) which makes combat farcical, IMO. A real shame and it seems to reflect turn-based computer games more than old-school miniatures rules.
-Bonus actions can act as an interrupt
-Reactions are interrupts
-Lose segments = spell casting gets wonky with the possibility of a spell not being an action
-critical hits are in
-you have to have as many negative H.P. as your maximum positive to die - HERO system shout out AND more coddling
-Death saving throws make it likely you will just get better.
RANT: So, if I understand this correctly, this is possible - Joe the Warrior is 15th level and has 90 h.p.. He is in a death struggle with Armatratius the Blue, dragon and bandit king, and at the end of a long fight is knocked to -8 h.p. Now, Joe isn't dead because he isn't at -90 h.p. On his next turn Joe rolls a 7 on his death saving throw, meaning he is getting worse. The turn after that he rolls a 2 - oh, no! Then he rolls a natural 20 and, well, wakes up with 1 h.p. Turns out the rest of the party drove the dragon away while Joe was out. Battle over, the party sits down and Joe  has some jerky, some ale, and a little nap: he also rolls 15d10 and returns to full h.p. because short rest.
  Later the foul dragon, likewise regenerated, uh, 'reinvigorated' by a light snack, returns and performs another beat down on Joe. At the very end Armatratius breathes lightning causing 70 h.p. of damage, driving Joe to -20 h.p. Now, he isn't dead because he isn't at -90. He makes the following death saving throws: 12, 9, 6, 15, and 20 and, once again, 'wakes up' with 1 h.p. This time the party slew Armitratius while Joe was down.
  Exhausted from being repeatedly clawed and bitten by a living engine of destruction the size of a small office building before being struck by mystical lightning that can shatter granite, Joe has a little dinner, sings a campfire song or two, has some wine, pulls a 2 hour guard shift, and sleeps in the open next to a small fire under the stars.
  He wakes up with 90 h.p. because long rest.
-Mounted and underwater combat are at least addressed.
    Impression- The unified movement and combat is a disaster. It appears the game designers were really, really afraid that people will stop playing if their characters die.

Chapter 10:
-So the weird mixed Vancian/spontaneous system includes the gem of 'cast a 1st level spell with a 9th level slot changes the spell'. Is this a shout out to HackMaster Advanced? Sure feels like it.
-Cantrips are 'at will spell-like abilities'
-Rituals - potentially a mess. Also, the use of the term 'tag' hearkens to, oh, video gaming to me.
-There it is, as I predicted above - you can cast more than one spell a round under some conditions.
-Material components are, typically, toned down
-Concentration checks are still around
    Impression- While I am forcing myself to read some of the spells first, my initial impression is this is a major power boost to wizards and clerics.

Chapter 11:
-Looks like you need the PHB for a full list of spells, doesn't it?
-Burning Hands and Aid are powered up, that is for sure
-Rituals include Detect Magic, Augury, Commune, Divination, and a lot more, seemingly most divinations
-The cantrip Fire Bolt (Rolemaster shout out?) is a cantrip (i.e., at-will spell like ability) does 1d10 (increasing with level to eventually reach 4d10 at 17th); so much for 1st level magic-users having only 1 spell a day! Just cast this puppy every round and tell the elven archer to watch the party's rear.
-Spells certainly do more damage when cast at low levels and while they need to be cast as higher level slots to do more damage this means lower level spell casters are tougher
-Faerie Fire gives all those attacking the target advantage. Seems serious for a 1st level spell even with concentration
-Inflict Damage is pretty serious
-Revivify at 3rd level means my rant about damage above is no harsh enough
-Sacred Flame = Fire Bolt for clerics
-Oddly enough they nerfed the Shield spell!
-Since it is now based on hit points, not dice, and increases with spell slots Sleep is more dangerous than ever
    Impression- Well, lower level casters got a serious boost in power and all casters got more powerful, even with the 'need higher slots to cause more damage with some spells' thing. My sons argue a first level party of 2 wizards and 4 rogues will roll over a party of 4 fighters and 2 clerics if all are 1st level.

Appendix:
-not bad

Bottom Line:
  1) The basic rules are FAR from complete - races and classes that are obviously part of the full game are not detailed; spells are obviously excluded; the included classes are missing the majority of their options; can't do multi-classing properly; etc. And the biggest - no monsters.
  This is not a surprise to me (or most) but some of the people who championed 5e (at least directly to me) insisted that Basic would be 'complete'. As is, any would-be DM must spend money on a module or three to get a range of monsters. Again, not a surprise to me but not what a vocal segment of fandom expected.
  2) The game coddles players and DMs alike. Player death is really hard, player power levels (especially spell casters) is increased, and healing is cheap and free.
  3) Combat got more complicated. I say that as someone running a 2e S&P campaign with Combat and Tactics. With Advantage and Disadvantage, etc., there are going to be a lot more dice flying and rerolls will complicate that. Combining movement with attack means that, like 3e+, tactical combat makes no tactical sense.

Your mileage may vary.

  The kids and I will now read the PDF in depth.

Friday, May 30, 2014

New Versions, New Campaigns, New Blood - a Different Rant

  Earlier this week I ranted about 5e from the viewpoint of 'I in particular and the RPG hobby in general don't have to have 5e to survive, be creative, or attract new people'. I only wrote it because I was getting direct messages from friends, acquaintances, and strangers that without 5e RPGs are dead, games will stagnate, the hobby will shrink, etc.
  When I wrote that rant I received some negative feedback from 5e boosters ranging from 'you are hurting the industry, man' to outrage and accusations of dishonesty for mentioning the list price for the game, to a threat to physically assault me for 'smearing 5e'. Ah, the internet.
  But since I wrote it I have also been getting direct messages from friends, acquaintances, and strangers along the lines of 'thank goodness you stand with the side of Light against the horrible, evil 5e that will destroy all that is good and great about our hobby'.

  So let me revisit this.

  If you think 5e is the End of the RPG Hobby As We Know It and it is more evil than Michael Bay I have news for you - 5e is a good thing, and nothing in the entertainment world is more evil than Michael Bay.

  "But Rick,"
  I hear you say,
  "In your other article you trashed 5e"
  Actually, I didn't. I pointed out that people who state I must support it and I must use it are wrong.And I stand by that - if 5e never existed the RPG hobby would be fine, and creative, and bring in new people. I will download and examine the free PDF - but I have copies of Labyrinth Lord, Swords & Wizardry, Four-Color, Blueholme, Spellcraft and Swordplay, Renegade, Myth and Magic, etc., etc., etc. Just like I have copies of Bushido, Timelords, Aftermath!, TFOS, and a dozen other games - I am an RPGer, I pick them up.
  But I have no plans to run 5e and - wait for it - I don't need it.

  But that doesn't mean it is bad.
  The fact that 5e is being released will bring in new blood. No, not because 5e is magic, but because boosters ranging from FLGS owners to the guy who wants to punch me will get out there and run demos, talk to people, email them, blog about it, etc. As i said in my earlier rant, bringing in new players is about people, not systems. But 5e will get some people who don't evangelize our hobby to recruit for the cause for the very first time.

  I want us all to think about how much we recruit new players without it being prompted by outside forces. Seriously -  how often do you invite new people to play, host demos, etc? If you really are an OSR booster you do those things, right?

  5e isn't going to harm the OSR one little bit. It might not help, but it won't hurt. The OSR is, by definition, about surviving and maintaining creativity. While a particular OSR game might flourish or fail the fact is the sorts of games that created the RPG community are here to stay.

  For both sides of the equation, let me put it another way -  in 40 more years will 5e be 'old school'?
  Walk with me a moment.
  Does Swords & Wizardry 'hurt' OSRIC or 1e? Does Blueholme 'help' Labyrinth Lord? If someone who plays 2e doesn't pick up, and play, and champion, Lamentations of the Flame Princess is he 'hurting the hobby' or in danger of 'stagnation'? If someone who plays 2e picks up and likes Blood and Treasure has he 'betrayed' anything and does the change 'hurt' the OSR?
  No, of course not. None of that makes any sense.
  So why would 5e be any different? 5e is just one more RPG among many, nothing more or less. The fact that it is new only means that there is a marketing push. In  4 months to 5 years some other new RPG will come out and kick up the same brouhaha all over again. Trust me, I've seen this happen often before. I know people still very, very bitter over MegaTraveller. Or Traveller, the New Era. Or T4. Or all three. Guess what?
  The LBBs weren't erased when T4 was published. And people weren't magically more creative because T4 was published, either.
  Same here. 5e will not make you give up OSR and it won't inject you with 'build a better campaign' medicine, either.
  It is just a game.