Holding or Delaying an Action (D&D 4e) - A lot of people are surprised that this is no longer a thing in 5e. Like flanking, it was probably kept out for simplicity's sake. But I've also heard it was because delaying actions complicates effects that last until the end of your turn. As a DM, I would still allow it, within reason. If nothing else, in the first round of combat, I'd allow PCs use it to rearrange their initiative order.
Monday, August 31, 2020
Remembrance of Rules Past
Holding or Delaying an Action (D&D 4e) - A lot of people are surprised that this is no longer a thing in 5e. Like flanking, it was probably kept out for simplicity's sake. But I've also heard it was because delaying actions complicates effects that last until the end of your turn. As a DM, I would still allow it, within reason. If nothing else, in the first round of combat, I'd allow PCs use it to rearrange their initiative order.
Friday, August 28, 2020
Campaign Ideas: Death in Barovia
Except, no, at his table, if a character dies, that player is out of the group. They can't roll up a new character, they just aren't welcome at the table again until the next campaign. Basically he's treating his campaign like a reality show. Several people tried to explain to him why this was a bad idea, at least if he enjoys having friends, but he would not be swayed.
Oh well. Hopefully they had fun. At least he wasn't proposing to kill the players in real life.
Here's the thing, though. Curse of Strahd is a horror campaign. Some DMs think this means they're supposed to make it as difficult as possible, but that kind of difficulty is just math. I'm not afraid of numbers. I haven't had bad dreams about math since high school. Anybody can design a D&D monster with high damage dice, but that alone doesn't make it frightening.
The Curse of Strahd book devotes an entire page to tips on ramping up the creep factor ("Marks of Horror", page 7), and none of their suggestions involve making the module more deadly. Instead, it concentrates on being extra descriptive, recommending that the DM point out any smells, shadows, and claw marks that might give greater depth to a scene. If I ran it, I'd even have us play by candlelight and have some gothic music playing in the background.
One of the things that makes CoS scary is the utter lack of hope. Early in the campaign, the PCs should discover that once you enter Barovia, escape is impossible. If they try to leave the edge of the map, the fog becomes so thick that they can barely breathe. Even if they manage to press on through the exhaustion, no matter what direction they go through the fog, they'll just pop out somewhere else at the edge of Barovia's boundries. Strahd's domain is inescapable.
But you really don't get a sense of just how screwed you are until the first time you die. It's not until then that you witness the totality of Strahd's power - even in death, your spirit can't escape his cursed lands. And this is why, IMO, it's important that you allow at least some manner of resurrection in CoS.
The first time a PC dies in your CoS campaign, try reading the following:
You find yourself floating in the air, looking down at your own body. You can’t feel anything. No heat, no wind, it’s as if you’re not there. You suddenly find yourself compelled to look up toward the sky. Most of it is obscured by thick fog, but as you watch, a hole opens up in the clouds, revealing a bright, blue sky behind it. A beam of light shines on you, and you can feel the warmth of that beam. You feel yourself being pulled towards the light, helpless to stop it. You start hurtling towards it, faster and faster. Something about the light makes you feel at peace, happy even. Instinctively, you know you are being pulled toward your eternal reward.
But suddenly, black clouds start to coalesce, in the shape of giant skeletal hands. The hole closes, and the beam of light vanishes. A ghostly pair of giant red eyes opens up behind the fog. One of the misty hands points at you.
You hear a voice. “Leaving so soon? But we were just getting started! I have so much more fun planned for the days ahead. *sigh* But I suppose, in the spirit of fairness, I should give you a choice. Accept my dark gift now, and I will return you to your body. Otherwise, I will scatter the remains of your soul, eliminating all traces of your existence forever. Make your choice.”
If the player rejects Strahd's offer, their soul is obliterated forever, and they might as well tear up their character sheet. If the player chooses to come back to life, they have no memory of their deal with Strahd, but those red eyes haunt their nightmares until Strahd is defeated. The other PCs didn't see anything that went on in the sky, and they're completely surprised when their fallen friend regains consciousness. Even if the dead character had been torn to pieces, their body is now whole again.
Give the revived player one of the random gifts from the Adventurer's League "Expanded Dark Gifts" table. Most of these curses contain both a benefit and drawback, along with a bit of body horror. It keeps the game going, and it hints that in Barovia, there are fates worse than death.
This doesn't mean you have to keep resurrecting them this way. I'd say Strahd is willing to revive a PC twice before he gets bored with that character and ignores their fate. After that, they're on their own. Maybe the rest of the party can get them to a cleric, but if not, their soul bounces around Barovia, still unable to escape to their own afterlife. Maybe they'll be reborn as an infant to a Barovian family, or maybe they'll become a restless spirit wandering one of the area's many haunted sites.
All I'm saying is, if you use permadeath in CoS, you're robbing the module of one of its greatest horrors. And that would be a shame.
Thursday, August 27, 2020
Campaign Ideas: Start With A Bang
Not terrible, but zzzzzzz...
If I've learned anything from video games, it's that you should stick an exciting scene right up front. Let's look at one of my favorite games, Skyrim. It's starts with you on your way to be executed. As the executioner raises his axe, a dragon swoops down and attacks the site, and the scene erupts into chaos. You spend the next few minutes running around, avoiding the creature's fire. Every time you think you've found a safe spot, the dragon knocks down a wall and breathes fire in your direction.
It's very cinematic, and gets your blood pumping right off the bat. Of course the scene is actually very easy, and is scripted in such a way that you're never really in much danger. But at the time it very much feels like you could die at any second.
Another good example is The Last of Us. The first few minutes have you watching the world fall apart around you, peering through car windows as your father drives you through the early stages of a zombie apocalypse. Eventually you have to get out and continue on foot, running through the streets while crowds of panicked civilians flee around you. It's one of the most exciting scenes I've seen in a game, and it's right there in the first fifteen minutes.
Wednesday, August 26, 2020
Racism in D&D
Tuesday, August 25, 2020
The Ridiculous Hills We Die On
It's funny the things we consider deal breakers. A while back I posted my impressions of Pathfinder 2e. I listed several of the rules that stood out to me, some good, some bad. While I don't still don't think I'd like it as much as D&D 5e, I do want to give P2e another chance.
Of all the rules I looked at, only a couple really feel like barriers to my enjoyment. The first is the overabundance of feats. It's not that I dislike feats, it's just that there's so many of them, and they're so wordy. Of course I'm going to read every available feat before I pick one, which means I'll take forever to create my character or level up.
The good news is that it's only a problem while building my character, so it doesn't slow down gameplay. And I can always look up character builds online if I don't want to think about it. The PHB even has its own suggested builds, which is a wonderful time saver.
The bigger issue is the one that shows how crazy I really am. Movement. I just don't like 5,10,5,10 diagonal movement. Moving is fundamentally one of the simplest actions one can make in an RPG, and therefore it should be kept as easy as possible. Having to keep track of how many diagonal squares I've moved so far breaks the immersion for me.
Look, you can whine about realism all you want, but the fact is, grid-based battles are going to be abstract no matter what you do. I mean, you can move in way more than eight directions in real life. Hell, everything about battle is an abstraction. Hit points represent a combination of stamina, damage taken, luck, spirit, and probably even your will to live. And do you really think every fireball is going to make a perfect circle of flames?It's not like moving diagonally actually gives you any sort of advantage. As long as the monsters can move diagonally too, then everyone's on the same footing. There are just some shortcuts we take in order to streamline the game, some acceptable breaks from reality that keep us from tearing our hair out at the abundance of rules.
If it helps you, don't think of a square as being exactly five feet. Think of them as closer to four feet. You're moving four feet whenever you move North, South, East, or West, and you're moving 5.66 feet (thank you, internet) when you move diagonally. If you use both NSWE and diagonal movement on your turn, then you probably moved an average of five feet per square.
For example, if your character can move 30 feet, just go North twice and diagonal four times. That adds up to 30.64 feet, which is close enough IMO. Then you can pat yourself on the back for being more realistic, and the rest of the table doesn't have to share your pedantry.
It's not like that's my only unreasonable RPG pet peeve. It's just that P2e manages to avoid most of my other grievances. I've already ranted about my feelings on rolling stats, and P2e pleases me by having an absolutely beautiful system for generating your ability scores. I don't like the slow healing in older editions, but P2e has the "Treat Wounds" skill that should speed things up a bit. I'm not in love with P2e's "bulk" system for encumbrance, but I'm also not one of those players who loots everything they see.
So while a lot of P2e's changes make me raise my eyebrow a little, the only one that drives me nuts is one that's true of a lot of RPGs. Heck, even my beloved D&D 5e lists 5,10,5 as an optional rule in the DMG. I freely admit that it's a silly objection, and in my defense, it wouldn't actually stop me from playing in a P2e campaign. I'd accept the rule and make the best of it. But I'd still roll my eyes whenever I had to move diagonally in battle.
Saturday, August 22, 2020
Daggerford: Dino Crisis
Game Date: 8/22/2020
Location: Roll20Campaign: Daggerford, Session 2
System: D&D 5e
DM: Rusty
The Party:
The Session:
Sunday, August 16, 2020
My RPG Bucket List
I recently started playing in a new campaign, as a Bard. It's my first Bard in 5e, despite Bards being my favorite class in previous editions. So I can finally cross "5e Bard" off my bucket list. I thought I'd list a few more things I've been wanting to play. Hopefully I can check these off eventually. I'll probably keep editing this blog as I think of more.
Characters I Want To Play:
Fairy/Pixie/Sprite - Don't judge me, but I like fey characters. There was a playable pixie race in one of the later 4e books, but we stopped playing 4e before I got a chance to play one. I have no desire to ever play 4e again, but I wish 5e would get an official fairy race at some point. Of course, I could always just play Shadow of the Demon Lord.
Tabaxi - I'm a huge cat lover. When I was a kid, I even drew comics about anthropomorphic cats that looked pretty similar to the Tabaxi. I would bet that one of my next three 5e characters ends up being a Tabaxi.
Warlock - Of all the classes I've never played, Warlock is probably my favorite. My next character might just be a Tabaxi Warlock, which would kill two birds with one stone.
Divine Soul Sorcerer - From Xanathar's. Sorcs are one of my favorite classes, and I like it when non-healing classes are given the option to do a bit of healing. I've been wanting to try this subclass for a while.
Cleric or Paladin of Sune - I think the concepts of Love and Beauty are underrated in D&D. Smart characters tend to worship brainy gods, strong characters tend to worship the war gods, and sneaky characters tend to worship luck gods. It's trite, but I've always wanted to play a character that believes in using the power of love to vanquish evil.
Settings/Campaigns/RPGs I Want To Play Or Run:
Spelljammer - God help me, but Spelljammer is so goofy looking, I want to give it a try sometime. I have no desire to use the AD&D based rules, but if they ever make a 5e version, I'm going to be all over it.
Curse of Strahd - This is my favorite published 5e module. I've read it cover to cover, but I don't think that would spoil much because some of the story's elements are random. If I ran it as a DM, I'd really want to go all out - candles, music, etc. I'm not sure I could pull it off, but I'd like to try. But not until we're able to start playing in person again.
Expedition to Barrier Peaks - A classic D&D adventure that mixes in some sci-fi elements. I'd be happy to play it or run it. There's a 5e version available from Goodman Games.
Star Wars - Let's face it, Star Wars is my life. There have been several Star Wars RPGs, but I've never played one. I came really close to getting into a Star Wars campaign right before I started playing D&D 4e. Currently there's a very well done fan-made SW RPG based on D&D 5e, and I'd really like to try it someday.
Alien RPG - Alien and Aliens are two of my favorite movies. Last year they released a new Alien RPG. I've read it, and it does a good job of capturing the feel of the movies. It has two modes - a cinematic mode designed for one-shots, and a more fleshed out version for longer campaigns. I don't know if I'd be up for a full campaign, but I'd love to try the cinematic mode.
My homebrew campaign - I've run a campaign before, but honestly, it was really more like a series of one-shots that happened to use the same characters. I've been writing a campaign lately, designing a setting and an organization for the PCs to join. I'd love to run it someday, as an actual long-running campaign, with a reliable group. I'm not the best DM, and I would prefer to run it for inexperienced players.
Saturday, August 15, 2020
Keep It Simple Stupid
Scouting ahead, the party rogue tiptoes through the dungeon. She hears a loud snoring on the other side of a partially open door. Carefully slipping through the doorway, she sees a sleeping orc. Scattered about the room are several empty wine bottles, and she can smell the alcohol on the orc's breath from here. While killing a sleeping foe isn't exactly sporting, she can't risk leaving any of them alive. She draws her dagger and holds it to the monster's throat...
What happens next? Well, that depends on the edition. In some RPGs, the rogue gets a free hit in before initiative is rolled. Or maybe initiative is rolled right away, but the orc can't act in the first round. Maybe the rogue gets advantage on the roll, maybe she auto crits, maybe she gets some sort of "coup de grace" bonus. In some editions, the orc's armor makes the AC so high that the rogue still misses, even though she was holding the dagger to the orc's bare throat.
If I were the DM, she wouldn't even have to roll. Not to attack, not for damage. A single drunk, sleeping orc with an exposed throat does not present enough of a challenge to warrant a roll. IMO, that would be a roleplay scenario. But some DMs want to roll for everything. For them, as soon as a weapon is drawn, it's a combat scenario.
Note that I'm not here to tell anyone that they're having fun wrong. Whatever is fun for you is your business, assuming the rest of the table is having fun too. Most of my rambling rants are just me thinking out loud, and musing about things I'd like to see. It's not my place to criticize what other people enjoy, though I probably do it more than I mean to.
A few months ago I posted a blog on Simplified Death and Dying Rules, which got a bit of negative feedback. Granted, the internet is a minefield. I could tweet "kittens are cute" and get 100 responses claiming I hate dogs.
But regarding my blog about dying rules, I wasn't suggesting they change the rules in 5e or any other existing system. It was more of a general "If I were to design an RPG" kind of thing. I think about that a lot, what elements I would put in an RPG.
My primary goal would be to keep the rules as simple as possible, and keep the character sheets small. I'd love to have all my stats printed on a playing card. I'd cut out D&D's system of having both stats and stat bonuses, and just use the bonuses. I'd also trim the six stats down to three.
There's an indie RPG called "Warrior, Rogue, and Mage" which gives you three stats: Warrior, Rogue, and Mage. If you're rolling a check that is something a Rogue would do (like sneaking), you roll the die and add your Rogue stat. Attacking with an axe? Roll your Warrior stat. And so on. I haven't played it, but I can get behind the idea. Though I think they missed the boat by not calling it "WTF" (Wizard, Thief, Fighter).
For my own RPG, I think I'd go with the stats "Brains, Brawn, and Style". Brains would be a combo of INT & WIS, Brawn would be STR & CON, and Style would be DEX & CHA. Instead of a long list of skills taking up room on the character sheet, I'd probably just have you roll one of the three main stats for whatever skill they govern.
I'd also reduce the spell list to remove redundancies, instead turning the variations into customizations. Like instead of Acid Splash, Fireball, Magic Missile, etc, you'd have one basic projectile spell. You would decide if it's fire, acid, etc. Higher level customizations of the same spell would change things like how many squares it hits, whether it's multiple projectiles, whether it auto-hits, if it leaves a zone, overall range, ongoing damage, status effects, and so on.
Similarly, all healing spells would be reduced to a single spell, with variations for range, whether it heals other status effects, raises the dead, etc. The D&D 5e PHB's chapter on spells is 82 pages long. I bet my own RPG wouldn't need more than 10 pages of spells.
A lot of people look at the size of an RPG's rulebook and are reluctant to learn the hobby. I believe that at its core, D&D is a very simple game. The PHB might be over 300 pages long, but most people don't use more than twenty pages of it. Personally I think Monopoly is harder to learn. Someday I want to run an RPG where the rulebook isn't much thicker than that of a board game.
But then we have powergamers and rules lawyers. I honestly believe that 70% of the rules are just patches to keep certain players from exploiting the rules. And another 20% is there to keep killer DMs from going on a power trip. That final 10% is all that's needed to run the game, and in the perfect gaming group, that 10% is all they'd need to print.
So when I say, "With the right group, you barely need dying rules at all," that's all I mean. It's not that I think D&D overdid dying rules, or that I get confused by all of Pathfinder 2E's rules, or that my current group is anything less than perfect. I'm just saying that....sometime in the future.... in addition to several dozen other RPGs I'd like to play... I want to try a truly simple RPG, with a group that is just as enthusiastic as I am to try it.
Saturday, August 8, 2020
Daggerford Militia: First Session
Location: Roll20
Campaign: Daggerford, Session 1
System: D&D 5e
DM: Rusty
The Party:
The Session: