Gaming Tonic
19May/120

Review: Marvel Super Heroes Magazine and Contest Winner

Comic books have affected nearly every area of my life.  If you follow the site you know I am a super hero fan.  So when Disney and Marvel offered me a chance to review Marvel Super Hero Magazine I jumped at the chance.  Super hero is my favorite rpg genre and comics are the direct inspiration for lots of my games.

The first thing that caught my eye about issue #1 was the cover featuring the Avengers line-up from the blockbuster movie.  I love pictures of lots of super heroes together and the artwork quality on the cover had me excited to check out the contents.  Especially since there was an inset that let me know there was a Thor comic inside.

There are two pull-out posters, which is the kind of thing that I loved to hang on my wall as a kid.  One poster is Iron Man battling Loki.  The other which is in the center of the magazine is double-sided.   One side is the an excellent horizontal poster titled Avengers Assemble, that has the line-up of Thor, Hulk, Black Widow, Ant Man, Iron Man, War Machine, Scarlet Witch, Black Panther, Hawkeye, and Captain America.  The other side is a vertical poster featuring a much more extensive Avengers line-up with all the members mentioned previously plus other longtime teammates like the Vision, Beast, Ms. Marvel, Quicksilver, and more.  It has insets that include a complete team roster, founding members, Quinjet, and Avengers Mansion profiles, and a cool Avengers Identicard.

The Thor comic inside is a classic tale of how the god of thunder had to prove himself worthy in Odin’s trials for the right to wield Mjolnir again.  We get a good dose of Loki of course trying to muck up things for his brother, plus Odin and the Warriors Three.  If you or your kids are unfamiliar with the story of Dr. Donald Blake/Thor, you will learn about a classic period in Thor’s life.  If you are already familiar with it you will smile as it reminds you of reading the tales of the thunder god when you were younger.

Marvel’s Greatest Battles breaks down the Avengers battles with Loki into several categories and who has the edge in each.  Clip & Collect sheets for Hawkeye and Black Widow that include origins, powers, and rankings on a power grid are also in the magazine.  Captain America gets his respect as well with a double-page layout with all kinds of details about the Sentinel of Liberty.  Lots of puzzles, games, and brain teasers are included as well.  The magazine is suitable for younger children but if you are a fan of comics you will enjoy.

Marvel Super Heroes Magazine retails for $4.99 and you can save 25% off that by signing up for an 8 issue subscription.  With 36 pages of comics fun and games for you and your kids to enjoy, the Marvel Super Heroes Magazine is a good deal.

Thanks to all the participants in the Marvel Super Hero Magazine Giveaway.  The winner has been notified and will receive a one year subscription to the magazine.  It is good to know there are Spider-Man fans in the Great Lakes Area.  Check back soon for our next contest, follow Gaming Tonic of Twitter or Facebook and make sure you don't miss anything.  Until next time, Make Mine Marvel!

13May/1211

Marvel Super Heroes Magazine One Year Subscription Giveaway!

Avengers Assemble!  Seriously that movie was amazing.  If you don't see it on the big screen you will kick yourself.  I have super heroes stuck on my brain now and Marvel Comics and Disney were kind enough to give me a one year subscription to the new Marvel Super Heroes Magazine to give away to one lucky reader in the U.S.  only.  That is eight issues, each 36 pages.  That is nearly a $40 value.

Just leave a comment about what Marvel character you would be and why.  I will pick the winner Thursday May 17th, 2012.   Marvel Super Heroes Magazine contains the following:

  •  Amazing Comics: All-new adventures of familiar Marvel Super Heroes.
  • Pull-Out Posters: Hang up full-color posters of the Avengers of the Marvel Universe.
  • Mighty Marvel Fun: Games, puzzles, cutouts, quizzes, Super Hero IQs, collectible bios plus loads of other fun pages.

If you have a kid, like comics, and would like a comic magazine subscription then just follow along.  If you don't follow the blog or comments than make sure you leave me a way to let you know when you win, such as e-mail or twitter handle.  That way I can find out where to send the subscription.   Until next time, Make Mine Marvel.

9May/123

Henchman, Familiars, Cohorts, and Companions: What Should D&D Next Do With Them?

Every player gets a character; it was that way in 1st Edition and will be that way in 5th Edition Dungeons & Dragons.  Henchman, familiars, beast companions, followers, mounts, constructs, and more can fill out the ranks of the adventuring party.  This can increase the time that a player’s turn takes to complete.  A companion, or NPC henchman and others can add another dimension to the character, hooks for the DM, fill in areas in which the party may be deficient, serve as a reward for an adventure successfully completed, and many other purposes.  I want to take a look at how these secondary characters (all inclusive for simplicity) have been handled in all the editions, which mechanics worked the best, why, and how they might be applied in the next edition of D&D.

We will start with henchman since they were around in the early days and gave another use for a Charisma stat.    The mechanic that allowed for any character to draw allies to him that would serve her as long as they were treated fairly was a positive and something a player could choose to use or not.  That really depended on if they player wanted the extra work and if it suited their character concept.  It worked well to create a thieve’s guild, a wizard academy, a group of man at arms for a liege lord.  If a knight has twenty archers that accompany him, in older editions they would be 0-level NPC’s, or in 4E I would handle it with minions.

I think henchman work well in games if you take care to use them in groups.  Group the henchman into smaller groups of even numbers, make sure that they all have the same plus to hit and damage, and roll multiple dice at a time.  It has been my experience in the past that groups of henchman can speed the game up sometimes outside of combat in positive and creative ways.  Having enough henchmen to rotate watch while the party rests, or knowing you can just leave a small contingent behind to guard the horses can quicken the pace of some bookkeeping.  If your group loves to role-play these situations out continuously that is fine as well.

That would bring us to the paladin’s warhorse.  I will include this to be thorough in the conversation.  The mechanic for the warhorse was always something that bothered me as a player (not that I ever rolled a paladin back in the day) because it was part of the power of the class but was out of the characters hands to make it useful.  The DM would have to run adventures that would allow the paladin to bring his warhorse so most dungeon explorations are eliminated.  In 5th Edition just save your gold and ask the DM if you can buy the finest horse available.  I am sure some template for an exceptional monster will exist and Rodney Thompson states that somewhat here.  In the meantime a few extra hp, a little extra speed, and a point in an ability, hit, or damage are a couple of examples the DM could use to toughen up a beast.

Familiars have been in the game along time as well.  In 2nd Edition if you didn’t roll a pseudodragon, your familiar was probably more of a liability than an asset.  Losing ability points or experience points when a familiar dies only made the familiar a target for intelligent monsters and PCs.  I am not sure if this made for a very heroic or exciting encounter.  If the familiar is granted as a class power in the next edition than much like the paladin’s warhorse it has to be useful in a variety of situations or give the caster some sort of boost.  If the familiar is gained from a feat the same is not necessarily true if feats are done as player choices as was done in the last couple of editions.  4th Edition handled the death of a familiar with a mechanic that was temporary limiting but had not long term effects.  We can hope this is one of the aspects of 4th Edition that is being included.

The cohort was introduced in 3rd Edition when you took the leadership feat.  The cohort was a lower level character built the same way as the PCs.  It was a good way to represent a character more powerful and perhaps important than a henchman but usually required a single player to control and role-play multiple characters in and out of combat.  Even if the DM role-played the cohort to help out the player from potentially having conversations with herself, the player controlling the cohort in combat could slow up the turn.  Now consider multiple players could have cohorts.  If the cohort was a spell caster because they usually have more options than the more martial characters it could delay everyone’s turn even more.  The caster cohort also had to prepare spells a lot of time just like a PC and that could slow down the game sometimes when choosing spells for the day.  Once again I like the way 4th Edition handled this for the most part with companion characters.

The companion character was a stripped down version of a PC.  They usually had a power or two to attack and defend with.  Those powers used the same mechanics that DMs and players had become accustomed to using for their own characters and monsters so they companions were easy to use.  A drawback to the companion the way they were presented in 4th Edition was that they only had two surges and could often be unable to continue after a single level encounter.  In the next edition I would like to see cohorts handled more like companions without the limited surges.  If the next edition doesn’t have surges and goes back to the hit point and healing system of editions prior to 4th Edition than problem solved.  The streamlined power system of the 4E companion and the healing problem solved either with more surges or just plain hit points and we have an option.

The animal companion has been several things over the course of the editions.  A loose series of hit dice that a druid or ranger (to a lesser extent) could use to gather a series of beast that accompanied the character on their adventures.  In the 4th Edition the ranger beastmaster was a build option and it did a good job of allowing this classic fantasy build its due diligence.  The system in 4E was quick and nobody had to wait for Dr. Doolittle to move around his army of squirrels.  The animal companion of the beastmaster lacked in surges like the companion character, but unlike the companion character you can bring the animal companion back from the dead easily.  The penalties for a ranger reviving an animal companion are minimal, so it is a viable way to build in D&D Next and have the character and companion play fast and easy.  Handling a host of smaller animals by grouping them as a swarm could be a solution if animal companion is included for the druid or ranger and the player wants a herd of smaller beasts.

The exact mechanics of how much of this would work will have to wait until more of the rules of 5th Edition are cemented.  I have several ideas but will wait until the public playtest to talk about those more in-depth.  I have playtested the game but have no idea if the game I have been playtesting is the game that will be included in the public playtest.  It is still easy enough to talk about it as a general idea and hearing what you have to say about henchman, familiars, cohorts, companions, and such, in the next edition of D&D would be great.  Feel free to leave a comment.  Until next time, Roll Hard!

 

25Apr/124

3.5 Killed Vancian Magic, Can 5E Raise Dead?

Spell Book

So as we have read in Legends and Lore back in February from Monte Cook, 5th Edition Dungeons & Dragons will include vancian magic either in the core or a modular addition.  That is a good idea when you consider the mission to draw elements from all editions to build a game that fans of all editions want to play together.  Vancian magic was the mechanic in all editions but 4th edition, and should feel comfortable to most fans of Dungeons & Dragons who have been playing for five or more years.  I have to admit that one of my reasons for burning out running 3.5 was this magic system.  It was fine for the first few levels but as wizards, clerics, sorcerers, and other spell casters began to climb in number of spells that were available to cast daily and the numbers of spells that were available per level, the pace of the game could slow quickly.

There are several reasons vancian magic can negatively impact the pace of your game and a few changes that the designers of the next edition may consider to allow players a different way to use the venerable magic system that doesn’t take the game over.  Don’t worry for every problem there is a solution, just sometimes not the right solution for everybody.  Sometimes it wasn’t even a problem in the first place for anybody.  With that in mind let us continue.

The first problem I have seen in my games is that a party will take a tremendous amount of time to arrive at a plan because the party has a lot of options for the magic wielding characters to consider casting before executing the plan.  The magic wielding characters may also have had to sift thru spell options while gathering intelligence to formulate the plan.  The decision of what spells will have to be layered and what are their durations so that they can be cast for maximum effectiveness during the coming events has to be given some thought as well.  That is a lot of a game time that can be dedicated to the magic aspect of D&D.  The non-spell casters can contribute as well by stealth, preparing an ambush point, and other things but these are usually handled quickly since they are often not covered in the rules and require quick descriptions with a couple of dice rolls to complete.

The easiest way to address this and pick up the pace of casting is to limit the amount of spells that a caster has running at one time.  Allowing a maximum amount of spell levels to be running simultaneously equal to the caster level +1 will help the pace not drag and allow the non-spellcasters more opportunities to get involved in the game.  Caster level +1 allows a first level caster to have two first level spells working at the same time.  Every time the caster gains a level he gains in his ability to control more magic power at one time.  A rogue who is stealthy will still be a valuable scout at 10th level because the wizard will not be able to cast fly, invisibility, protection from normal weapons, blur, mirror image, and stoneskin, all at the same time by 7th level.  That was in 3.5 D&D, so you could adjust the levels of spells a bit in D&D Next but I think players have become accustomed to the levels of their fireballs, magic missiles, and flamestrikes.

This allows the other characters to perhaps get involved in the game a bit more.  The wizard is much less likely to sneak on ahead and have a look if he can't layer up like a magical stealth tank.  Watch the rogue get their jobs back.  If 4th Edition taught us anything it was that a spell and a ritual could be two separate ways of casting magic.  The rogue's Open Locks skill is still a great skill that can get a lot of use if the wizard doesn't have a knock spell available with the flick of a wrist.  When the rogue can't pick the lock or a door can't be opened by picking or bashing the party takes ten minutes and the wizard handles the obstacle.  The cleric does not tend to do too much in the way of overlap at the the lower levels but at mid levels can begin to duplicate fighter pretty well in 3.5  D&D.  Teamed with the other caster characters, they can combine for twenty minutes of real world time spent layering before opening a door.  That is time that the non-spell casting players don't really get to play the game.  

Sure they can talk with each other in character at the end of the table but after a few minutes it is distracting to the DM who is trying to keep track of the spell stack being built in a few game rounds but way too much real world time.  They can describe themselves as sharpening weapons or polishing armor but it is really just filler until their characters get to play again.  The other night one of my players kicked an ancient, ornately carved door in that was seemingly valuable without a second thought and I was excited that the party would actually adventure instead of overwhelming the encounter with superior spell stacking.  I hope the designers of 5th Edition remember that defensive spells as interrupts took care of the need to stack magic before a fight.  Interrupts are good for defensive actions!

I would never fault my players for using their heads and taking advantage of the resources available to them to accomplish their goals. That is exactly what I do when I play.  In fact I appreciate that my players ask questions about their environment, it makes me think of lots of things on the fly and work on my DM skills while filling out details of my homebrew world.  I think a few tweaks to allow a bit of the positive things from 4th Edition and a rule or two like the Level +1 active magic rule, 5th Edition can allow for adventure and diversity in the feel of magic that 4E lacked.  Only with a balance that shares the game time and spotlight with the rest of the players.  I am pretty sure some of you are going to tell me what you think and I appreciate your passion for your hobby.  Until next time, Roll Hard!

 

 

 

 

 

16Apr/120

Site of the Year Awards at Stuffer Shack: Vote Gaming Tonic

vote gaming tonic

CLICK THE IMAGE OR GO HERE TO VOTE FOR GAMING TONIC

Today the voting for the Stuffer Shack Site of the Year Award begins.  Each day this week a new group of sites will be eligible for voting.  Friday April 20th is the day to vote for Gaming Tonic!  If you are true good and noble go and vote for our gaming friends, Game Knight Review on Thursday April19th.

Gaming Tonic is just ten months old and has been more fun than I ever could have imagined.  To all the friends I have made in the gaming community in the last year, thanks so much for your continued support.  I really enjoy all the feedback and suggestions so keep them coming.  Some excellent stuff will be coming up in the next couple months so make sure you follow on Facebook and Twitter as well to keep up.  Once again thank all of you for your readership, friendship, and support.  Now go roll some dice or something.

 

15Apr/126

Top Five Games That Influenced My RPG Play

I saw on Character Generation and then again on Dice Monkey the other day a post about what five games influenced the way you play?  I pondered the question for a couple of days and after serious consideration decided to share them with you.  I have played lots and lots of rpgs with many different groups in many different situations.  Some were long campaigns that lasted years, while others were one shots with a group of gamers I met at a convention.  I will explain my reasons for each game as we continue.

Marvel Super Heroes - I had become accustomed by the time I purchased this classic yellow box to rpgs either being a bit slow paced (mapping the Temple of Elemental Evil) or deadly (Boot Hill, Top Secret, Traveller).  So the classic yellow box was a welcome change.  This was the first time I really set about creating my own material, both adventures and rules hack, for a game that I would run.  The accessibility of the rules made it much less intimidating to take the reins.  The fact that most my friends, and myself were huge comic fans just made it that much sweeter.  It was also the first game I ever ran at a convention.

Star Wars RPGStar Wars D6 - I was five years old when Star Wars premiered in the theatre.  I have never known life without it.  When the rpg was released in the late 80’s it seemed like the perfect escape for a hardcore group of gamers.  The rules were easy and so was the character generation.  That left time to start role-playing the characters without rules distraction.  It is also a really difficult system to munchkin, so our games never broke down from power level bloat.  Venger Mok (points if you can pick out the two sources combined to get that name) was my first character and I still have the character sheet more than two decades later.  My favorite campaign of all time was using this game and it was run by a novice GM who was a big Star Wars fan.

GURPS 3rd EditionGURPS Basic Set 3rd Edition – When one of the best GMs I have ever had the opportunity to play with introduced me to GURPS.  I was intrigued by the flexibility and scope of what the game could cover.  I had purchased Champions 4th Edition but kind of set it on the bookshelf out of fear until I learned to play GURPS.  I am not a generic system addict, but when a genre specific system is not available for an idea I am dreaming up, I turn to generic systems before trying to hack some other system for my needs.  The first games in my homebrew fantasy world were used GURPS, and while I haven’t played GURPS in eight years, my fantasy world continues to grow regardless of what system I use to play.  I usually use Savage Worlds or Hero Systems for a universal system now.

Mage The AscensionMage The Ascension – What I learned from this game was a lesson that I keep in the forefront of my mind when I am designing adventures.  In certain games if players have access to certain powers, spells, technology, social groups, or whatnot, then be prepared for anything to happen.  If those powers are sort of make up what they day within abstract spheres of control then be prepared for the impossible.  In some settings like Mage the Ascension in a modern setting, be prepared for the characters to rely on magic, technology, wealth, political power, and more to figure things out.  In Mage the Ascension the players also have the ability to affect environment, time, and reality.  There will be very little that they will not have access to.  I carried the lessons that I learned from a game that had great concept, characters, and promise but poor execution into lots of other games.

Dungeons & Dragons 4EDungeons & Dragons 4th Edition – I have had some vocal criticisms of some of the mechanics of 4E but I in some way I feel like I was delivered what I had been asking for as a DM for years.  I had wished for a D&D game that would allow me to gauge the challenge of encounters better, for a game that could be played without a cleric, and a game that wouldn’t be all scrying, detecting, teleporting, and layering of spells before a fight.  A game that didn’t grind to a halt at every door. 4th Edition delivered but the fantasy was better than the reality (that was intended).  The deadliness of each encounter could easily be figured out by the DM and also the players, the party didn’t need a cleric because other classes could pretty much do the same thing but if the player didn’t really role-play their powers they all had the same feel.  The characters were more than tough enough to never need to slow down or prepare.  So wish granted.  I also learned I want action points, all characters to have some limited self-healing, spells and rituals, at-wills, interrupts, and themes in 5th Edition D&D.  Those were great additions to Dungeons & Dragons.

The things I learn in games are usually mixed blessings that I carry with me into other games I play.  I don’t really ever think a game is bad just some time not right for me.  Some of the games that I mentioned other gamers will hate.  I try to look at every system for the positives that I can use in my next game regardless of what system I use, and the negatives that I will try to avoid which forces me to be a better Gamemaster and a better player.  What are your five games and why?  Let us all know in the comments or link to your blog. Until next time, Roll Hard!

7Apr/122

Critical Fumbles Can Be Good For the Game

The idea of the critical hit and the critical fumble has been around since I first picked up and threw my first d20 three decades ago.  Over the years adjustments have been made to Dungeons & Dragons as well as many other systems to deal with the critical hit.  I love the way Mutants & Masterminds handles them.  The critical fumble on the other hand has always seemed clunky and tacked on in most systems.  As a player I hate critical fumbles because I don’t care when a kobold has a bad roll but I hate it when I roll poorly, missing with my attack is already bad enough.   As a DM I tend to want to use them in my own way, a dramatic way that increases the flavor and feel in combat.

When I was a teenager I picked up Best of Dragon Vol. 5 which had an amazing article by Carl Parlagreco titled, Good Hits & Bad Misses: Accounting for Critical Hits and Fumbles.  The article originally appeared in Dragon #39 from July 1980.  This had extensive charts for critical hits by weapon type and against beasts that where much more severe than double damage.  Things like decapitation if you were not wearing or helmet or loose shield arm if you were not using a shield were just a couple of the deadly results from a bad die roll.  Too severe an effect for the DM to use against my PC, especially since my characters usually fought large numbers of opponents.  The article also contained a critical fumble chart for those times when we rolled a 1.

The critical fumble chart had some excellent ideas to pull from but as a percentile roll it was way too random to have the effect make sense in a combat.  For example several of the effects are hit friend, hit friend double damage, and hit friend critical.  Needless to say this can be devastating if your friend is next to you but makes no sense if your closest friend is twenty feet away and you are using a mace and several enemies are in the way.  That doesn’t mean that the chart is useless.  There are many effects that can be pulled as ideas for using critical hits in your game in a way that feels right for you and your players.

First off I would like to say that in my own game I don’t like the idea of players rolling critical fumbles.  If my players insist on using them, I would like to provide them with an environment or setting that they are immune to the critical fumble.  If I am playing a 4E D&D game perhaps the Purple Dragon doesn’t critically fumble in Cormyr or a Wild Hunt Rider can’t crit fumble while on their Phantom Steed from their ritual.  I am sure you can see quickly how the idea is used and find the situations it should apply to in your own games.  The idea is that the PC doesn’t look like a chump while attempting to do the thing that the character is supposed to do well or has devoted massive character development resources to.  A cleric rolling high and beating the ranger in his favored terrain on a nature roll because of a bad die roll just never seemed right.

When it comes to the being the DM I don’t mind using critical fumbles when it is applied to the opponents of the player characters.  If one of the characters is fighting on a catwalk, flanked by two goblins and one of the goblins rolls a one on their attack die, that goblin will plunge over the side of the catwalk.  The players usually enjoy the narration since it always makes their characters look even more amazing.  I think that most players won’t mind their characters looking cool and your combats shouldn’t be too lopsided if you occasionally discard a low level monster.  The minion will mean more to the game by being sacrificed for story than trying to take a handful of hit points or a surge from one of the party.

I would suggest treating important threats like the PCs and just ignoring critical fumbles unless you see a great set up for something that will enhance the game.  Your players will not mind the orc foot soldier impaling himself on the general’s flaming greatsword but will probably feel a bit let down if the general impales himself on the orc foot soldiers shortsword.  After looking over my 2nd Edition critical fumbles notes, the Dragon article mentioned earlier, and experience I jotted down a list of ideas to use in your game.

  1. Fall Down: This is basic but many powers in 4E already allow for this.  The positive is that a new mechanic isn’t needed.
  2. Drop Weapon: This is a classic and one of the kinder things you can choose to do to a character.  The positive is that this will give more use to quick draw skills and feats.
  3. Hit Self: The character hits themselves doing half, full, or critical damage (roll a d3, choose what the situation dictates as appropriate, this is old school so thanks TSR).
  4. Shield Entangled: The character’s shield becomes entangled.  The character cannot use the shield’s bonus to AC or loses the shield’s bonus (depending on system) for next round.
  5. Ankle Twist: Half the character’s move for the next round.  You can also allow for an ongoing movement loss with an Endurance/Constitution check here depending on what is appropriate in the system you are using.
  6. Hit a Friend: See entry 3 but tread lightly here.
  7. Scenery Disadvantage: A piece of the scenery moves breaks loose, shifts, falls, or generally creates a disadvantaged situation for the character.
  8. Wardrobe Malfunction: The character has their backpack strap cut, helm slip, sword belt slip off waist, or some other effect that hinders the character.  What that looks like in the system that you are using is up to you.  In 4E D&D it is as simple as the character granting combat advantage, in the Hero System it could be a -1 to DCV until the situation is fixed for example.
  9. Weapon Break: The character has their weapon break.  This is a rough one especially if the character specializes with that weapon and doesn’t carry a spare.  Once again I would tread lightly when it comes to breaking magic weapons because having them shatter randomly makes them seem a lot less magical.
  10. Whatever you feel is appropriate for the situation.  After all using the critical fumble as a device to enhance combats, action, and story is the best way to have your players appreciate using the system.  Common sense is better than a percentile chart or bland standard effect.

You have to do what is best for you and the rest of the players in the group.  If the game you are using doesn’t account for critical fumbles and you feel like it would add to the game than the above examples might give you a place to start.  Like critical hits not every game needs critical fumbles.  Until next time, Roll Hard!

4Apr/120

Review: Lords of Waterdeep Board Game by Wizards of the Coast

Whether it was Axis & Allies, Squad Leader, or Risk, I have always enjoyed playing board and strategy games.  The Lords of Waterdeep Board Game from Wizards of the Coast caught my interest because I am a huge fan of the Forgotten Realms setting and was looking for a good game to play with my non-rpg friends and rpg friends alike.  The Dungeons & Dragons element mixed with a boardgame seemed like it had at least a bit of something for each type of friend out of the box.

Lords of Waterdeep first struck me as an extremely smart package design that would not leave pieces sprinkled around the box when I reached my gaming destination.  The cardboard pieces were very interesting to me as they had full color prints that were perfect as markers or chips in a variety of different games.  The little wood pieces that players would use to represent their fighters, rogues, wizards, and clerics were plain in my opinion and a little underwhelming but I am told that is a popular thing in euro style games.  I would have preferred an “HO” scale plastic piece that represented the four classes but that is because I want an army of tiny plastic wizards.

I like a game that plays quick and since the game only lasts eight turns, a single game won’t drag on forever.  The game comes with Lord Cards for eleven Lords of Waterdeep but is designed for 2-5 players so there is a lot of replay because the Lord Cards are dealt randomly and the lords will be different for every game.  Each player chooses a faction from the Knights of the Shield, City Guard, Silverstars, Harpers, and Red Sashes.  Then you select the player mat for your faction which will help you to keep things straight once the game begins.  Each faction also has a corresponding color that is used for Agents, Score Markers, and Building Control Markers.  The game takes about ten minutes to set-up once you punch out and sort all the pieces.  That took me about forty-five minutes but I took my time to examine and admire each piece.

I do not like the suggested system for starting play; the player who has most recently been to another city goes first.  Seems like it leads to debate and it is kind of cutesy so I just rolled a die, it is a tiny thing.  Once the game starts the action is controlled by Quest Cards and Intrigue Cards.  The player whose turn it is places their agents in an unoccupied space in one of the nine basic buildings.  The buildings are some of the more famous locales in the City of Splendors so Forgotten Realms fans should be pleased.  Each building has unique rewards associated with it, such as gold or adventurers, and the Advanced Buildings add to the game by allowing players a variety of different power options for their faction.  Some buildings have special rules but Appendix 1 sums up all the building rules.

Quest Cards and Intrigue Cards provide the action element to the game.  Choosing to complete a quest can lead to a massive commitment of resources and a player may find they are unprepared to deal with a Mandatory Quest Intrigue Card that an opponent plays.  Where to commit your resources and how early and often is part of the game that appeals to me greatly.  The random factors that Lords, Buildings, Intrigue, and Quest Cards provide makes sure that there is never a sure fire strategy to win the game every time.  Players will have to adapt to what cards are in play and learn when it is best to hold on to resources and when to expend them.

After eight rounds you total the Victory Points which are earned for completed quests, the adventurers and gold in your tavern, and the special conditions on your Lord Card.  The player with the most points wins.  The game plays quick and easy.  The board really made me feel like I was looking at some of the maps of the City of Splendors from the old boxed set.  I did not enjoy the look of the agents or the adventurers as they were very plain and did nothing to help me feel like I was directing either.  That would be my only criticism of a game that appears to be pretty well thought out and put together.   Lords of Waterdeep retails for $49.99 which is about what you would expect.  You can save a pile of money by buying it at amazon.com and it pains me to say that but I feel I have to since I always point out the deals for gamers.  I feel for the local game stores.  Do your best to support them when you can, it is the best thing for the gaming community.  Take a look at the cool gold coin and shiny gem tokens and think about using them in your rpgs as a great visual representation and the value is increased.  If you are in the market for an easy to learn board game that plays quick and gives you a D&D feel then Lords of Waterdeep Board Game is a game for you to check out.  You can read another review by Neuroglyph at EN World here if you are still on the fence.  Until next time, Roll Hard!

31Mar/122

Paragon Paths, Prestige Classes, Backgrounds, Themes: What Is Right For 5th Edition D&D?

The idea of modularity in 5th Edition Dungeons & Dragons has had me thinking a lot about secondary skills, kits, paragon paths, themes, and backgrounds.  I throw kits in because that is kind of where crunch started in my memory.  I remember going to the game store in high school to purchase the 2nd Edition Complete Fighters Handbook in all its faux leather bound excellence.  This was real power build not like the secondary skills from 1st Edition which were nothing more than an occupation on a percentile chart with no description or listed game effect.  I had long been doing my best to find a way to distinguish my fighter from other fighters by more than weapon and armor used.  The kit provided that and some background elements to use with my character.  Kits were pretty much the first appearance of crunch.

Kits were new but in the end, much like feats not all kits were created equal.  That is okay because 3rd edition arrived and delivered the prestige class.  This wasn’t quite the same as it wasn’t selected at the beginning of a character’s career but something that the character could strive to attain.  Each prestige class had different prerequisites and occasionally level requirements. which was fine because the harder to attain the class the more powerful it was, typically.  Prestige classes worked well until crunch allowed for them to be achieved at a lower level than they were designed to be achieved.  The prestige classes with the level limitations took care of that problem but it didn't seem that most prestige classes had level minimums.

Right out of the gate 4th Edition D&D offered the paragon path and the epic destiny to allow characters to differentiate themselves in another way from others of their class.  This was followed up quickly by backgrounds and then last came the theme.  The theme and the background are selected at 1st level so they really do help players with creating a back story for their character if they follow the flavor text.  The paragon path and the epic destiny are achieved at 11th and 21st level respectively.  This cleared up many of the problems with the paragon path and achieving it earlier than intended but left a bit of a stale feeling especially for a Dungeon Master.  Backgrounds were simple but also very stale since one was essentially the same exact thing as another at least in terms of what perk was provided.

All of the characters achieving paragon paths and epic destines at the exact same time made it difficult to organically work them into a campaign in a meaningful way.  Often each had to just be given quick brush strokes by the DM which seemed to cheapen them a bit.  Perhaps because the characters just picked one when they reached 10th level and again at 21st level with almost no other requirements except maybe class or race further cheapened them.  As a DM if a character is going to achieve something of such significance that it will add a page to their character sheet then I want that to be an event.  It is hard to have it be an event when five characters achieve this at the exact same moment.

So with 5th Edition approaching open playtest I wondered which of these character building elements I most wanted to see appear in the next edition.  Let's start with the theme.  Chosen at 1st level in 4e, the theme was an addition to your class and race and usually granted a small ability to allow a character to differentiate themselves from others with the same class at the beginning of their career.  This added power can be a useful but limited power, a role-playing environment opportunity (Neverwinter Noble), or anything else that fits along as it makes sense for all classes to potentially take that theme.  If a theme grants proficiency with heavy armors and shields at 1st level but fighters are proficient with heavy armors and shields as a class ability than the theme would have no appeal to fighters.  Themes should appeal to all classes.

Prestige classes like I stated previously were only really missing a hard minimum level requirement in addition to any other prerequisites to work perfectly in the game.  You don’t have to have them all achieved at the same time because they all don’t have to be balanced in power if they are achieved at different levels with other build requirements.   You probably should not achieve guild thief at the same level another player achieves archmage.  The guild thief would be available earlier but not nearly as powerful as the archmage.  Not everything has to be equal and happen simultaneously.

Not having all the players achieve the prestige class at the exact same time will allow both the DM and player if they choose to role-play seeking out the prestige class to learn it however that looks in your game.  If one of your players wants to join the Harpers then undergoing a mission to earn their pin is exactly the sort of story element that you can take the time to work into your campaign and an adventure when you stagger what levels prestige classes are gained.  It may give a bit more meaning to the player if th e power gained by their character is handled in the story as well as in the mechanics.

I am sure a lot of you will have your own opinions about how this should be handled and which of these elements should make the cut in the next edition.  You may share my opinions but arrived there for entirely different reasons.  I would love to hear what you think should be included and why in 5th Edition.  I wish I could talk specifics but I think the designers are on the right track and I can't wait to see what the fans think when they get a chance to playtest the game soon.  Until next time, Roll Hard!

28Mar/120

Review: Dinocalypse Now by Chuck Wendig:Kickstarter Dinocalypsy Trilogy

If you crave dread zeppelins, two-fisted tough guys, Neanderthals, intelligent ape warlords, and think psychic dinosaurs are fun then you have to go and support the new Kickstarter project Dinocalypse Trilogy penned by Chuck Wendig and brought to you by Evil Hat Productions.  I had a chance to review the first book, Dinocalypse Now, and can’t wait to see what can possibly happen to the characters to top their adventures in the first book of the trilogy.

Dinocalypse Now is set in the Spirit of the Century setting, but I have never read the setting or played the game, although I have heard that it is amazing.  My lack of prior knowledge of the setting had no effect on the enjoyment level of my reading because Chuck Wendig does an amazing job of setting the scene and wrapping my mind in of the early 1930’s and all the pulp elements.  The action gets started right away and doesn’t let up even when you finish the book because your mind will still be drawn to the characters and what could possibly happen next.

After an attempt on FDR’s life sets events in motion that the Century Club has to set straight.  That will start with defeating a talking ape dictator that has taken over New York with the help of his allies, the psychic dinosaurs, and Atlantean technology.  Then a spirited battle with the Shark Man, some Neanderthals, and some problems with space time are just a few of the amazing adventures that await the heroes and you.

Professor Khan, the intelligent ape and his sensible outlook and reserved manner immediately sold me on the character.  The comic relief that the professor provides is classic.  There is also an interesting love triangle but the simian professor is not involved in that.  Just didn’t want any confusion.  The rocket pack flyboy Jet Black, ace pilot and all around tough guy Mack Silver, and Janey on the spot mechanic, Sally Slick provide the romance that is so classic in the genre.

I have always been a fan of pulp ever since watching Raiders of the Lost Ark and Tales of the Gold Monkey as a kid.  I am an even bigger fan of super heroes, and the way Chuck has combined the two in this book is perfect for an evening of high adventure reading.  The inspiration that this will give you to play a Spirit of the Century game if you are a gamer is just a splendid side effect.  The characters are bold and full of spirit, the villains are entertaining and formidable, and the fantastic locations are described with brilliant effect to engage the reader in all the action as it continuously unfolds throughout the first novel.

Now I told you about the action and with characters like the high flying Jet Black or the mystical, rapier wielding adventurer Benjamin Hu, you will eat the pages up in short order.  Then you will sit and wonder about what a screenplay will look like.  Sometimes it is fun to imagine.  You can get Dinocalypse Now and the next two novels for a pledge to the Kickstarter of $10.  You can contribute more and receive even cooler rewards and support the arts and a great product.  If you have never checked out a Kickstarter project than this is a good one to get you started.  Dinocalypse Now is amazing, Chuck Wendig has me hooked, and Evil Hat never does anything that isn’t quality.  Now I am off to buy Spirit of the Century Role-Playing game to tide me over until I can read book two, Beyond Dinocalypse.  Until next time, Roll Hard!