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!
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.
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!
3.5 Killed Vancian Magic, Can 5E Raise Dead?
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!
Site of the Year Awards at Stuffer Shack: 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.
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!














