Showing posts with label 5th Edition. Show all posts
Showing posts with label 5th Edition. Show all posts

Thursday, September 13, 2012

In Which The Warlock Rolls Again, now with Advantage...



This past Friday, the current Wittenberg Guildies hosted a "Beginner's Luck" one-shot, focusing on introducing new gamers to both the hobby and roleplaying as an idea.  While we originally had an array of three one-shots prepped--a D&D Next playtest, a Savage Worlds conversion of Firefly, and a Marvel-themed ICONS game--demand and an unlucky power outage reduced us down to two sessions of the playtest.

Now, you might recall that I wasn't exactly kind in my previous playtests of this rule-set.  Both as a player and a GM, massive flaws became quickly apparent, which really led to difficulties with the game as a whole.

Since then, those rules have undergone a fair amount of revision:  two sub-classes were added (the Warlock and the Sorcerer), character generation rules were included, and the Fighter's basic mechanics were altered to include an "expertise die" that refreshed each round.

Mind you, I wasn't planning on running D&D that evening, much less the new playtest rules, which I had only skimmed over.  While the new playtest packet contained an adventure--"Reclaiming Blingdenstone"--I was barely able to glance at said adventure before game had started.  Plus, we didn't exactly have a balanced party for a dungeon crawl.  My four players ended up rolling a Warlock, a Wizard, a Sorcerer and a Fighter; nary a Rogue nor Cleric to be seen!

And you thought they were bad,
before they were wizards!
As such, I had to improvise.  Figuring that our three arcanists probably knew each other, I decided to run a riff on the immortal Harry Potter series, placing our erstwhile adventurers in the library of Ikksplatt University of the Arcane Arts, something of a combination of Hogwart's Academy and Faber College, from the immortal frat-boy hit, Animal House.

And, oh my...we had a blast.

After a swarm of stirges ambushed some thirsty co-eds outside the library--which were fought off by our intrepid investigators, naturally--Headmaster Gornash offered the group a  "book stipend" if they could infiltrate the Theta Gamma Delta fraternity house and find out what was causing the stirge infestation on campus.

This led to a crazy showdown at a "wizard's mark" party at the fraternity house, some rather...unorthodox...uses of the Charm Person spell, and a series of encounters with a drunken half-ogre invoker.  In the end, the players managed to make it down into the cold dorm, where the fraternity president and his stoner elf frat brother were keeping a hungry Gelatinous Cube as a pet!

While everyone at the table had fun, I think that the fun came as a result of the absurdity of the scenario, rather than the rules themselves.  The Fighter, despite numerous mechanical changes, still felt significantly underpowered compared to the arcanists.  While he could dish out and avoid damage, that was pretty much all the class could do.  The arcanists seemed fairly well on par with one another, though few spells were cast.  I'm a touch worried that the Wizard could easily outstrip its compatriots at higher levels, much as it did in 3e/3.5e.

Further, the class write-ups for the Warlock and Sorcerer show their newer, less-refined nature.  The character generation rules for both of those classes were particularly vague, and both players at my table--one of which was the PlatinumChick, an experienced gamer if there ever was one--had issues understanding how much access to spells they actually had.  The Warlock character, in fact, played the first half of the game believing that he only had access to one spell:  Comprehend Languages!  That lack of clarity there is absolutely unacceptable in a finished product, but as playtest material goes, I suppose it's to be expected.

I'm still very much on the fence about D&D Next, as you might imagine.  While I'll likely pick up the most basic set, I can't imagine picking up much more of the line than that.  Simply put, it's got a long way to go before I start really being interested in D&D again.

Thursday, July 26, 2012

In Which The Warlock Walks The Golden Mean...


The Oracle at Delphi
The so-called “Golden Mean”—as a philosophical concept, mind you—dates back literally thousands of years to the days of Aristotle and Plato.  Supposedly, as one entered the revered Oracle of Delphi, two sayings were inscribed on the doorway:  on the way in, “Know thyself”; on the way out, “All Things in Moderation”.  And, sure as anything, gaming tends to take a page from greater themes in life and in philosophy in general.


On its most basic level, balance must be achieved in terms of theme—even in the most dire of horror games like Call of Cthulhu or Kult, moments of success, lightness, and even humor must break up the oppressive atmosphere.  Even in a light-hearted or humorous game like Paranoia or ICONS has to come with degree of threat, else the players have no reason to actually play.  Role-players role-play to have fun, but also to tell a unique, collaborative story.  If there’s no story, the game loses focus and falls apart.  If there’s no fun, well…what’s the point?


I’m going to avoid going on another “Wizards of the Coast has it wrong” rant, but I will cite another of Rodney Thompson's editorials, this time as a grand step in maintaining balance in design.  Here, Thompson expounds upon the ratio that the 5e/D&D Next team intends to hold up in their coming rules-set.  Essentially, they’re shooting for a 1:1:1 split between exploration, role-playing, and combat.  While I think that that ratio can work well for D&D, it’s obviously not a sure-fire ratio for every game—just try having that much combat in a Call of Cthulhu campaign and see how long your investigators survive!


General Treister:
The inspiration for our Admiral Birmingham
Our weekly Deadlands game, in many ways, has walked both venues of this treacherous balance for the duration of the game.  Interestingly enough, I think that’s one of the reasons I’ve become such a fan of the setting:  while nominally a horror setting, it’s one where the players can achieve real victory against the forces of darkness; while full of ‘wacky’ mad scientists and hexslinging hucksters, Western genre tropes are played straight to the hilt.  In our sessions, we regularly drift directly from the high action of steam-wagon chase scenes and gunfights, to creeping investigative horror, to outright comedy—just ask ChaoticFrederick and Chris II about Confederate Admiral Birmingham’s waffle iron! 


Without that variety, without those alternated scenes, our game just wouldn’t be the same.  And, fittingly enough, Deadlands (and the Savage Worlds rules behind it) provides ample opportunity for flexibility in this regard.  Players are able to pick the skills, the edges, and the powers that provide them the most “awesome” for their XP.  And, that’s really the way it should be.


As I’ve mentioned in some of my prior design previews for Cold Steel Wardens, I’ve spent a good deal of my original design work establishing a degree of parallelism in my first draft.  Physical and Mental Strain run on parallel tracks—literally on opposite edges of the character sheet—and contribute equally to a burgeoning Hero’s well-being.  Skills are broken up into five categories of five Skills each, making them easy to manipulate and remember.  Those Skills have a nearly even distribution of linked Vitals, ensuring that no “dump stat” arises and that every choice—every XP spent and every choice made—matters.


But what about theme?  Surely, Cold Steel Wardens would suffer in this regard, as the game itself revolves around the rain-spattered dystopia of Iron Age comics?  Well, yes and no.  While maintaining mood is going to be of great import for any would-be Warden, the comfort and enjoyment of the table must always remain paramount. 


As for maintaining that Golden Mean?  Well, it seems I’ve already come across an answer for that…


Pendulum Theory!
While Pendulum Theory isn’t going to be part and parcel with Cold Steel Wardens, it’s a near and dear thing to carry over the innovations of The Pendulum Method into running a solid session of Cold Steel Wardens.


Stay tuned, friends and neighbors!  Grand things are in store!

Sunday, May 27, 2012

The Warlock's (P)Review: D&D Next Playtest Rules (Actual Play!)

It's been buzzing all over the web that the D&D Next playtest rules--the next incarnation of the most storied RPG in history--are now available online.

The playtest begins...
Truth be told, I haven't been following the updates on 5e as diligently as I had 3e, 3.5e, or 4e, despite the numerous ways to keep updated on the rules.  After running several lengthy 4e campaigns, I was a bit burned out on D&D, frustrated at the release of Essentials, and not really willing to continue chipping in money on a product that wasn't satisfying.  Other games--most notably Savage Worlds and its numerous settings--have been providing more entertainment for my table, with less numerical crunch, more interesting and flexible mechanics, and more unique settings.

However, I still remained on the mailing list for Wizards of the Coast's upcoming playtest and, when it went live, I figured that I had nothing to lose:  just this past Friday, my home group had a sesssion off (as two players were AWOL), so the rest of us threw together a quick session of D&D's newest incarnation, using 3rd level versions of the playtest characters in section K:  "The Caves of Evil Chaos" in the provided adventure.

The result of that session?  A resounding 'meh'.  The current mechanics for D&D Next are a Frankenstein's Monster of grafted together mechanics, combining seemingly random mechanics from prior editions while adding few new or innovative mechanics of its own.  Billed with the expressed intent to unify gamers, these current rules will do little to placate any of the fractious factions in gaming. 

Truth be told, D&D Next most reminded me of Heroes Unlimited from Palladium Games.  Kevin Siembieda's system was a loosely cobbled-together amalgamation of rules from early editions of D&D, GURPS, and a host of other homebrew systems.  While it was fully playable as a system, its flaws were numerous and its mechanics were incredibly fiddly.  While using d20s for its combat mechanics--which were culled right from AD&D, minus the THAC0--Heroes Unlimited used a percentile-based mechanics pulled straight out of Call of Cthulhu's first edition.  This schizophrenic feel carries over directly into D&D Next to great detriment.
We'll start with what hasn't changed with D&D.  The standard races, classes, and six ability scores are all there, with little change between them.  In addition to class and race, each character also gets a Background (a combination of mechanical element from 4e and a pre-determined choice of 3e feats) and a Theme (almost identical to a Kit from 2e).  While these are nice touches, they serve as little more than cursory elements--chosen once, with little variation or customization to come.  While WotC has claimed to be shooting for a "modular" rules-set, there is little evidence of such in play currently. 

But, it's still D&D at its core...just a mish-mashed, unenthused version of D&D, pulling its mechanics from prior editions like Herbert West pulling bodies from a grave.  Elves still get bow proficiency and a dexterity bonus, halflings and dwarves still get a speed penalty, and fighters still suck out loud.

While printing the materials for the playtest, I couldn't help but note that where every other character--two clerics, a wizard, and a rogue--each got a two-page character sheet, the fighter's entire information fit on a single sheet with room to spare.  Hands down, the fighter received less interesting mechanics, less diverse options, and few things to do aside from say, round after round, "I hit it with my axe."  ChaoticFrederick--as open-minded and creative a player as I could imagine--had an incredibly hard time staying interested with his character. 

I'm fully aware of the continual argument over the fighter in terms of D&D--some believe that fighter should be the "simple" class, given to newbies and those players who prefer limited or simplistic options, while others (myself included) relished tactical elements, enemy placement, and holding aggro.  However, the fighter present in the D&D Next playtest was dumbed down to the point of disinterest. 

The frustrating portion of the playtest, for me, was the fact that the PlatinumChick's "guardian" cleric served a better job as a fighter than the actual fighter did!  She had 3 higher AC, dealt almost as much damage with a one-handed weapon and a single buff spell, and still was able to buff the party and provide out-of-combat healing!

Unfortunately, while the PlatinumChick's cleric out-fightered the fighter, it absolutely failed at fulfilling its own archetype of sagacious healer!  The playtest packet contained two clerics--one "tanked" cleric and one "laser" cleric--in order to show off the 'versatility' of the cleric class, though it only went to show that the clerics provided could do precisely one thing well--fight in melee, heal/cast as a spellcaster, etc.  The actual class differences between the two clerics, however, came only in spell choices and in their choice "Channel Divinity"--a holdover from 4e, which relied on the use of Turn Undead attempts.  If real difference and variety is the end goal for clerics, why not replace Turn Undead entirely and give a domain-related ability?

The wizard and rogue, thematically, were closest to their archetypal roots, though they weren't without their own issues.  Both clerics and the wizard were given at-will attack spells (coming straight from 4e), though both relied on Vancian-style 2e spellcasting.  However, either the wizard's spells were incredibly underpowered or the rogue's Backstab ability was massively overpowered.  After achieving stealth (possibly every other round, as the rogue could hide behind his own party members!), the rogue could pull off a ranged backstab dealing 1d8+3d6+ability mod!  Every other round!  The poor wizard, on the other hand, could only manage such damage maybe twice a day, using his Arc Lightning spell.  Our wizard and rogue player--FridayNightWill and Chris I, respectively--probably had the best time of the group, but even they were left dissatisfied.

As a GM, I had similar problems with running the adventure.  A revamp of the old 1e adventure, "The Caves of Chaos", the session brought next to no actual opportunity to role-play, eschewing characterization and interesting NPCs in lieu of dungeon-crawling and combat.  Okay, I can understand that on some degree, as the playtest is meant to exercise the combat rules.  But, the adventure's set up and organization was amazingly miserable.  Monster mini-stat blocks were tossed into the adventure at seemingly random points, and did not include basic, vital information like initiative bonuses or special defenses.  I had to keep referring back to the Bestiary packet, which defeats the entire purpose of having mini-stat blocks in the adventure!

That said, the game wasn't entirely a wash.  Here and there, the game managed to shock me with a novel concept or idea which really made for an elegant change.  The "Advantage/Disadvantage" mechanic provided a quick and easy way to adjucate basic benefits and drawbacks, and my group didn't have the seeming "Advantage-fishing" issue that some other playtest groups seemed to have had.  While the mechanic itself is a little "swing-y" in terms of mathematics, it makes for a spectacular way to toss out bonuses and penalties. 

Similarly, the replacement of Fortitude/Reflex/Will saving throws with saves based directly on the core 6 ability scores made for a novel and intuitive change.  However, I worry about how these will hash out at higher levels, particularly if the dreaded "Christmas Tree" effect of prior editions carries over.  Skills actually work almost identically to Saving Throws, as well, which makes for an awkward sense of understanding.  Coupled with that, there are few ways to customize ones' skills, as they're intrinsically linked to Themes and Backgrounds.  As such...yeah.  Skills are almost negligiable in this edition.

All told, we did not have fun with D&D Next.  The enjoyment we had at the table really came only from our own table-banter and from another's company, which we could do with almost anything.  Not saying that's bad, but the D&D Next playtest failed to engage my group on almost every level.  There's a lot of work to be done on this edition before release...and a lot to be done to win us back over from the numerous other games that we're enjoying.