kierthos: (Default)
At least anyone who knows about version creep...

WotC has announced that D&D 5.0 will be out in 2013. And they want player input for suggestions.

Okay... *ahem*

1) Stop MMO-ing up the game. While on the surface, there was a substantial difference between a bow-and-arrow using Ranger and a Sorcerer, when it came down to damage-dealing, it ended up being almost exactly the same. Which was silly.

2) No more scaling costs on Raising the dead based on what level the target is. (Look, that was insanely stupid and you should know that.)

3) Stop with all the damage types. It had the side-effect of neutering certain characters if they happened to fight the wrong sort of monsters for their special effects. (Example: Warlocks, for instance, could be very powerful against certain types of monsters, and then almost useless if the GM happened to throw other things at them. Whereas several other classes didn't have that problem at all.)

4) Considering each race entry only took up two pages, don't wait until Player's Guide 2/3/14 to add races that should have been in the first book. I don't know if that pattern (2 pages per race) will continue, but the key point is getting across.

5) Too many rules, not enough background. Look, I just stopped running a Rules Cyclopedia (aka old school basic, mostly) D&D game, and in terms of rules, it. Was. Simple. (Side note: The only thing I hated to look up, rules-wise, was the grapple rules. They sucked.) Combat was fucking quick. I could run three or four combats a night, as opposed to 4.0, where by the time we hit 11th level, one combat could take an hour and a half, because there were so many fiddlin' rules.

6) In case it wasn't obvious from (5), MAKE. COMBAT. SIMPLER. Seriously, in some ways, Chartmaster was an easier combat system that 4.0.
kierthos: (Default)
So, my Rules Cyclopedia D&D game ended (for now), and we're looking at what to do next, but I realized that I never posted how the final fight went.

So, the game previous to the 'epic boss fight' ended with the PCs on top of the boss' (a thousands of years old lizardman mage) tower, looking towards where the guy was conducting ritual prep, inside the caldera of a smoking, semi-active volcano.

At the start of the game, they rush back down a couple of floors, and exit the tower to the walkway towards the volcano. They take about 10 steps along the walkway when a booming voice (the lizardman mage) activates his first line of defenses. Wherein the railings of the walkway animated as giant stone snake golems, and the carved pillars inside the floor of the tower that they just exited from break loose as more golems and rush them from behind.

This is where the PCs start fucking with me immediately. One of the clerics casts "Protection from evil, 10' radius" and keeps one set of golems at bay because they can't get past him. The rest of the party splits between dealing with the snake golems and shooting the stone golems at the rear (because ranged attacks don't break the protection from evil effect), and over time, take out all the snakes and three of the stone golems (one golem slipped on a rogue-placed oil puddle and fell off the walkway).

Shortly after dealing with that, the rogue (who is up front) notices some sort of incorporeal/energy/magic cloud barreling down the walkway at them (he had a Detect Magic potion active), warns the party, and bungee-jumps (well, not really) off of the walkway.

Cue the second encounter.

By the time he gets back up to the walkway (he thought it was going to be some weird effect AOE magic), everyone else in the party is frozen in place, apparently paralyzed.

In reality, they're all locked in a mental battle with the incorporeal thing, which has an AOE attack, heals off of damage it deals, and other fun effects. Since it's a mental battle, it's actually impossible for anyone to die, and any spells or abilities or items used, weren't really used, and dropping to 0 HPs in the battle means you're knocked unconscious (and would have been open to mental domination in the final battle). Unfortunately for me, the magic-user in the party figures out what's going on (the bastard actually cast ESP during the previous battle and it was still in effect), and helps the rest of the party beat the thing in the mental battle.

So they snap out of it, with the rogue still going "What the fuck?" because he wasn't in the mental battle.

They race down the walkway to the lizardman mage, who, as I mentioned earlier, was going to cast a Mass Dispel on them to get rid of all of their spells (haste, pro vs. evil, bless, etc.), only the PC mage fucking counterspells it. He did admit later, his other option was hurling the turtle (polymorphed stone drake) during the Mass Dispell.

So, more golems, a vast magical energy build-up blasting anyone within a certain range of the end boss, and a "lava tentacle" bashing the party, and what do they do?

The PC Mage (are you seeing a pattern here?) polymorphs one of the other PCs into a Stone Giant to grapple the end boss (and my first response was "Fuck you, I'm not looking up the grapple rules."), so they can stuff his soul into the MacGuffin they retrieved a few games earlier. Said soul-stuffing was done by the same cleric with the Pro vs. Evil STILL UP. And now he has it as a guarded relic in the religious order he's founding.

Mind you, I did manage to bring all but one of the PCs to single-digit HPs, but I didn't even kill one of them.

The most important thing though, was that my players had fun, and I gave them several "OH FUCK" moments.

ergh....

Dec. 17th, 2011 02:03 am
kierthos: (Default)
You know, it's actually extremely difficult to stat out the 'epic boss' in a D&D game, when said boss is a magic-user.

On one hand, I have to buff his AC and HPs up so the fighter and/or the backstabbing thief can't gank him in one round. But higher levels spells (especially 6th level on up) are so damned effective that he could manage a TPK with one spell.

So...

Oct. 4th, 2011 10:31 am
kierthos: (Default)
A couple of my players weren't able to make it to my game last night. So I improvised and made their characters part of the "they've been captured" group. Originally, it was going to just be the NPC sailors who had been captured, but oh well.

The remaining PCs did still do fairly well, though. One of the remaining clerics finally got to use 'Animate Dead' (the other cleric, who had not been saved yet has issues with that spell), and had a 6 HD sahaugin zombie for a little while. Alas, it was still only a zombie, and got turned to dust (even underwater) by the sahaugin cleric later on, who was not horribly amused at what had happened to one of his buddies.

And then, once again, the magic-user successfully used 'Polymorph Other' on the big bad of the night. And turned him into a cow. Underwater. About 300 feet underwater. The cow drowned in 3 rounds. And they ended up hauling the cow corpse back to shore, where they cooked and ate it. (Oddly enough, a couple of the sailors, who saw how it became a cow, switched to vegetarianism for a while.)

Still, they had fun. Hopefully next week, all my players will be able to make the game.
kierthos: (Default)
So, in my D&D game (which I just got home from), the only real combat of the night didn't go as planned.

Let me preface the explanation by saying that I didn't really think the bad guys had a chance in hell anyway. However, when in the opening round of the combat, the PCs use "Hold Person" to neutralize just under half of the bad guys' fighting force (we're playing Rules Cyclopedia, where Hold Person can affect up to four targets), and the leader is polymorphed into a gecko, and THEN they fail their morale check.... (the funny part after that was where, upon failing their morale check, they drop their weapons and start apologizing for attacking the PCs and their party.... and the dwarf of the group, punches a guy in the gut and says "apology accepted".)

Well, it was basically free experience.

But I did give them the plot hook for next week's game, which should prove more interesting.
kierthos: (Default)
So the PCs are investigating a 'somewhat legal' drug den/pub in the Outer City of a Dwarven Stronghold. (Think all the buildings and stuff what is outside the mountain.)

One of the PCs responds with his usual idea of how to deal with it.

PC 1: We should just set it on fire and watch it burn to the ground.
PC 2: No.
PC 1: Why not?
PC 2: With the amount of drugs they seem to have in there, you'd get the whole city fucked up.
PC 3: Dwarves stumbling around, high as shit, saying things like "My beard is so huge. It can touch everything but itself."

This was followed by a brief side discussion of using Fred Saberhagen's "Farslayer" as a melee-range ranged weapon. (Instead of hurling it at someone miles away, use it to kill the guy 10 feet away and closing in on you. Then just pull it out of his chest, rinse and repeat.)
kierthos: (Default)
Still running my D&D Rules Cyclopedia game, and everyone seems to be having a lot of fun with it.

Some interesting tidbits from the past couple of games, though.

The PCs (with a few NPC hirelings) encountered a group of evil cultists who are using sleep poison tipped crossbow bolts to capture people. One of the NPC hirelings, a dwarf named Angus, gets hit with one, but makes his poison save. "It will take more that that to stop me!" He then gets hit with another one and fails his save. "That'll do it." *thud*

The rogue in the PC party has failed every poison save that he's been required to roll so far, resulting in him sleeping through most of two entire combats. However, he did still manage to kill one of the cultists while asleep through prior judicious use of caltrops. (The cultist fell face first onto them. Ouch.)

The cleric in the group is actually the most bloodthirsty when it comes to the cultists, though. Not the fighter with the poleaxe.

Not sure how much longer the game will run though. We might have to move it to a different night as the guy what plays the cleric has a different class schedule next semester, where he can't play most weeknights.
kierthos: (Default)
For me, at least.

Just got back from running D&D ("old skool" Rules Cyclopedia version), and goddamnit, the players steamrolled practically everything. They were able to ambush the lookouts, avoid the trap, and kill most of the bad guys without a scratch. (Okay, their dwarf hireling took some damage, but still...)

And to think I was worried that the 'boss encounter' might have been too tough.
kierthos: (Default)
Starting next week, I'm going to be running a D&D game for some friends.
kierthos: (Default)
So, last night, being Thursday, was the D&D game. Off-topic conversation and bad puns were rampant. In fact, I made a point of noting that Deec's humor was up to par, in that his puns were truly terrible (not the Spider Robinson "hold your nose and flee into the night" terrible. No, just the "man, that pun is bad" kind of terrible.)

But we keep Deec around for other reasons, like for his character to absorb 5 critical hits in one night.

Anyway, after I made numerous comments about other people's sense of humor (as in their sense of telling jokes), I could feel the backlash heading my way. I could tell that the next joke I told, if it did not get them all, would have the responses that my humor wasn't much better.

So naturally, the Gods of Laughter came to my rescue.

In the middle of a fight versus various creatures, including a gibbering mouther (an ooze creature covered in mouths, for those who don't know), I said, "What is difficult terrain for an ooze anyway? A colander?"

The game stopped. The players and GM paused.

And then they all started laughing.

Winner, and still champion: Me.
kierthos: (Default)
Some time back (just over a year ago), I reviewed some "early release versions" of 4th edition D&D. Well, I've been in a 4th ed campaign for a few weeks now, so I can talk authoritatively about the mechanics and whatnot.

Of course, if you have no intention of ever playing 4th ed., you can skip this post now. Really, I won't mind. I'll just sit here in the dark. Alone.

......

Anyway....

Just to get something in place here, I have played D&D since nigh unto the beginning of the game. I played Basic D&D back when the classes were Fighter, Mage, Thief, Cleric, Elf, Dwarf and Halfling. (Yes, classes of Elf, Dwarf and Halfling.) I've played Advanced, 2nd ed., 3rd ed./3.5, and several other fantasy RPGs.

4th ed., strictly speaking, is less of an RPG then any previous edition of Dungeons & Dragons. I defend this by pointing out that RPG stands for Role-Playing Game. While you do create a character, and you generally do fill a role in your adventuring party, 4th edition, more then any previous edition, is more about tactical miniature gaming.

I suppose I should defend that point a little.

In previous editions of the game, especially up through 2nd edition, you didn't need to have a grid map to play. Sure, it helped. But you didn't need one. A good GM could get by without it, saying that "yes you were" or "no you weren't" close enough to bash the orc with your mace (or whatever). Sure, some things required knowing, more or less, where everything and everyone was, but it wasn't necessary to have it precise.

3rd edition changed a lot of that by having more tactical thinking being required, to move, to attack, to make attacks of opportunity, to worry about cover, concealment, range, 5-foot steps, and so forth. If you didn't understand any of that, don't worry. All it means is that is the balance of evidence supports you having a life.

To continue, though, 4th edition made it even more complicated. You cannot do anything other the simplest combats (and sometimes not even then) without having a grid map out. Every single power, whether it's a fighter's attacks, a wizard's spells, or whatever... they all require knowing where your character is in relation to everyone and everything else.

Now, if you're into tactical miniature combat, like those Star Fleet Battles weirdos, or those truly sad Warhammer people (I'm kidding), you'll have a great old time with this.

But you had better be used to combats taking a while. One of the combats we've had in the game so far was a party of five adventurers (a fighter, a swordmage, a sorcerer, a paladin, and a shaman) versus four giant spiders. That was a relatively simple combat.... and it took AN HOUR.

To be fair, it would have taken less time if I could stop fucking missing with my spells. And that's another big change. Every attack, regardless of course, requires an attack roll. There's no more "auto-hitting" Magic Missile. There's no more "you were in the area of effect, so suck it" spells. It is possible for wizards to hurl spells that can cover a 25 foot x 25 foot block... and not hit a single creature in it. This works for the players too, as sometimes the GM seems to have my luck, and can't hit the side of a barn with a shotgun... from the inside.

But the role-playing, is.... lacking. Well, that's not entirely true. A good group can make any system one worth playing (and role-playing). Except possibly FATAL. And Synnibarr. But 4th edition D&D seems to almost go out of it's way to exclude role-playing in an effort to appeal to the MMO crowd, which as we all know, has the attention span of a concussed mayfly.

Don't get me wrong... I'm having fun in the game I'm in. But it's because of the people I'm playing with, not necessarily the mechanics.
kierthos: (Default)
Pretty much done with work for the night. Only one thing I could work on, and we kind of want to talk to the customer first before running it. I did do all the major set-up on the order, so on the off chance that I am making all the correct assumptions on the order, it's an hour's worth of printing and some small amount of finishing work.

The WoW forums are not readable. I mean, beyond the normal trolling, whining and stupidity... all the links and text are showing up very oddly on the work computers (at least in IE, and I cannot even run Firefox as a remote process), and I left other reading material at home. Quite by accident, of course. I had to go back upstairs to grab an umbrella, and I left the book I was bringing in.

I'm blaming early onset Alzheimer's.

However, I was reminded yesterday that the 10th anniversary of one of my favorite D&D characters had occured. 10 years ago, last Saturday, was when I joined the "Company of Dawn" campaign, bringing in my Wizard (Wu-jen kit from 2nd ed.) Haruhiko. Much fun was had with [livejournal.com profile] mithras's character, aptly named Mithras, [livejournal.com profile] jimcyl's characters (first a Lizardman swooshbuckler, who got permanently polymorphed into an elf, and then a humanoid cat thing which was a monk), and some other friends (who I believe are not on LJ) a human paladin (with a touch of silver dragon blood) named Serin, a "reformed" drow named Eldrikor, and an Athasian half-giant who, although he later died, still managed to be part of the adventuring party as a penitant (I think that's what it was called...)

This was mildly important because I'm going to be creating a new character for a 4th ed. game that will start in the next couple of weeks. I'm leaning heavily towards a Tiefling Warlock, but that may change after I look at some of the other material. The game is being run by the same guy who ran the "Company of Dawn" game, and it's taking place about 125 years later in roughly the same setting (Planescape). Apparently, my old wizard Haruhiko is still going to be around, living on his own little demi-plane.

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