Wednesday, July 16, 2014

My Thoughts on 5e DnD



I should start out saying that I started playing back in the days of the three book boxed set.  I remember the first PHB, the first MM, even when the DMG came out.  Back when the Monster Manual was nothing but some yellow 8x11 card sheets and the blue boxed book that came out before the red.  Those were the days when the game was played every day and lasted from Friday when my my father came home and lasted until Monday in the early morning.  Something was always going on in our house and I loved it.  I did a few twenty-four hour gaming sessions when I had my shop, trying to bring back those days.





Well, enough of talking the old days.  Everyone else is doing a review of 5e, so I thought I would weigh in.  It is tuesday and I just got the Basic Box Set.  I know I am late as many people have gotten them in last week, but I have read the Basic Preview and I got a few things that I would like to say.

The classes are good and solid.  I really like how they they combined the skills, the tools and the levels.  I think that they are taking a step back from clerics though.  Here I thought that they would be using a system to create gods and specializing them or each and every god.  They said that they were in the early playtest.  I dont know.  Maybe they will be having them better described in the PHB.  I hope that they have a LOT of different archetypes for each character type.  They make for a very good way to make the characters somewhat unique.  That and the backgrounds.

I really like how they have done the spells, made them beefier and more bite but upping the damage and/or the effectiveness of the spells.  Like magic missile, you start off with three missiles, burning hands starts off by doing 3d6.  Fireballs and lightning bolts to 8d6.  You can increase them by expending a higher level spell slot.  It is a very good way to do it.  I am playing a mage in the playtest and I like the fact that I dont feel that useless.  The fact that I can cast cantrips and some of my spells are rituals that I can cast at anytime really makes the character.  Everything about the magic system I am liking.

[Warning: Spoilers]  The module is pretty good.  The Lost Mine of Phandelver is pretty good.  It seems balanced and they give a way to fight or talk your way through some of the adventure.  Like when the characters are advancing on Castle Cragmore, they can try to storm it or if they are smart enough to think about it, they can disguise themselves as Redbrands.  The fact that they put a dragon in the adventure that has a Challenge Rating of 8.  The fact that the party has to talk to the beast or risk a very messy death.  That is what I like about the 5e DnD.  Dragons are back!  But taking a look at the other monsters that they have in the back, I like them.  Bugbears, goblins, hobgoblins and orcs that they have nice as each have a special trait.  The goblins nimble escape and the hobgoblins martial advantage make the monsters very mean to a party.  You have to break the ranks of the hobgoblins and keep right on the goblins you have got to keep right on them.  Orcs have the aggressive trait.  You cant run away from them which is a meaner thing the relentless trait that they had in the playtest.  You will have to fight them or die!  I like how they have brought back the damage and condition modifiers for the monsters.  And most of all, I really like how they have brought down the Armor Classes.  Even the Young Green Dragon that they have, only has an AC of 18.  It was always a hard thing to reconcile having an AC of 30 or 40 in 3.5 or 4e.  Even though I liked 4e, there was certain things they I felt were quite wrong.  My players were always thinking that they had to have the highest AC possible.  They really dont.  Having an AC of 14 is still pretty good because the monsters have a much lower attack.  Even the green dragon only has an attack of +7.   If you take a 20th level fighter in plate and shield and enchant, he will have an AC 22.  His attack, assuming he has a 20 strength he has a +12 assuming he has nothing else but an enchanted sword of +1.  That is fine!  One of the problems with RPing with players who have played the game before is for them to get used to it.  Now you cant rely on the dice however.  In one playtest game we were in the Will the DM got something like seven criticals in one battle.  Needless to say we were toast.  And have you read what the poisoned condition does?!  Oh my!  Read it again!

Some of the bad things about 5e.  I think (mind you it is my opinion) that they have kinda taken a step back from the previous editions.

  1. That they have made the ability increases dependant on the class you are instead of the overall level.  I dont like it.  
  2. I kinda miss the old (4e) encounter or daily skills.  Say what you will about 4e, but there was something about using Skullcrusher or Stab and Grab on an opponent.  Sure the combats may have taken HOURS to complete, but I still miss them.
  3. After all the fantastic work that they have put into the 4e cosmology and world they just kinda dropped it.  I liked the connections between the primordials and the giants.  How they worked every monster in with care as to how it would fit in, like the cyclopes were slaves to the formorians.  The Feywilde and the Shadowfell.  The dragonborn and tiefling war.  I hope, just HOPE that they will keep that as part of the new rules.  Even if they arent, I am and I will keep that alive in my game!
  4. Initiative.  There is nothing that allows for having a higher initiative.  They had in the playtest, barbarians and alertness feat that gave you bonuses.  Dont like it.  A barbarian is quicker than a fleetfooted rouge.  DONT LIKE IT.  I wouldnt mind if they got rid of that completely or will make it to so you can at least compete.  But it is only the basic set, I am just saying.
Well, on a 3d6 scale I would give the Rules a 4, the Art a 5 and the Intangibles a 3 for a stat roll of 12.  Not to bad but considering that it is only the Basic Set.  It will have the option to go up when the PHB comes out.  So it doesnt matter if you are an old game like myself or a new gamer, pick it up and see for yourself.




Wednesday, June 11, 2014

Rynyn Chronicles; Aliens; Avari'stacha (The Cross)

The Ethereals from X-Com: Enemy Unknown game (great freakin game by the way!).  The closest thing to the Cross I could find.

Avari'stacha, or the Cross as they are commonly known among the humans, are a bipedal alien race with four arms, two greater and two lesser arms.   Large arms are for strength the lesser arms are for agility.  They appear to by a cross between insects and lizards.  When they appear without their helmets, one can see their mandible and four eyes.  They are so named The Cross by the humans for their ships when first sighted appeared to be cross shaped.  There appears to be three distinct sub-races.

The Sage (Amar) Class are the only class that has the psychic abilities, though all of the Cross have a limited form telepathy that allows them to silently communicate.  The Sage Class is incredibly thin and tall, standing about two meters tall.  There are only around a hundred of the sages left and all are incredibly powerful psychics who ponder the mysteries of Twani'cjik.  The most powerful one is Wan'chett because he is so incredibly old, at least ten times as old as any Cross.
  • Ashae'jin is the leader of the Sages and sits in the High Triumvirate.  Female
  • Wan'chett is the oldest known Cross due to his extended sleep for two-thousand years on Mars.

The Soldier (Re'kesh) Class much taller and look incredible buff.  They stand around two hundred fifteen centimeter and weigh upwards to a hundred thirty-five kilos.  They are incredibly strong, at least two to three times as strong as a fit human.  They are quick and surprisingly silent and number among the most numerous of the Cross due to the massive cloning of Soldiers.  They are put into a variety of Kesh.  The first Kesh is made up of naturally born Soldiers.  The second and on are made up of cloned soldiers.  Naturally born Soldiers are generally more independent than those of other kesh for those of the Second and beyond are created for loyalty above all.
  • Mak'shar of the Second Kesh.  He is a cloned soldier.
  • Mak'tar of the Second Kesh.  He is a cloned soldier.
  • Una'keel is the leader of the Soldiers, a First Kesh warrior who sits on the High Triumvirate .

The final class are the Workers.  Those of the Worker (Soxi) Class cover every one from simple laborers to doctors and scientists.  They are shorter and a bit more stocky then the Sages but are a bit stronger.  There are two sub-classes of the Worker Caste, the intelligent thinker with a larger cranial capacity that many of the technicians doctors and scientist come from, and a stronger, resilient laborer class.
  • Arli'tan is the Cross doctor on the cityship in charge of filling the space for the labs.  Female.
  • My'cor sits on the High Triumvirate for the workers.




Saturday, May 31, 2014

Tuesday, May 27, 2014

TianXia


Well, I got it in.  It is slick and well designed.  The only problem with it now is the lack of players!

Friday, May 23, 2014

Gamex 2014



At Gamex 2014 here is kinda sunny SoCal.  Be prepared for more to come!

Friday pictures here.

Sunday, April 27, 2014

Markan Almavai, 2nd level


Markan Almavai (Wyrmslayer)
Half-elf male
Cleric (of Vandria) 1/Mage 1
Noble of the House of Almavai, Barony of Celene.
Five-nine, 155 pounds, black hair, green eyes, 38 years old

Str 11, Dex 14 (+2), Con 11, Int 18 (+4), Wis 15 (+2), Cha 13 (+1)
HP (1d6+1d8) 11
AC 16 or 18 with shield

Proficiencies +1              
  • Arcana, history, insight, medicine, persuasion
  • Gaming sets, land mounts, healers kit
  • Light, medium and heavy armor, shields
  • All simple and military weapons
  • Saving throws: intelligence, wisdom and charisma

Half-elf
  • Fey Ancestry: advantage on saving throws vs charm and immune to sleep
  • Low-light vision
  • Keen senses: advantage on wisdom (perception) check

Languages: common, elvish, goblin, draconic, giant, orc, dwarvish, undercommon

Spells per day: 3
Wizardry: spellbook, ritual casting, arcane recovery.  DC 8 + int modifier + proficiency bonus. 
Spellbook (* evocation spells)
Cantrips
  • Prestidigitation
  • Read magic
  • Shocking grasp* [dexterity save, 1d8 damage and no reactions until its next turn, disadvantage if wearing heavy armor]

First level
  • Alarm [ritual; twenty foot cube]
  • Charm person
  • Detect magic [ritual; concentration, up to ten minutes]
  • Magic missile* [3 darts, 1d4+1 each, 100’ range, extra dart per level above 1st level]
  • Protection from evil [one action; touch; ten minutes; evil elementals, fey, fiends and undead, evil creatures get a disadvantage to strike, cannot be charmed, frightened or possessed and if already affected gets a new saving through with advantage]
  • Thunderwave* [range fifteen feet in a fifteen foot cone; constitution save, 2d8 thunder damage and pushed ten feet away, on a successful save half damage and not pushed; unsecured items pushed ten feet way; additional 1d8 for every level beyond first]

Domain: War
Warpriest: attack a second time once per round a number of times equal to wisdom modifier
Divine Casting: Ritual casting.  DC 8 + wisdom modifier + proficiency bonus.
Cantrips studied
  • Light
  • Resistance
  • Spare the dying

First level spells studied
  • Cure wounds [2d8+2]
  • Divine favor (domain)
  • Inflict wounds [3d8]
  • Shield of faith (domain)

Gear: spellbook, holy symbol, scalemail, shield, 3 daggers, warhammer [1d8, versatile 1d10], longbow [range 150/600] 20 arrows in a quiver, backpack, 10 days of rations, healer’s kit, mess kit, tinderbox, waterskin, 20 arrows packed, blanket

Other gear in chest stored in town: goblin spellbook [alarm, charm person, magic missile, hold person, blink, fireball]

Notes
  • Signant ring and writ of nobility, want back!
  • Heavily scarred.
  • Loves his family and his mother though she does not love him.
  • Cares for those under him, including the party.
  • Thinks he knows better then everybody else.
  • Generous.
  • Has a soft spot for various half-breeds and bastards.
  • Vengeance against the half-orc Golbarg for the tortures the party and he received.


Tuesday, April 22, 2014

Princess Itami and Sir Hanar Chan


Another picture by +Minerva Fox .  This one of the Princess Itami danAndahar and her Order of the Rose bodyguard Sir Hanar Chan.

Monday, April 21, 2014

Online Gaming

I have closed up my DnD game because of my mothers death and though it seems that I have plenty of time to do games, I really dont.  I have been living with my brother and his family since last November and I am still walking a bit on eggshells.  I know that he and his wife have told me to make myself at home but I cannot really.

But back to the games.

I have been experimenting with online roleplaying for a little bit.  I am involved with several play-by-post games, I have gotten into +Wil Hutton 's Tribe 8 Game and of course there is my game with the ever lovely +Rynyn that has gotten nearly six years of constant roleplaying.  But I want to do more.  Wil is using Roll20 Virtual Table and Tavern Keeper to somewhat good success.  So much so that I am willing to try it out.  Already I have used Tavern Keeper in several Play-by-Post games and one of them completely on it using the roleplay section.  It is a good tool to use because they have a wiki section along with a roleplay and a section for characters.

I have started several Tavern Keepers for my games that I would like to play.

  • My World of Eave to run my new DnD game.  +Christopher Jackson, +Will Glenn, +Jamie Vann, +Steven Crawford, +Steve J and others that are involved with my game, are you interested in trying to continue my game online?I know we have always talked about online gaming for a while now.
  • My Fate of Eave game which +Christopher Jackson and +Jamie Vann are in using the Fate Core system to create the world in which my story Rin's Tale takes place.  Hey you two guys, any time now!  I know you are married and have a girlfriend respectively, but come now!  I have given you PLENTY of time!
  • My Millennium Heroes game which is my Mutants and Masterminds game.  Just because.  Dont know if we shall play in the game, but I am putting in up here.
  • Rynyn's Tale which is different from Rin's Tale is the game that kinda started it all for me.  Hey +Rynyn , go to Japan with me!  Hehe!
So, look Tavern Keeper over.  I am slowly getting the information up, but it is getting there.


Sunday, April 6, 2014

Sofia Hess as done by Min



Another picture done by my friend +Minerva Fox .  This one is of Sofia Hess.  Rockin!  You do some good artwork Min!



Sunday, March 23, 2014

Itami danAndahar for Fate Core

Princess Itami danAndahar
[Bekurah-Toshin/devaintArt]

Itami danAndahar
Concept: Princess and Heir to North Realm
Trouble: Princess and Heir to North Realm (its a double edged sword)
Refresh: 3

Aspects
  • A Girl or a Princess?: Itami sometimes just wants to be a girl, but her duty says otherwise.
  • Hide From the Nanny: Itami was a troublesome youth that helps her at times now that she is a young adult.
  • Listen to Both Sides: Itami will listen to both sides of a situation before making an important decision.

Stunts
  • Absolute Authority. You are good at being in charge. +2 to Contacts as long as you are in a position of direct authority over those you intend to contact.
  • Lie Whisperer. +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
  • Specialist (governance). You get a +2 to all Lore rolls relating to that field of specialization.

Skills
  • Contacts +3
  • Deceive +1
  • Empathy +2
  • Lore, Modern +2
  • Stealth +1
  • Wll +1

Extras
  • Princess and Heir to North Realm.  Itami is the Princess of North Realm and its heir.  She has access to the entire realm, its personnel, resources and monies and as such has access to just about anything she wants and needs.