Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Sunday, April 12, 2020

Trollsmyth Does the Borderlands

Yesterday, my wife and I were talking about choice in D&D, and that lead to a chat about dungeons. Apparently, she’d never experienced the classic dungeons. Her experiences with early D&D were largely of the cloaked-guy-in-the-tavern-sends-you-into-the-dungeon-to-retrieve-a-Maguffin-and-you-get-to-keep-everything-else-you-find sort. And where the monsters just waited patiently in their rooms for the PCs to kick in the door. That sort of thing.

And while I’ve played in campaigns like that, I’m not sure I ever ran one like that. My model was the Caves of Chaos. So I dug up my pdf of B2: Keep on the Borderlands and ran it for her.

And I still can’t quite say she’s experienced a classic D&D dungeon. Not quite.

We played with 5e rules; could have done my old mish-mash of B/X and 2e, but we had 5e books at hand. She made a half-elf wizard with an entertainer background. Her character was headed to the borderlands to get a jump on his wizarding skills by searching for long-lost treasures of the ancient and wicked empire of Acheron (because yes, I’m totally up to stealing from R.E. Howard when asked to DM at a moment’s notice). Feel free to skip down to the end for my final thoughts if you want to avoid spoilders, because SPOILERS FOLLOW:

So with some favorite name-generators from the internet and a meh-quality pdf of the adventure pulled up on my laptop, I started her character off outside the keep. He was soon at the tavern (which I’d combined with the inn to make a single establishment called the Tipsy Cockatrice), negotiating a deal with the owner to perform in the evenings to defray some of the costs of room and board. He then wandered around the outer bailey, hearing about the strange monk (Gimha) and caravans that had gone missing, noticing the shops, and the temple to Astarte. At the fountain, he encountered a half-orc warrior whose sword bore marks of ancient Acheron.

Now, while I’m totally willing to forgive B2 its unnamed Castellan and innkeeper, because it’s easy enough for me to name them myself and give the keep the character I want it to have (in this case, a wee bit Howard’s Aquilonia), all the featureless +1 swords do start to get on my nerves pretty quickly.

So the sword I gave this half-orc warrior named Lagakh was fashioned from a variation of my old weeping iron. (This version was just like that except it was weeping steel because I’d forgotten which I’d called it originally.) Tindomé the half-elf wizard was intrigued and asked about it. Lagakh let on that she and a warlock had plundered a before-now-undiscovered ruin and found the blade there. Lagakh was now hurting for money because she’d spent her coin to refurbish the grip and scabbard, so she was willing to lead Tindomé to the ruin in exchange for half of whatever treasure they recovered, or 10 gp if there was no more treasure to be found.

While I was inventing an Acheronian enchanter named Ilerius whose mark was on the blade (but who probably hadn’t actually made it, because the blade didn’t have Ilerius’ trademark soul-stealing enchantments on it), I realized that I was inviting Tam’s character to go on adventure I didn’t have prepped. Now, coming up with a ruin that had a secret portion that Lagakh and her companion hadn’t found would have been easy enough, but the idea here was to introduce Tam to some classic dungeons. And I don’t think I’d ever run the Moathouse from Temple of Elemental Evil. Which was perfect; nearly two-thirds of the dungeon under the moathouse is separated from the rest by secret doors and it has its own exit to the outside world. So it was a piece of cake to say that Lareth the Beautiful was a priest of Apophis in league with the priestess running things in the Caves of Chaos. And because old-school D&D is so wonderfully simple and easy to run, it took me a half-hour to find my copy and prep it.

So Tindomé and Lagakh went to the ruins of the Moathouse, which I repurposed as a final-days-of-the-Empire Acheronian fort. That meant aging everything outside the secret area by about a thousand years, but that wasn’t a big deal. I got rid of the brigands, said Lagakh had already slain the spider, and left the snake in its room (which Tindomé and Lagakh choose to ignore). A very high roll on a history check revealed the secret door in the “Black Chamber” where the brigands were to have holed up. I also removed the zombies, ogre, and captives from the area in front of the secret portion.

The first inhabitants of the place encountered by Tindomé and Lagakh were the gnolls who were feeling ill-used. A reaction roll said they were wary, but considering their feelings on their situation and relationship with Lareth, they were hesitant to get into a fight. Tindomé said they were here to meet with “the New Master” (I forget how he came up in the conversation) and the gnolls, disappointed, pointed them to where the New Master could be found (and warned them about the trapped doors, though they did not explain how those traps worked). After wandering about for a bit and finding some orichalcum I’d placed in the mechanism of the trap, as well as the guards protecting the passage to Lareth’s quarters, they then found the secret exit. There they discovered a bit of a torn sack that had contained barley with a mark on it that made it likely it was from a missing caravan. One the way back, they discovered even more: one of the caravan’s wagons, abandoned with a broken axle and still holding four sacks of flour. They returned to the Keep with the sack and requested an audience with the Castellan.

What they got was an audience with the Bailiff of the Outer Bailey, Arus Dun. He brought in the Priestess of Astarte to discuss the situation. Arus pointed out that bandits raiding the caravans almost certainly had spies, probably at the Keep if not at the other end of the route. Tindomé mentioned that they’d walked in with Lagakh lugging the sack of flour over her shoulder; it was likely word of their find and what it meant were all of the Keep by now. He suggested they lock down the keep, do a quick census to see if anyone had fled, and then use Zone of Truth and his own Detect Thoughts to root out any spies.

This dragnet of course caught Gimha and his two acolytes. They nearly killed the Priestess of Astarte with a snake staff and multiple sacred flames, and did manage to kill a few guards and nearly Lagakh with Spiritual Guardians. Our heroes triumphed in the end, capturing one of the acolytes alive to rip his knowledge out with Detect Thoughts. A bit of Speak with the Dead filled in the holes.

Before they’d left for the Moathouse, Tindomé had spoken with Gimha who’d suggested they gather a party and travel to a series of caves used in the era of Acheron as cells for ascetic worshipers of Apophis famed for their powers of prophecy. Tindomé thought it was a splendid plan and agreed to go as soon as he and Lagakh got back from the Moathouse. Now they knew Gimha’s plan was to lure as many of the adventurers (especially the spell-slinging ones) away from the Keep and into an ambush. And that the Priestess of Apophis in the Caves of Chaos was all but ready to unleash her humanoid army on the Keep. Gimha didn’t know how they planned to succeed (it was with the help of summoned earth elementals) but knew the hour was fast approaching.

Tindomé finally got his audience with Castellan. He gave Tindomé and Lagakh some coin and an invisibility potion to scout out the caves. Which they did.

First, Tindomé had Lagakh help him disguise his scent. They avoided going in the caves of the cult (feeling too creeped out by the entrance), then did a pretty good job scouting through the orc and bugbear caves, a bit of the gnoll caves, and the goblin caves. They nearly got nabbed by the magic in the minotaur’s caves, never got past the door into the hobgoblin caves, and decided the owlbear and ogre didn’t need to be disturbed. They got caught in the orc’s net (and escaped with the help of a well-timed Unseen Servant) and then later fell into the kobolds’ pit trap. Another Unseen Servant “opened” the pit for them to crawl out, but there was a mob of kobolds there now, and through sheer numbers they put more than a few holes in poor Tindomé. He passed out, but Lagakh was able to carry him out and pour a healing potion down his throat.

The two then high-tailed it back to the Keep to make their report. The High Priestess of Astarte told them that the Priestess of Apophis was using an ancient altar upon which various humanoid chieftains had pledged not only their obedience to the cult of Apophis, but also that of their descendants. It was the great-great-great-great-so-many-greats-grandchildren of those long-ago chiefs who had brought their tribes to the Caves of Chaos so the cult of Apophis could capture the Keep.

Tindomé and Lagakh agreed to infiltrate the caves and desecrate the magic altar with holy water in hopes of breaking the hold of Apophis on the humanoids. An Adept of Astarte named Zaret went with them, and the Bailiff with some mounted archers went as well to supply a diversion.

T, L, and Z infiltrated the cult’s caves and, after nearly desecrating the wrong altar, got the job done and then ran like hell to escape the wrath of the cultists and their undead minions. The humanoids either started fleeing or turned on their erstwhile masters.

The Castellan is planning to hit the caves the next day. By then, most of the humanoids will have packed up and left. The cultists might still be there; I haven’t decided yet. Either way, most of the treasure will be gone.

END OF SPOILERS

Which brings up an interesting point about how EXP interacts with player choices. What T did was perfectly valid and effective in so far as foiling the plots of the cult. However, Tindomé liberated only 50 gp worth of treasure from the whole affair which he’ll have to split with Lagakh. If it wasn’t for rewards from the Keep folk, the entire affair would have been at a loss after you count in the used healing potions (worth 50 gp each themselves). By the time the soldiers sack the place, there’s barely going to be any treasure left to speak of that isn’t cursed. If we were playing by B/X rules, my wife’s character wouldn’t have earned enough EXP this way to get anywhere near 2nd level (and we started Tindomé off at 3rd since we were using 5e rules and she was playing solo).

GP-for-EXP certainly encourages more aggressive and mercenary play. Whether that’s a bug or a feature will really depend on what your goals are. I have to say that what happened certainly felt like something out of a Conan or a Thieves’ World story, so I’m pretty happy with what did happen, and my wife very much enjoyed herself. If we continue, I’ll probably send her Tindomé to the small farming hamlet of Orlane, a vital source of food for the Keep until they can get their own farms productive. Papers recovered from the cult will show that the servants of Apophis are making headway in their designs against the town, thanks to the aid of a mysterious personage called Explictica Defilus.

Thursday, May 24, 2018

Go and STAHP!

So, Mordenkainen’s Tome of Foes is, as I’m sure you’ve heard, like that Volo’s book but different. Where Volo’s was more “Who are the People in Your Neighborhood,” Mordenkainen’s is a 30,000-foot view of the default multi-dimensional politics of D&D. The first section is the Blood War.

Now, straight up, the Blood War is one of my least favorite bits from Planescape. It’s just not that terribly compelling to me. It’s an endless, eternal war with no real prospect for major movement, forget climax. The way it’s described in Mordenkainen's makes it clear that, should either side actually achieve any serious victory, it could very well cascade into a rolling series of conquests that result in the end of everything, everywhere.

This is perfect if your game is all about the PCs trying to prop up the status quo by running around putting out little fires. To me, it feels way too much like Joss Whedon stomping on your face with the “Reprise” episode of Angel forever. Anyone who scratches at it even a little will see the nihilism-filling under the candy shell. It’s the antithesis of everything in Rients’ Broodmother Sky Fortress. If your idea of a good time is unleashing the PCs on your poor, unsuspecting worlds and watching them actually change things and knock stuff over or build their own stuff, the Blood War could serve as the outer bounds of that sandbox, but it threatens to become a wet blanket to smother the whole thing.

Even worse, it takes WotC something like 2,000 words to basically say that the demons and devils are engaged in near-constant warfare on the banks of the river Styx, primarily where it flows into the first layer of the Hells. The war is trapped in a deadlock where vast hordes of ravening demons smash against the highly organized and disciplined defenses of the devils. Both sides scour the multiverse for a way to break the impasse, thus creating all manner of opportunities for PCs to thwart cults, treasure-hunters, etc.

That up there is less than 100 words and gives you just about everything in the 2,000 words from the book. Paying writers by the word is a sickness that needs to be stamped out.

Now, we do get some fun stuff on demonic and devilish cults, the big personalities of the Hells (which is new for 5e) and the Abyss (which is largely lifted from the Out of the Abyss adventure) as well as fun random tables for creating cults and the like. Lots of useful stuff here for DMs, especially if you’re running a sort of PC-Inquisitors-vs.-Cults-of-Evil campaign. There are ways to customize cambions based on who their otherworldly parent was. We also get some tiefling sub-races based on the heavy-hitters from the Hells. Alas, there’s nothing in there about Abyssal tieflings. Boo!

The section on elves is probably the most useful for players. It’s nearly 30 pages long and gives us what may be the most Tolkien-esque version of D&D elves to date. It’s laced through with that melancholy sense of doom, this time cast as family drama, with the elves eternally longing for the acknowledgement and acceptance of a father who never really wanted them and can’t set aside his jealousy long enough to forgive them for wanting something he had no interest in giving them or helping them acquire. (Seriously, everyone comes out of this looking like self-centered jerks.) We get a nice big elven pantheon, and then we get new elven subraces, including sea elves, shadar-kai, and yet another version of the eladrin (this one kinda being four sub-races in one, as your eladrin character can shift between four seasonal versions depending on their general mood that day).

This is followed by shorter sections on the dwarves (including the duergar subrace), the giths (including playable versions of both gith-kind and an excuse for gith of both kinds to cooperate temporarily), and finally a section on halflings and gnomes (including rules for the sverfneblin sub-race).

This stuff could be nifty-keen if:

  1. Your DM reads this stuff and agrees that it describes how it works in your campaign, and…
  2. Your players read this stuff and incorporate it into how they play their characters.


The shortest of these sections is 12 pages long. There was a time when I would have read these entries with the obsessive eye for detail of a medieval scholastic. But that was junior high, and I was weird. For most of us, we might incorporate some of the sub-races listed here, as well as some of the fun random tables. Otherwise, there’s a lot of stuff that you might read once and then promptly forget.

In spite of all that, if you’re a DM, you want this book. Why? Because it has some of the best monsters ever officially produced for the game. The very first monster, the allip, is what happens to a scholar who learns cursed knowledge. The only way to escape the curse is to basically infect another scholar with a manic episode in which they scribble out all manner of nonsense that also includes the secret that cursed you. Flip the page (past the Astral Dreadnaught) and you find the balhannoth, a teleporting tentacle monster that uses illusions of your deepest desire to lure you into its traps. There’s the boneclaw, the result of a botched attempt to transform into a lich and which bonds with someone with “an unusually hate-filled heart.” They might not even realize they now have a talon-fingered undead slave eager to fulfill their most blood-curdling revenge fantasies, resulting in all manner of Carrie-esque hijinks. The cadaver collector is an automaton that spears corpses on itself and then raises the spirits of those corpses as specters in combat, which alas is mildly overshadowed by the more versatile corpse flower which kills you before adding you to the flower-like arrangement of corpses in its tangles, which it later uses to power its magical abilities.

And that’s just the first handful of pages from the bestiary. It doesn’t include the various sorts of deathlock, warlocks who have gravely offended their patrons and paid the price, or the alkilith, demonic fungus that grows in broken windows and open doorways, transforming them into portals to the Abyss. We also get the duergar hammer and screamer, mining machines with punished duergar strapped inside, which feed on the pain of their tortured occupants. There are the very Harryhausen eidolons, guardian spirits that animate sacred statues. There are the elder elemental kaiju, and the trapped-in-armor elemental mamluk myrmidons. We get horror-movie-esque baddies like the giant nightwalker and the body-snatching oblex. We get wargamey ogre variants: battering-ram, bolt-launcher, and howdah. We get some interesting variations on old favorites. The retriever is now a drowish automaton that scours the Demonweb for demons to enslave. Grue are now a version of the star spawn, cthulhuish monsters analogous to demons or fey. The grey render is the very embodiment of Kiel’s “Good Boys.”

Alas, the failings of the first part of the book do intrude in the bestiary. This shows up most strongly in the devil and demon entries, most of which read like units for a wargame. Still, there’s a ton of fun stuff for DMs in the monster section. If you’re a player, you can probably give this book a pass, especially if your DM uses bespoke settings and will allow you to use the Unearthed Arcana versions of the sub-races in this book.


Tuesday, May 15, 2018

Down-time Ding!

I recently dropped GP-for-EXP in one of my 5e games. It works great until about level 5. At that point, on a 1-for-1 basis, it starts getting silly. 6th level requires 14,000 EXP. I was saying PCs get 1 EXP for each gold piece they spent, and they could spend it on anything they wished. Unfortunately, 14,000 gp is insane. That’s individual, not total, so if four players pooled that kind of cash (56,000 gp) they could buy two warships, five longships, 50 spyglasses, 140 warhorses, 280 elephants, 1,000 camels, or 746 hand crossbows. Which would be great if the PCs were trying to start the world’s biggest circus or bankroll a small war. But keep in mind that this is only going from 5th to 6th level. Each character going from 9th to 10th level would need to spend 64,000 EXP, so its more than each of the things listed above before they’d pool their money.

Now, it’s entirely possible to organize a game to work with these sorts of numbers. According to the DMG, 5th through 10th level play is described as “Heroes of the Realm” tier play, so you could totally have the PCs involved in political shenanigans that would warrant those sorts of expenses: outfitting mercenary forces to supplement their liege lord’s border defenses against a rampaging orc horde, for instance, or an expeditionary force to a distant and exotic locale. From 11th to 16th level (“Masters of the Realm”) the PCs could be funding their own colonies on the edge of the wilderness old-school style and paying the upkeep on their own personal armies. And that’s a fun way to play, and fit our expectations of the game back in ‘80s. So yes, I think 1 EXP earned for each gold piece spent can work. But it does require the campaign to scale up sharply as the PCs level up.

Unfortunately, the campaign in question was a far more intimate thing, dealing with the politicking of neighborhoods and guilds. Granted, this was in a massive city, and reading about the history of the Roman Republic (Amazon Associates link) has given me some ideas on how the gold could have been spent to further that sort of play. In fact, studying this more closely I’m now kinda jonesing to run a game with that sort of structure. But that’s not how things were set up for this particular campaign, or how we’ve been playing the game. So it’s gone off the rails and I now reward levels on a completely subjective basis.

So yeah: new ideas for a new campaign. What’s new, right? 😉 But alternatively, I’ve also been tinkering with an alternative leveling-up system that would keep things on the small and intimate side. This system would allow the PCs to level up whenever they wanted (and could afford) to take the time. It would work like this:

Whenever the players wanted to level up their PCs, the PCs would have to spend at least one week preparing for and then actively studying/praying/communing with totems/etc. They would need to spend their normal costs-of-living amounts (bottom of page 157 in the PHB) plus 20 gp per level they wished to attain (so 100 gp to go from 4th to 5th level) per week. At the end of that week the player would roll a d20. If they rolled 20 or higher, the character leveled up.
If this isn’t the first time they’d spent a week trying to gain this level, they get to add +1 to the roll. For each two contiguous weeks they spend, they add another +1 (so spending four weeks in a row to gain a level gets you +2 on the roll). They might also get additional bonuses for having a mentor who is at least the level they wish to attain, special materials or the like.

Players can attempt to level-up their characters anytime they have the cash and time to do so. However, they must be in a relatively safe and civilized place, somewhere where they are not actively adventuring or traveling. Small, short events don't interrupt this training (getting mugged, attending a ball, rescuing kittens from trees), but being forced to travel more than six miles in a single day or spend most of a day in life-or-death situations (that isn't the training) will ruin it. Also, each week must be seven contiguous days of studying; it can't be broken up. Once the have leveled up, they can’t do so again for at least twelve weeks.

This sort of scheme absolutely demands down-time. If you run the sort of campaign where it’s a cliffhanger every week and players hop from crises-to-crises, this ain’t the leveling-up system for you. However, if you love slice-of-life sort of play, where you can actually delve into what else is happening during that down time (politics at the cleric’s temple, rivalries with warlock’s patron’s other warlocks, etc.) you can have a lot of fun with this sort of thing. If you want to slow things down and enjoy the scenery more, this is probably a good fit for your campaign.

The big caveat here, however, is with the random rolling it’s entirely possible you’ll end up with characters spread across levels, with high-rollers two or three or more levels advanced from the unlucky. You can absolutely weight things for those who’ve rolled poorly by offering them resources to help out. It might also make sense to extend the length of time that has to pass between a successful leveling-up and the next attempt in order to slow down the lucky. Or you can dictate that a character automatically succeeds if another PC is at least two levels higher than them.

Friday, March 09, 2018

10 More Things

I’ve done this before but I’m happy to do it again. Besides, that was a number of campaigns ago.

The new campaign is called Ravished and Conquered Kingdoms. (Yes, the acronym is totally on purpose.) The elevator speech is:

There was a golden age when the arcane arts rose to such heights that everyone enjoyed lives of ease and luxury, their every whim catered to by magical constructs and enslaved magical beings. When those arts were repurposed for internecine war, the world was warped and nature corrupted. Now, the safest places to live are pockets carved out of the madness by genie folk and demons. Mortals must bow to their new overlords or scratch out an impoverished existence under constant threat by the sequela of the Wizards’ War.
As per Mr. Chenier's request, here are 10 Random Facts (that make the Ravished and Conquered Kingdoms setting totally unique):

The Stone Worm: during the Wizads’ War, the Stone Worm was the most powerful and infamous of the siege beasts. It was a magically mutated purple worm over 15 miles long and a mile wide. It was able to swallow entire villages whole and devastate armies. Romantic legend says an enslaved medusa defeated the Stone Worm by petrifying it with her gaze, risking her life to save her lover.

Those wise in the anatomy of both medusae and purple worms doubt the veracity of the popular legend. What is beyond dispute is that the Stone Worm was, in fact, turned to stone. The petrified guts of the worm now serve as passages beneath the massive chain of mountains known as the Pillars of the Sky. A cabal of dao princes claim most of the Stone Worm as their domain and use an army of enslaved dwarves to mine gems and precious metals from the beast. They’ve carved an entire city out of the upper portion, now inhabited by humans and the ogres the dao use to control their slaves. The lower portions of the worm serve as a crossroads for underground races, and it’s not unusual to find duergar, svirfneblin, and drow merchants trading the riches of the deepest parts of the world for resources from the surface. The tunnels the worm was eating out have been expanded as well, allowing for passage beneath the Pillars to the jungle empire of Asurali beyond.

Asurali: this realm of thick jungles is ruled by rakshasas and populated by humans, orcs, and goblins. While the maharaja of the port city of Kanlas is thought to be the richest person in the world, he is not the most powerful rakshasa in Asurali; that distinction goes to the mysterious emperor of Asurali, Asurak. Asurak is said to be a nine-headed rakshasa who rules from a mysterious palace hidden deep in the jungles. Some claim Asurak doesn’t really exist and is instead used as a focus for the anger of the peoples abused by the tyrannical rule of the rakshasa.

Cults of Juiblex: the land now covered by the Fungal Forest was once fertile fields that were the breadbasket for the world. The massive fungus, smuts, and molds that make up the forest constantly fill the air with spores that have strange and sometimes lethal effects on those who breath them. The Fungal Forest hosts an ongoing war between the cults of Juiblex and the cults of Zuggtmoy. The cults of Juiblex currently have the upper hand thanks to two innovations. The first is a suit of living slime that coats the wearer entirely and does a far better job of protecting them against the spores than the bulky protective gear worn by most others. The Juiblex cultists also mastered a spell that allows them to implant deadly slimes and puddings inside their agents. Should those agents be found out or turn traitor, the implanted slime or pudding is released, quickly devouring the agent from the inside out.

Speedy Sebat: the ruling genie-folk often use flying ships to travel over the magically ravaged lands. Among the fastest is the airship Sebat. Unlike most airships, Sebat is actually a giant magnolia tree, its woven roots forming the hull of the teardrop-shaped ship. Sebat’s dryad is a concubine of the ship’s owner, the dao prince Rashdan ibn Qabis.

Inhuman Justice: Rashdan’s father, Qabis ibn Rachim, is one of the nine archons who rule Hesep, perhaps the largest city in the world. Qabis considers himself a philosopher prince and his bailiwick in the city’s government is justice. While humans make up most of the nearly one million living inhabitants of Hesep, they have almost no part to play in its justice system. The rule of law is enforced by an army of hobgoblin mamluks loyal to Qabis. Judgement is passed down by altered spectators, the hideous beholder-kin a dangerous vestige of the Wizards’ War repurposed for service as impartial and incorruptible judges. The spectator judges are overseen by an androsphinx who serves as chief justice for the city-state. Qabis himself does not act as a judge himself, but spends his time tweaking the system of justice he’s created, studying old scrolls of philosophy, and partaking in the domestic joys of his extensive harem.

There Used to be Two Moons: before the Wizards’ War, there was a larger, green moon sister to the silver moon that still remains. The Wizards’ War was nearly won by a woman who called herself Moonglory. Her nastiest secret was a spell that allowed her to break the enchantments that enslaved genies, demons, and other creatures to the wills of her enemies. She was frequently hailed as a champion of the oppressed (though others contend that reputation was not deserved and she only fostered it for her own self-serving ends). When it was discovered that much of Moonglory’s magic was powered by the green moon, a cabal of her enemies performed an unprecedented ritual to destroy it. Moonglory was slain shortly afterwards. Today, all that remains of the green moon is a band of emerald dust arching across the night sky. The world’s calendar counts from the day the green moon was destroyed, the current year being 182 After Moon (AM).

The Dry Land: Near the end of the Siege of Port Entldon, terrible magics were unleashed that boiled away part of the sea and lifted the seabed. The combined magics pushed the shoreline 42 miles away from the port, exposing vast tracts of the seabed to the open air and destroying the merfolk city of Triaina. It’s said the stench ended the siege as much as the sudden loss of the port city’s strategic importance. The commanders of both sides involved went to their graves blaming the other for the tragedy. The major terrain feature of the Dry Land is a maze of dead coral that had once been an extensive reef.

The Ravenous Furze:
This is a giant forest-hedge of brambles. Tunnels, both natural and shaped, are the only way through it. It’s said that the Furze hungers for the flesh and blood of living creatures. What is known is that the brambles are spreading in all directions at the rate of a foot a year.

Swordsfall: during the Wizards’ War, the city of Tumpult was bombarded by a rain of giant glass-steel swords. Most of those swords shattered on impact, seeding the land with glass-steel shards and making it impossible to cultivate. Some of those giant swords still tower over the ruins.

I Love You (in Chains): among genie-kind, marriage is a matter of politics, used to build alliances, cement treaties, and create bonds and lines of communication between the powerful elementals. Love has no place in marriage. If you love someone, you kidnap them and make them a concubine (or concubinus if the kidnapee is male) in your harem. Genie culture is full of ballads, plays, and poems celebrating famous couples who forged their relationship via the tradition of kidnapping. Some of the most famous involve cat-and-mouse games of mutual attraction, with both seeking to gain the upper hand over, and the enslavement of, the other.

The Incredibly Talented K Yani is Doing Maps for Me:
and not only do they look amazing, they've also been the source of all sorts of new coolness, including the above-mentioned Swordsfall.





Tuesday, January 23, 2018

Creepiest Spells in 5e D&D

I’ve grinched before about the lack of magic in 5e’s magic system. The spells themselves blow hot-and-cold. Too many simply do damage with only the thinnest veneer of flavor or, a favorite trick of 5e’s, do damage and have a secondary mechanical effect; Guiding Bolt, for instance, which does damage and gives the next attack on the target advantage.

But then you’ve got gems like Hunger of Hadar or Crown of Madness which are full of creepy atmosphere. In Hunger’s case it’s largely cosmetic (at the end of the day it’s largely just plopping dangerous terrain that is impossible to see through, another favorite trick of 5e’s).

While none of these rise to the level of Raggian twistedness, there are still times when a little extra creepiness fits the tone of an encounter or an adventure. Collected here are the spells I consider the creepiest from 5e.

Do note that this is a very personal list. It’s based on my own preferences and on how I normally see D&D run. For instance, flame spells ought to be horrifying. Even the lowly Flaming Hands spell is, in effect, getting hit in the face with a flamethrower. But burns in D&D land don’t work like burns in the real world, to the point that meeting someone who’s actually badly scarred from getting 3rd degree burns just yanks you out of story; burns don’t cause permanent scarring in D&D, certainly not if they’re healed via magic. No matter how many times the red dragon breathes on you, an eight-hour nap is all it takes to shake off the worst effects.

Likewise, just doing necrotic damage isn’t enough to warrant a spot on this list. Nor is acid or poison damage, as horrifying as that ought to be. Repeatedly going to those wells has reduced all of that to mere lost hit points, easily regained.

I’m also ignoring charm spells for the most part. Sure, those are creepy if you really think about it, but most players don’t when they’re at the table. They’re difficult to adjudicate and their potential for creating drama at the table (rather than in the world) is high, so they deserve their own discussion.

Still, that does leave us with a number of spells creepy enough to fit an already disturbing atmosphere you may be trying to maintain and deepen. Let’s take a look:

CANTRIPS

You’re going to be seeing numerous mentions of Xanathar’s Guide to Everything because that book punches above its weight when it comes to atmospheric spells. Among them is the cantrip Infestation. Yeah, mechanically, it’s just some poison damage and a forced move (that doesn’t provoke opportunity attacks), but if you’ve already talked up all the creepy-crawlies in the dungeon, this one is sure to get a reaction from bug-phobic players.

1st LEVEL

Armor of Agathys and Hellish Rebuke both have a nice write-up and both fall into the school of stop-hitting-yourself spells. I’ll admit, the write-ups for these spells are ok but not terribly creepy; they’re mostly on this list for their power to make players stop and re-evaluate their tactics which, I think, magnifies their otherwise meh-level creepiness.

Crown of Madness goes beyond most charm spells. It’s not just mucking about with someone’s impressions, but full on, “You are my puppet! Now kill your friends!” The FX are just icing on the cake. If the barbarian fails his save on this one, sure, he won’t be raging, but the rest of the party will radically shift their priorities until this is no longer an issue.

2nd LEVEL

Not much here. Melf’s Acid Arrow ought to be spooky, but it’s just more damage of the acid type rather than, “ARRRRGH! It’s burning through my face!”

3rd LEVEL

Hunger of Hadar combines blindness (even for those pesky races with darkvision), difficult terrain, and nasty damage with some excellent FX. Even more effective if you add some panic by telling players they have no idea where the edge of the Hunger is, and they blindly stumble about trying to escape.

4th LEVEL

Blight is mostly here for its ability to kill plants. It’s a straight up “Look how toxic I am!” thing that makes the practical application also the cool FX.

5th LEVEL

Cloudkill is on the list because it invokes the horrors of mustard gas and the first World War. It’s the spell to use if you want your bad guys to prove just how vile they are by turning it on entire villages or mobs of protesters or the like.

Contact Other Plane
is a classic, and probably the only spell in D&D that reminds players that magic is something mysterious and dangerous. Really wish the game had more like it.

Danse Macabre and Negative Energy Flood are both from Xanathar’s and both here because they create undead. Negative Energy Flood is slightly creepier in my book because it animates PCs killed by the spell, pre-empting attempts to bring them back from the dead.

6th LEVEL

Create Undead does exactly what it says on the tin. That’s always great if you play it up right.

I love how Flesh to Stone in 5e is a slow, creeping process. Sure, it means you’re more likely to save out of the effect, but it’s also got this great, gradual body-horror thing going on that it didn’t have before.

Soul Cage
is from Xanathar’s and is another lovely baddie spell, allowing you to not just steal a soul (and possibly pre-empt resurrection) but then torture that soul in multiple useful ways. All your darkest baddies should have a soul in their pocket for use with this spell. Preferably the soul is connected in some way to the PCs.


7th LEVEL

Finger of Death is here because it turns those it slays into undead. That’s always a fun, creepy trick to pull on your PCs. Power Word Pain is all about the FX; be sure to cast it on the character of the hammiest player in your group, who will delight in acting out just how their character reacts to its tortures.


8th LEVEL


Like Hunger of Hadar, Maddening Darkness blinds even those elves and half-orcs and the like who have darkvision. Alas, it doesn’t actually cause madness, and for that it nearly got dropped from this list.

Abi-Dalzim’s Horrid Wilting, from Xanathar’s, is Blight turned up to 11. The FX on this one is to kill every non-creature plant in a 30’ cube, and that’s on top of whatever other damage you do to creatures. Again, the message is that whoever casts it is toxic as hell and doesn’t give a damn about collateral damage.


9th LEVEL

Xanathar’s Psychic Scream literally makes people’s heads explode. What’s not to love?

Weird probably works best for smaller, more intimate games, where you spend a lot of time in the heads of the PCs. You can have a lot of fun forcing the PCs to confront their deepest fears with this one.

So that’s my list of creepiest spells in D&D. It’s pulled almost exclusively from the warlock and wizard list, so I may have missed some gems from the druid and cleric lists. Let me know which I missed, please.

Painting by Pieter Claesz. Not sure who took the gas mask photo.

Wednesday, November 22, 2017

A Critique of Xanathar's Guide to Everything

I think I want to like Xanathar’s Guide to Everything more than I do.

This is not to say it’s a bad book, and I suspect it will become the de facto PHB-part-two everyone thinks it is. But it also is certainly not a replacement for the PHB, nor do I think the options in it will eclipse those in the PHB. (Having said that, I’m not a min-maxer and my last dedicated min-maxer left my games months ago. So there may be opportunities/abuses I’m missing in my blissful ignorance. Still, I doubt there’s anything here that’s going to topple the Druid from its top spot.)

What you, DM or player, will get this book for are the evocative sub-classes. That said, the format shockingly reveals just how paltry a sub-class is. Shorn of the rest of the class info, each sub-class fills about a page, art and descriptive fluff included. You get four or five “features” every handful of levels. Exactly how much that’s going to impact your game depends on how you play. The Rogue, for instance, doesn’t get another sub-class feature after 3rd level until 9th. If most of your play takes place in the traditional sweet spot of 4th through 12th level, those features you get at 3rd pretty much define your archetype for the duration of the campaign. Exactly how useful those are completely depends on the sort of campaign you’re playing in. For instance, the Swashbuckler gets to use their sneak attack bonus damage if “you are within 5 feet of [your target], no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll.” In my games, having nobody else within 5 feet isn’t going to happen all that often.

Some of the features are even more situational. Also for Rogues is the Inquisitive, an option probably not worth pursuing unless you were able to give yourself a very good Wisdom score (and you’ll probably want a high Intelligence as well). Insight and Investigation checks are central to a lot of what the Inquisitive can do (even dictating when the Inquisitive can get their sneak-attack bonus damage, a la the Robert Downey Jr. Sherlock Holmes), but the Inquisitive doesn’t get any bonuses to those checks until 9th level.

The Monk’s Drunken Master sub-class is likely to prove divisive. How useful is it to you to wed a Disengage and an extra 10 feet of movement to your Flurry of Blows? At 6th level, the Drunken Master can redirect missed attacks at another attacker within 5 feet; clearly, the Drunken Master and Swashbuckler do not belong in the same campaign.

I love the flavor of these things. Hitting your foe’s friends with their own attacks is fun and not mechanically cumbersome. The idea of a non-magical detective skilled at penetrating lies is appealing. But even more than the options in the PHB, the sub-classes in Xanathar’s are more matters of setting and DM style than preference. Since I do combat via theater-of-the-mind, little adjustments to positioning are less likely to be useful to you. On the other hand, the new Grave Domain for Clerics is something my campaigns have needed for a while now. You’re going to want to talk to your DM about the sort of campaign they’re running before you pick most of these. As a DM, you’ll want to get out ahead of your players by stating the sort of campaign you have in mind and which sub-classes are not suitable for it.

There are some fun build-a-background life-path tables. These include things like tables for why you became whatever class your PC is. The results are purely cosmetic and I’m more likely to come up with this sort of stuff on my own, but for those who love tables, you get lots!

After that is a grab-bag of stuff in a chapter titled “Dungeon Master’s Tools.” Much is the sort of thing you could easily handle with a ruling: sleeping in armor, how to wake someone, tying knots, how to tell if someone is casting a spell, that sort of thing. There’s a long section on tool use that tries to rescue tool proficiencies from obscurity and disuse; I’m not sure how effective it will be, but it’s an interesting read and I think players would do well to peruse it if they have a character with a tool proficiency.

For those who’ve been busting their brains trying to build encounters with the guidelines in the DMG and the CR scores, there’s some handy cheat-sheets for using multiple monsters and mixed-CR monsters. Helpful, if that’s your bag; otherwise, I think six months experience as a DM will take you farther in terms of building “fair” encounters.

“Traps Revisited” is a huge improvement on the outlines for traps in the DMG. It puts a bit too much focus on skill checks for overcoming them, but does (if a bit dismissively) at least nod towards disabling traps with clever thinking. If you’ve been treating traps like Old School puzzles, this won’t convince you to do otherwise. For everyone else, this will make traps a lot more entertaining at the table.

The downtime section is nice. It includes carousing tables! Not nearly as fun as Jeff’s, and the only benefit is making social connections. Still, social connections are damned useful in some campaigns. The downtime section also includes rules for buying and selling magic items. The assumption is still that you can’t just go down to the local shop to buy them off-the-shelf (unless you’re talking healing potions or scrolls, both of which have rules for manufacture in the downtime section). Buying and selling magic items is a long, drawn-out process that involves spending 100 gp per week in your search. The time and money spent improve the roll you get on a random table to see what’s actually available. PCs can seek specific items, but that just raises the difficulty of finding anything. PCs could potentially spend thousands of gold and months of time only to come up with nothing, or, if the DM uses the complications table, something that’s cursed or draws the wrong sort of attention. It’s a system that’s both flavorful and easily handled via email between sessions.

Downtime can also involve rivals, people who live to make the lives of the PCs more difficult. The idea appears to be to create a sense of a living world by putting a face to the problems the PCs might encounter during their downtime activities. The idea has some potential but it’s not the sort of thing you want to toss in the path of murder-hobos.

There’s a collection of “common” magic items, most of which have only cosmetic abilities. I think the designers sold unbreakable arrows short; using them to block doors and the like seems like a pretty potent ability. Otherwise, most of the entries are cute (a cloak that billows on command, armor that smokes ominously) but hard to take seriously.

Then we get the spells. There’s a fair number of them, but most fall into the does-damage-and-something-else category. Damage-plus-potential-blindness has a few entries, there’s one damage-plus-heals-the-caster, and lots of damage-plus-move-the-target-around spells. There are some deliciously atmospheric ones, like a spell that does damage plus kills all non-magical and non-creature plants in a 30-foot cube, a spell that allows you to give your hit points to others (or, more appropriately, take their damage onto yourself), a darkness-plus-gibbering-that-causes-psychic damage, and both water and acid versions of fireball. Some old favorites also return, like mud-to-stone/stone-to-mud and homunculus. There are also a handful of spells for summoning devils and demons that villains will get great use out of and require material components that could potentially tip off PCs before the spells are cast.

We also get the just odd and disappointing. For instance, apparently couples who get a real cleric to perform the ceremony get an AC bonus for their first week of married life. I can understand the type of thinking that went into insisting that something like a wedding needed to include a mechanically significant combat component, and that sort of thinking makes me cringe. Even then, a +2 to AC feels kinda lame, especially when you compare it to the wedding magic from Krull. Weddings are once-in-a-lifetime affairs (especially fantasy versions of them). If you’re going to give them a magical effect, make it truly momentous!

Finally, we get the appendices. These start with suggestions on how to organize a campaign in which the DM duties are shared, whether that’s just friends taking turns in a private campaign or a wide-flung thing like Flailsnails.

After that comes 17 pages of names, arranged in tables you can roll on. First we get one for each of the PC races listed in the PHB (but not from the Volo’s book). Then we get numerous real-world cultures, ranging from ancient Egypt and the Celts to a mix of modern and medieval German and French and English. The range is incredible, including Polynesian, Hindu, Norse, and Mesoamerican.

I would have given my eyeteeth for lists like these back in the ‘90s. Today, however, I have the internet, with resources like behindthename.com that not only gives me more cultures to pick from but also tells me the meaning of the names. Add in the quality random generators available online as well and these tables really only become useful when I’m trying to game on a campout or the like.

The stuff I like, I really like: some of the spells, some of the subclasses, mostly. Most of the rest is forgettable. If 5e is your first RPG, you’ll find a lot here to expand and improve your game. Otherwise, you’ll find some nice tidbits. I will get use of the expanded spell lists. I think I’ll get use from the additional subclasses. All in all, I give Xanathar’s Guide a prospective B- and that’s contingent on the sub-classes proving as useful and popular as I think they will. If it turns out I’m only using a dozen or so of the spells, that grade could drop into the C range.

UPDATE: a very different take can be found here:
To put that another way, the first six subclasses seem determined to explode pre-conceived notions of what D&D is about, and that is all I can really want from a book that is pointedly not titled Player’s Handbook II.

Saturday, September 02, 2017

5ogues

I recently had a chat with a friend who’s running 5e for the first time after pretty much sticking with 2e since the ‘90s. One of his players was playing a rogue, and he wasn’t sure what made that class unique in 5e.

Confusion is understandable, because in many ways, the 5e rogue is the antithesis of the 2e thief. 2e’s thief was often found far ahead of the party, using their stealth and trap-detection abilities to scout out what was around the corner or further down the corridor (or listening to discern what was on the other side of the door) before reporting back to the rest of the group. In a fight, they were either a bodyguard for the magic-user or were sneaking around the edge of the fight, looking to get in a backstab on the enemy spell-slingers, snag the Magoffin, or unleash a nasty alpha-strike on a boss monster. After unleashing their backstab, however, they were a second-rate fighter-type with poor hit points and inadequate armor; they primarily survived because, after unleashing the back-stab, they were not much of a threat to anyone.

Most of the special abilities of the 2e thief are now possible by anyone. Listening at doors is a Perception check; the cleric is likely to be really good at it due to their high Wisdom. Ditto searching for traps. There are a few backgrounds (including Urchin) that grant proficiency with thieves’ tools. Stealth is now something anyone with high Dexterity (and less-than-heavy armor) can pull off, so there’s no reason for the rogue to risk going alone to scout.

In fact, the last thing the 5e rogue wants to do is be caught out by themselves. Their back-stab ability can be invoked anytime they’ve either got advantage or their target has another foe in melee range. So what the 5e rogue really wants to do is back-up frontline fighters and clerics. And they’re really good at this because their Cunning Action ability allows them to get extra movement, or attack and then disengage safely the same round.

This means the 5e rogue makes a great mobile reserve. They can move in against a foe already engaged to ensure flanking bonus or just to deal out extra damage. Or they can rush in to support a character who’s hard-pressed by the enemy. They can support a cleric who needs to take a round to cast healing spells rather than fight.

They could use that extra movement to harass enemy spell-slingers or snag Magoffins, but they’re far less effective combatants when they can’t use their sneak-attack bonus damage. (Besides, the barbarian and druid are both much better at the deep-penetration of the enemy backfield.) They can put together some powerful synergies, for instance by fighting alongside a druid transformed into a wolf (who gains advantage thanks to Pack Tactics), a paladin with Aura of Protection, or a fighter with Commander’s Strike or Rally. And at mid-level, a rogue is able to stay in the fight longer thanks to Uncanny Dodge and Evasion.

5e’s rogue is not the antisocial loner 2e’s thief was. They’re a support-class, rather like the cleric and the bard, but unlike those, they don’t buff their allies but rather get buffed by being close to their allies. A 5e rogue should buddy-up with a character who’s either putting out a lot of damage or can create synergies with the rogue’s sneak-attack bonus damage. And they should stay mobile throughout the fight, ready to hop over to another part of the battlefield to aid someone else.

Outside of fights, they’ll probably find use for their thieves’ tools, but they might not be the only one who’s got them, nor are they necessarily the best at sneaking or perceiving dangers. This does allow the rogue to be much more flexible, concentrating on any holes the party has in their skills. This can be especially useful in a party that doesn’t include a bard.

Tuesday, March 07, 2017

What the Heck is That?!?

I haven't found any solid rules in 5e D&D for adjudicating Nature and Arcana checks to learn more about monsters. My players (who for whatever reason haven't all run out and purchased a copy of the MM and memorized its contents; I suspect "not being a teenager" to be high on the list of reasons ;) ) ask for these rolls a lot. I certainly don't mind; part of playing under the philosophy that "it's not the DM's job to balance the encounters; it's the players' job to unbalance the encounters in their favor" is giving the players enough information to make intelligent decisions about which encounters they want to tackle and how.

So that means, whenever they encounter an unusual critter, they'll ask what they know about it and I'll ask for either a Nature or Arcana check. Which do I ask for? Arcana for the following creature types:


  • Aberrations
  • Celestials
  • Constructs
  • Elementals
  • Fey
  • Fiends
  • Monstrosities
  • Undead


All the rest us Nature checks; I'll take the highest of either Nature or Arcana for dragons.

So the players roll their dice (usually they all do this) and I start with the second-highest roll ("Ok, the bard knows blah-blah-blah...") and then move to the highest ("... and the wizard can also tell you blah-blah-blah.")

So what do I tell them?

On a roll up to 9:
I tell them they don't know much. I tell them maybe what the thing eats, and a rumor (that I openly label as such) that might be true and says more about the setting than the monster ("The shepherds down by Greenford have trouble with these things coming out of the forest and swiping sheep every three or so years.") and may or may not be true.

(In general, whenever the players make a knowledge check, I tell them something no matter how badly they roll, even if it's not immediately useful.)

10-14:
Either an immunity or resistance, or one major attack or defense the creature has. If it has a defining characteristic (like a displacer beast's illusionary positioning) they'll get that instead.

15-20:
All immunities, resistances, and vulnerabilities, plus one major attack or defense, and any not-obvious forms of locomotion. If they ask, I might tell them about senses, but not give ranges, as well as relative speeds (faster/slower than you).

21-25:
All-of-the-above, plus highest and lowest stats, all senses and their ranges, plus their speeds.

25+:
Pretty much anything they want to know. If they roll above 30, I'm just handing them the book to peruse.

Tuesday, December 06, 2016

Two Years of A5t!

So 5e’s been out for a few years now, two this January to be exact (counting the DMG), and it’s finally been graced with its own general-purpose rules addition in Volo’s Guide to Monsters. (I’m not counting Sword Coast because it’s very setting-specific and, frankly, appears to go largely overlooked, at least in my neck of the woods.) Now seems to be a good time to look back at the evolution of the art of 5e’s hardbacks.

The first thing that’s obviously different is the utter disappearance of the Robert-Howard-esque, checklist multi-culturalism that was everywhere in the PHB and largely gone by the DMG. It’s still gone. Instead, D&D art direction appears to have fully embraced the post LotR-movies “generic gamest fantasy” trappings you see just about everywhere these days. We’re a far cry from the Dungeonpunk look of 3e; weapons are armor look serviceable and realistic (except for dwarven armor which apparently revolves around sculptural paldron ornaments). The clothing and gear looks worn, sometimes even stained or tattered around hems. The further you get from the PHB, the more careworn the look and feel is. Also, the more practical it looks, with pockets, pouches, straps and hanging gear, without going full Wayne-Reynolds-kitchen-sink, and certainly not like the pants-made-of-belts Dungeonpunk of 3e.

Still, we’re not seeing a resurgence of ‘80’s you-are-there, either. What we’ve got now is a very digital look with a soft focus and lots of color effects, clearly inspired by Frazetta but with the heroics tamed down. The proportions are strictly human, the heroics more Aragron-with-his-feet-planted-on-the-earth than Legolas-leaping-through-the-air. It’s kinda reminiscent of the reskinned 2e with Jane and Bob from accounting, but instead of a near-photorealistic painting of them in their late-‘90’s renfest garb, the wardrobe’s up to Weta Workshop standards now.

Nor are we seeing the WoW-inspired, ultra-cool of 4e. The palette is muted, almost muddied to the point of ‘90’s-era computer games like Morrowind or Quake. There’s lots of browns, umbers, and sienna with very little crimson or royal blue. When we get bold, brilliant colors, they’re atmospheric effects like lava, or a magical effect inspired by a monster, and almost never on a PC.



In short, the WotC focus has moved from who you are and what you’re doing and into concept-art style moods. The wall-of-action is gone; in its place are almost contemplative scenes that promise that action is imminent, but not happening just right now. Unfortunately, the moods tend to be things that art conveys very clearly, but can be more of a challenge in an RPG. The eminent attack of this giant is neat, but PCs rarely wait around for the monster to strike, not when there are buffs to cast, weapons to poison, and plans to make.

The other very common piece of art is the head-shot and full-body portrait, very reminiscent of stuff we’ve seen Paizo do for their adventures. Unfortunately, while this sort of thing ought to be extremely useful to DMs running adventures, my own experience with the art has been very hit-and-miss. It’s pretty rare that I see one of these pics and get a good sense of personality. These portraits rarely tell me anything useful about the people they represent. The most interesting thing about the headshot of Out of the Abyss’ Sarith are the bright orange spots that blatantly give away the most interesting thing about him.

The end result is art that feels like it’s attempting to justify its inclusion through utility, attempting to be informative and inspiring, but stumbling due to the traditional limits and expectations of RPG art. NPC portraits should come on sheets that can be handed to the players, with ample space for the players to jot notes on. Mood pieces should accompany tools and tips for DMs to create and maintain that mood to useful effect at the table.

On the one hand, I appreciate this respect for the consumer. The art’s not there just to be pretty, it’s not there just because there needs to be art, the art is actively trying to make my game better. On the other hand, I think WotC needs to be even more experimental, or, at the very least, pay attention to the experiments of others. Why are the end papers in their books still blank? Why don’t their full-color illustrations have the vibrancy and life and character of their sketchy line-art? Where are the visual puzzles? Where are the hand-outs of items and locations that contain visual clues for the players to pick up on?

All-in-all, I’m finding 5e’s art to be ok. Not great, but not off-putting either. It’s just kinda there. I don’t mean to be damning with faint praise, but yeah, it doesn’t really inspire or excite me. I won’t be rushing out to purchase poster-sized versions of any of it. On the other hand, I don’t feel like I’m having to fight against it, either, which is a step in the right direction for me.



Sunday, November 13, 2016

D&D is a Transhuman RPG?

I was contemplating the realities of 5e D&D (the setting the rules assume/create) when I realized that D&D takes place in a transhuman setting. Notice the similarities:


  • There are superhuman abilities all over the place! Lots of common folk can do things like see in the dark or cast simple cantrips, or even higher-level spells like hellish rebuke, even before you start discussing class levels.
  •  Death is reversible. In 5th edition, a 5th level cleric can revivify a corpse if they’ve died within the last minute. This very much looks like tech medical researchers are perfecting even now. Many common folk have natural lifespans measured in centuries.
  • Enhanced reality and magical make-up! Lots of normal folk can toss around cantrips like thaumaturgy before you even start talking about class levels. High elves have access to the entire wizard list of cantrips, and these include things like lesser illusion, mage hand, and mending. A single 3rd level cleric can light every street-corner in town (given enough time) with continual flame.
  • Mind hacking is a thing. While friends and charm aren’t the spells they used to be, crown of madness and dominate person allow you to adjust a person’s behavior in real time, while suggestion, geas, and modify memory can distort or even reshape a personality.


And keep in mind, everything I’ve discussed above is available to characters below 10th level of ability. Modify memory and geas are 5th level spells, available to 9th-level wizards. I haven’t gotten into the really reality-bending stuff like teleportation circles, control weather, earthquake, true polymorph, or wish.

However, as in cyberpunk, the future is unevenly distributed. High elves are the big winners, having universal access to wizard cantrips and the longest life spans. Poor humans are at the bottom of the stack, though they do appear to have improved facility towards learning and personal development.

Just how uneven the distribution is depends on your campaign. 5e doesn’t assume, the way 3e did, what sort of campaign you’re running. If you decide that most priests can’t even manage a cantrip, then even kings might not have access to revivify. However, in most campaigns I’ve seen, almost every village has someone capable of casting at least lesser restoration, meaning they’ve got a 3rd level cleric or druid around. The rules for the teleportation circle spell state that “[m]any major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines.” The DMG walks this back a bit, but there’s a strong implication that 9th-level wizards and sorcerers are thick enough on the ground to make these things useful to commercial and religious institutions (who usually don’t create wizards as part of their regular activities). Keep in mind, it takes a year of casting and over 18k gp (assuming a 365-day year) to create just one circle AND you need a 9th-level wizard or sorcerer at the other end, where people will be teleporting from. This isn’t the sort of thing you’re likely to do on a whim.

So while your standard D&D campaign may lack the usual trappings of a transhumanist setting, it has a lot of the mechanical parts of one. This should make transhumanist lit a good source for mining plots, conflicts, and themes for your D&D game.

Monday, July 18, 2016

A Little 5e Under My Belt


Not quite two months ago I finished my first 5e campaign. We met kinda-sorta twice a month, each session lasted about four hours, and it ran for, I think, 14 months. So ballpark it at about 112 hours of gaming. The highest PC level attained was 10th.

I’d call it a successful campaign; the only player dropping out is moving out-of-state; everyone else wants more. And I learned a lot about how 5e works.

EXP

This is the biggy: EXP-for-kills turns the PCs into bloodthirsty savages. They don’t look for the easiest or quickest route around a problem, they look for the solution that creates the largest pile of corpses. Solo monsters (your traditional dragon atop a mountain) are nigh irresistible, especially if the players have time to prep and plan in advance. The players threw their PCs at the same problem twice with a head-long frontal assault (granted, the first time they did attempt some subterfuge), failed both times, but came out smelling like roses due to the body count and EXPs collected. EXP-for-kills is the first thing I’ve dropped from the new campaign.

Action Economy

This is the principle reason I stick with 5e. The action economy takes a bit of work to wrap your head around, but once you grasp the concept of bonus actions (and that everyone only gets one), it’s a lovely, elegant little trick to allow neat extras, but not give a single player a dozen actions in a single turn. It also gives all the players an easily understood resource to manage in the middle of combat that is not immediately dissociative. Do you use your bonus action to fight with a second weapon? Use a special ability? Wait for an attack of opportunity? It’s usually an easy choice to make, but it’s also one that has a different answer in different parts of a single fight, and very different answers for different character classes.

Backgrounds

I love these in concept. In play, they can create lots of neat opportunities for RP; almost all give you a neat out-of-combat/RP “power” that can help drive a campaign forward and give players interesting spot-light opportunities. However, it’s easy to forget about them. Normally, I’d just rely on my players bringing them up, only…

Complexity

… 5e is just on the bad side of the complexity line.

Yes, I know; it’s not nearly as complex at 3.x, the latest edition of Shadowrun, 4e D&D, any version of Fading Stars and Vampire, or just about any mainstream RPG you care to name that’s been released in the last 20 years. So how simple do I need it?

Apparently, simpler than this.

My players are not dumb. They’re not even mentally slow. The youngest was in her late 20s, most had college degrees and even those who didn’t had at least a few years of college under their belt. These were, almost without exception, white-collar professionals or successful entrepreneurs. One dropped out of the game briefly to teach opera in Paris. There wasn’t a dim bulb in this bunch.

And yet, even in the final session, I was holding hands, reminding people of their powers and abilities, describing how simple mechanics worked. And I’ll be shocked if half of them understood the action economy.

Those who were interested in the mechanics picked it up pretty quickly. They understood their powers, how they could leverage their background, what it meant to use a bonus action. The others were eager to dive in and try things, but they didn’t understand how to make their wishes work within the system and often forgot opportunities their race, class and background created for them.

A good part of this I blame on not playing every week. I think a weekly schedule would have kept things fresh in everyone’s mind, and there would have been less remedial education from session to session. But playing weekly isn’t an option when people have lives and money. And that means we need a simpler game, with easily grasped mechanics. 5e is almost, but not quite, that game.

Magic

As I’ve said before, it doesn’t feel very magical. The spell-slot system works, but it feels more like loading bullets in a gun, or apps on your phone. The spells themselves don’t really help, being fairly straightforward in their applications. The most mystical character of our bunch was probably the min-maxer’s druid who freaked the more arachnophobic players out by turning into a giant spider and webbing spell-slingers in the face.

When I abandon 5e, it’ll probably be because the magic is just too dishwater-dull.

Combat

It works, but even with the elegant action economy, it’s not interesting enough to hang a game on. 4e’s probably was, but 5e’s only got a bit of 4e in the shape of its fenders. If you want a fun, successful campaign, you’ll need to bring a lot more to the table than just some bog-standard fights. And 5e isn’t going to help you much in achieving that by itself.

Classes

Meh. I’m not a huge fan of balance; I’m fine with some classes being less interesting, but also less complicated than others. But I do prefer it when the players know ahead of time what they’re getting into.

There’s definitely a simplicity gap between spell-slingers and everyone else. There might be a fun gap there as well, though that’s largely going to depend on temperament. The thief is a good class for someone who wants to really dive in and try all sorts of lateral thinking and wacky hijinks, but if you want to play it as straight DPS you’re better off with a spell-slinger, and certain flavors of monk are far better at the sneaky thing. The bard is struggling to find its niche in a system where three other classes also have Charisma as their most important stat, where the high-Intelligence wizard is blowing away the History and Arcana checks, and the high-Wisdom cleric is the party’s face due to her excellent Insight (and, in our group, nearly as good Persuasion) rolls.

Rangers are a hot mess. They’re kinda-sorta DPS, but they’re not as good at it as other classes and kinda squishy. Their abilities are cool and useful when they’re in their favored terrain, but otherwise… meh. Their combat powers are just weird, and clearly work best if you’re using a battle-grid and minis. The one player who took ranger did ok with the character, but they were dissatisfied and have opted for a sorcerer in the new campaign.

A shape-shifting druid is hard to take down and extremely flexible, in and out of fights. Wizards remain the big guns, but more than ever it’s clerics that win combats, principally by keeping the rest of the party on its feet and buffing their attacks. Clerics are a potent force-multiplier in this game.

Every class has a magical option. People are going to be whipping out magical abilities left-and-right in your 5e games. However, they’re likely to be reaching into the same bag of tricks, time and again. The result is something that feels a lot like an ‘80s Saturday morning cartoon, where everyone has their flashy, signature shtick and occasionally gets to do something really clever with it. The result is something that looks more like He-man and less like Jackson’s LotR. Whether that’s a bug or a feature is going to depend on your tastes.

TL;DR

All in all, I’m fairly happy with 5e. The mechanical changes are largely positive, streamlining the game and keeping the rules out of the way of the fun. There’s a lot less you-can’t-do-that-by-the-rules and a lot more sure-roll-a-d20-and-we’ll-see-if-you-succeed.

Backgrounds can bring a lot to the table, but only if people remember that they exist. The races are decent, but not terribly exciting. The classes are a mixed bag and will result in a magic-heavy game if only because nearly every member of the party is going to be slinging a few spells or spell-like abilities.

The game benefits from some light rules-tweaking. The rules-as-written EXP-for-kills definitely encourages the players to embrace their inner homicidal maniac, but is easily replaced. It’s fairly simple to create new backgrounds and races customized to your campaign. Creating your own classes, however, will require some serious research and effort.

The game is fun, my players are eager to continue in a new campaign, and 5e is fairly easy to run. This gives it a big thumbs-up in my book.

Thursday, March 31, 2016

Bloodless Magic of 5e

I love a lot of things in 5e. I love the action economy that keeps the game moving quickly and prevents a single character from dominating a turn by taking a stack of a dozen actions. I love the way skills work, there if you need them but equally small enough to ignore when they’d just get in the way, and how the skill system never tells a player: “NO!” I love backgrounds, and the races work, and I love how easy and fun the advantage/disadvantage mechanic is and how concentration prevents characters from layering up on the magical buffs. If I play another version of D&D, even my beloved Moldvay/Cook, I miss a lot of these things, and will sometimes even import them because they work really, really well.

But magic in 5e feels flat. It has no sparkle, no pizzazz. And I’m not sure why.

It’s not the spells themselves. With spells like Mirage Arcane, Crown of Madness, Dissonant Whispers, and Hunger of Hadar, 5e sports some of the most flavorful and evocative spells the game has ever seen (though I’d certainly not be against seeing a more consistent effort across the board to sex them all up, a la LotFP’s spell list). The neo-Vancian spell-slots thing doesn’t help, calling to mind capacitors and other technology-heavy metaphors. Still, preparing spells reads like magic; it tends to fall flat on its face in the actual implementation, when it goes from bundling components or chanting mantras and becomes bare bookkeeping.

And that, right there, is clearly one of the issues. What, exactly, does it mean to prepare a spell? The PHB treats it as nothing more than a bookkeeping chore:
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. (PHB pg. 114)

It’s almost verbatim for every other class that casts spells. There’s nary a fig-leaf of mumbo-jumbo, woo, or the like to dress it up. Admittedly, this is not something we want to spend a lot of time on, and is best done between sessions. Still, at least a façade of mysticism would be nice.

We get the same sort of just-the-facts-ma’am attitude on how spells are acquired. Clerics and paladins clearly acquire their spells from their deity, which gives DMs wonderful openings for tying the PCs to their world. Wizards get their spells from books (mostly). But everyone else (including wizards) get spells when they level up.

How? It’s never explained.

It sorta makes sense with sorcerers. Since they acquire magic via genetics, the power grows like an exercised muscle. Druids and rangers can kinda crib from both clerics and sorcerers, saying that, as their experience with Nature grows, so does their ability to channel its wondrous powers. But how do you explain wizards and bards just suddenly acquiring new spells when they level up?

But the most egregious example is the warlock. Yes, obviously, they should acquire their new spells from their patrons. But there’s nothing at all in the books about how this works. I could see a scholarly warlock with a Great Old One patron actually having their mind expanded by reading the Necronomicon a few too many times, but really, there’s nothing in the book about how warlocks interact with their patrons. How are they contacted? What is the nature of the relationship? What do the patrons get out of it?

On the one hand, I appreciate the light touch that leaves lots of room for individual interpretations. On the other hand, there’s a ton of cool opportunities just left on the table, and, in the heat of the game, it’s easy to just ignore this sort of thing. And if you do that, magic kinda deflates into a technology with the wires and gears hidden behind sparkles and unicorn farts.

Art by Thomas Dewing.

Wednesday, March 16, 2016

Agony Domain for 5e Clerics

My first 5e campaign is winding down, and folks seem to be enjoying it enough that we'll probably do that again. That being the case, I'm poking at some ideas for a post-apocalypse, dark-age sort of campaign. With that in mind, I'm crafting new character options to reinforce the themes. First of these is this Agony Domain. It's not been playtested yet, so if anyone does use it, please let me know how it works out.

The idea here was to create what amounts to a flagellant sort of mendicant cleric, the sort who'd wander about, stripped to the waist, thrashing themselves with knotted scourges and the like.  They acquire power from pain, so I tried to give them ways to fine-tune the damage they took, and then to profit from it.  Starting at sixth level, I can totally see PCs torturing themselves for the benefits of this class.



Agony Domain
There is a purity in pain, a mind-focusing wisdom that clears away all that is not vital and true. You might be an ecstatic masochist, seeking higher wisdom through pain, or a flagellant who wishes to purify mortals of the supreme sin of failing the gods in their greatest hour of need. Pain is your sacrament and your benediction.

Passion Domain Spells
Cleric Level Spells

1st Command, Heroism
3rd Beacon of Hope, Fear
5th Dominate Person, Geas
7th Mirage Arcane, Symbol
9th Shape Change, Weird

Experience with Pain

You have proficiency with marshal weapons.

Embrace the Agony

So long as your character is naked from the waist up and employs no magical AC enhancement, they enjoy resistance to all non-magical forms of damage, whether that’s blunt weapons, fire, acid, or whatever.

Channel Divinity: Share the Pain

Starting at 2nd level, you can use your Channel Divinity to inflict agonies you’ve experienced on one creature within 60’ of you. Your target needs to make a Constitution saving throw. Failure means they take as much damage as you have; that is, for every hit point you are currently below your max, they take one point of damage. If the target passes their saving throw, they take half that damage.

Serrated Illumination

Starting at 6th Level, the first time you are reduced to below half your hit point maximum in a fight, you regain all your level 1 spell slots.

Channel Divinity: You Can Take It

At 8th level, you can use your Channel Divinity as a reaction action to remove one status effect or active spell from another and put it on yourself.

The Ecstasy of Agony

At 17th level, every time you deal 2 or more points of damage to anything that can feel pain (not a construct or mindless undead) you may regain half as many hit points in healing, up to your hit point maximum.

Art by Carl Von Marr.