Author Archive: morrisonmp

D&D 5e, part one

Do I need anything else to the title of this post?

I’ve just had the chance to complete my first read through of the Starter Set box contents and the free D&D 5e PDF – which you should take a moment to download and read if you love RPGs and haven’t done so yet. Let’s not call what follows a review… let’s call it an exploration of my perceptions as I move through the material. I’m mainly going to focus on the Starter Set and occasionally reference the more complete PDF rules.

A disclaimer: I did not follow the playtest very closely. I kept it at the edge of my awareness but I did not play any games with rules, etc. I mention this only to say the new material was very new to me and not tempered by the playtest experience. Also, what follows is my own meandering ruminations and should be considered in that light…

The Short Version
If you just want the really short version… I like it. I enjoyed reading it and think that some of what has been done here is amazing, some of it is derivative, and some is “meh.” But overall, I really like what I’m seeing so far.

First Impressions
I’ll open with a petty complaint, just to get it out of the way and move on. The cover of the Starter Set proclaims, “Everything you need to start playing the world’s greatest roleplaying game.” So, here’s the thing… Sure, Dungeons and Dragons is basically the “brand name” of roleplaying. Just like every, single, adhesive strip with a little pad of gauze is a “Band Aid,” so too do we often find ourselves saying… “It’s a tabletop RPG, you know, like Dungeons & Dragons.” to our non-gamer friends. I get that. But this is – despite being labeled D&D – a brand new game. Sure, there was playtesting and sure it shares the lineage of D&D and some of the typical trappings of D&D, but it’s a “new” D&D. It’s a new game trying to put a Band Aid on a strangely festering wound in the gaming community… the awful resurgence of the Edition Wars that accompanied, 3rd/3.5/4th and so on. I suppose for me, the long-time fan, I’d prefer that they not market this as the world’s greatest anything. If that sounds petty – seriously – I know it is.

And I got it out of the way because that ends my complaining.

The layout is gorgeous. I love the simple style of the layout, the simple background of the page, the delicate bottom borders, the clear, useful headers, the color scheme… I have so much admiration for the layout and how much I just enjoyed the experience of reading the PDF and the Starter Set. The layout alone has me excited about seeing the Players Handbook…

I could mention that I’m not a big fan of some of the initial art in the Starter Set but that’s really about what style of art I prefer (and I’m not talking about content of art, just the painting style) and so is strictly a personal feeling. Mainly, I don’t like the blurry-edged painting style used in several places. I do however really enjoy the departure from the “so many straps, so many buckles” style of some older D&D art. So the art is a wash for me and that’s just fine. In my head, D&D will always look like the art in the early Endless Quest books so… who am I to judge?

During my initial read through I was thrown a bit by the compressed XP at early levels but I think that’s a reaction to the many years of D&D I’ve played before now. I think this new XP scheme will appeal to as broad a base of players as possible and that can only be a good thing. I may have just missed it but I didn’t see much discussion of assigning XP. Judging by the adventure it seems as if XP are meant to be awarded as you go along. Personally, I’m more of a fan of awarding XP in a lump sum at the end of the adventure/return to civilization but again, that’s a preference thing which is easy to account for at home tables and doesn’t factor into the quality of the game.

Rules Basics
Tone
I want to take a minute to point out the tone of presentation of the rules. Look at the little inset text box on the bottom of page 7 of the Starter Set Rulebook. It’s about finding a hidden object and it really conveys something important. It conveys that no matter how you choose to play at home, no matter what skills you have on your character sheet, and no matter what the players around your table are like, the designers of the game were thinking about the player skill vs. character skill balance as they wrote this version of D&D. It’s a great nod to the descriptive, roleplaying style that some groups enjoy and sets an expectation… while not belaboring the point in the rules. I appreciated it as a reader even though I know it doesn’t really mean anything. But small touches like this are very important to shaping player/DM expectations and that makes me happy.

Attributes take center stage
That’s the first thing I noticed. And I like it. As someone familiar with the Bard Games Atlantean Trilogy and with Castles and Crusades, I see D&D adopting this method as a very solid choice. Attributes checks are key to skills again (which reminds me of 2nd Ed proficiencies) and Saving Throws are keyed to attributes; an excellent and simple change to the game. I will admit that one of the few innovations of 4E that I really loved was the “Single Saving Throw.” but I understand the change back to multiple saves.

It also seems that PCs have their stats capped at 20. This is a change which fills me with joy. I’ll mention this more when I get to talking about Magic Items but overall, this is a change that I can really get behind and which I hope stays solid throughout the core design.

Advantage/Disadvantage
You got your Barbarians of Lemuria in my D&D… That’s probably not a fair thing to say but as a big fan of the BoL games this was my first thought when I initially heard about the Advantage/Disadvantage rules and well… it still is. Don’t get me wrong, I think this is an elegant way to handle such mechanics and works just fine for the new D&D – heck – it opens up some awesome design space as they move forward while remaining very simple (see the way Invisibility works, for example). I just can’t help but feeling like the new D&D has become a bit like the English language, mugging other games in alleys and taking what it wants.

Inspiration
This is a polite nod to the story game crowd that I really like. You either have it or you don’t. It’s not points, it’s something you can give to someone else, and it doesn’t overwhelm other stuff that’s already integral to the system… it’s just a little thing, that might make a big difference some time. Again, it was a very simple, elegant corner of the rules that opens up so many chances for players and DMs to enjoy it. I can’t help but give the idea a big thumbs up.

This is long enough. I’ll dive back in again with more about 5e on Friday but for now, let me know what you think so far.

Thanks for reading.

Masters (of the Universe) Monday

Posted on time this week – you know the drill – please enjoy the newest Master of the Universe made using the rules for SUPERS!.

Never one of my favorite characters when I was a kid, she gets better in the 2002 reboot, but especially in the current comic book incarnation… Evil-Lyn

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Masters of the Universe… Tuesday(?)

So apparently, me and technology are not friends. Well, I mainly blame basic math skills when I was setting the scheduler to publish this post.

Day late – but please enjoy the newest Master of the Universe made using the rules for SUPERS!.

It may actually be appropriate to be a little slow with this one… meet, Ram Man.

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Randomness, Niche Protection, and a little frustration

I have a friend who hates using the d20. He pretty much hates any version of the d20 system. His primary gripe – although there are many other well-founded ones – is rooted in the randomness of rolling a single d20 to determine outcomes. Basically, no matter how good he is, bad rolling can ruin that at any time.

My own gripes with the d20 system(s) trend toward a different direction but ultimately, the randomness of these activities really grates on me as well, sometimes doing a disservice to another convenient part of many d20 related games – Niche Protection.

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Masters (of the Universe) Monday

I’ve been watching the 2002-2003 remake of the Masters of the Universe (MotU) lately and I must say that I enjoy it quite a bit. It’s inspired me to give a day of the week to these fantastic characters and I always thought that if I decided to stat these characters out, I’d use Simon Washbourne’s game, SUPERS.

As SUPERS has recently been given a revision/2e treatment I thought it was the perfect time to take on this project.

Last week I wrote up Mekaneck – a personal favorite – so I thought I’d start the villains this week with the first MotU toy I ever had – Beast Man!

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Time and Expectation in RPGs

This is a post about expectations and the interaction of reality and fantasy at the table. I don’t want to bog myself down thinking too much about the extremes of reality in games where people can throw fireballs and routinely get attacked by undead creatures. Overall, that dichotomy doesn’t bother me too much, I genuinely enjoy fantasy. But I’ve noticed that certain expectations are dictated as much mechanically as they are narratively, and the interactions are sometimes jarring for me.

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The Tip of the Spear

This is a little random but I have a question which often vexes me. Why are spears the oddballs of weapon charts and rules in almost all fantasy games?

I’m going to start off by saying that I know just enough about the historical evolution of melee weapons and real world fighting techniques to admit that I don’t know enough. So I have no intention of attempting to dive down the rabbit hole of “but this and that exotic historical point!” If anyone with expertise wants to chime in in the comments, I’ll be happy to learn something but know that I’ll be taking your word for it for the most part…

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Masters (of the Universe) Monday: Mekaneck

I’ve been watching the 2002-2003 remake of the Masters of the Universe (MotU) lately and I must say that I enjoy it quite a bit. It’s inspired me to give a day of the week to these fantastic characters and I always thought that if I decided to stat these characters out, I’d use Simon Washbourne’s game, SUPERS.

As SUPERS has recently been given a revision/2e treatment I thought it was the perfect time to take on this project.

For the first Master, I thought we’d start with a guy who was always one of my favorite toys… Mekaneck

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Skill vs. Skill (Part Two)

This is a follow up to my last post concerning the nature of character skill vs. player skill at the gaming table and the various interactions that entails. Several comments on my last post raised specific points I intend to address as I write this, Part Two, and I have some additional ideas I hope to develop here.

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Skill vs. Skill

This topic is fairly well-tread in gaming circles but this post is emerging from the response I started to write to a comment on my last post.

Of all the dubious debates in the gaming community about how to play, what to play, and a million other theoretical discussions, one issue remains compelling to me because of how hard it is for me to come down clearly on one side or the other. And that is the issue of Player Skill vs. Character Skill.

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