Tag Archives: D&D 5e

D&D Attack Wing, now with more play time

I’ve been playing a good bit of D&D Attack Wing recently and it has quickly morphed into one of my favorite games. With three waves of figures plus two sets of Organized Play figures/prizes released, I am constantly finding new reasons to be excited about this game.

First, a quick word about the play environment. The FLC/GS that I play at is a very accommodating environment with a focus on fun play over hyper-competitive. We are a group that knows each other well, have played many games together (Anachronism, Mage Knight, Heroclix, lots of board games), and while we all enjoy winning, we tend to play more, “this is a team I want to play” over “this is a team to crush my enemies and see them driven before me.” I mention this because it informs my views of the game. I’m sure that my feelings would be different if I played in an environment where the constant focus was on standing on the throat of the guy across the table.

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Character Class as Goal Setting

I’ve been writing long posts recently and I thought I’d take a breather and explore a small idea I had today.

Character classes are a strange thing. Some people absolutely hate class-based systems, some people love them. I fall into a bit of a middle ground. I find class-based characters to be interesting but I also enjoy the ability to make a completely freeform character.

At the heart of a lot of complaints about class-based systems (at least that I hear) seems to be the unnatural manner of “leveling up” which involves just spontaneously having new abilities when you hit the appropriate level and the oddity of being locked into a class progression for a whole game/campaign/whatever.

When I was playing Adventurer Conqueror King a while ago, I was really enamored of the classes and as I’ve been thinking a lot about domains for my current campaign (I’m back to messing with Birthright again) I find that there is another small angle that old school puts on character class which I’d never considered before.

What would happen if we viewed character class selection through the lens of goal-setting?

That is to say; what if we looked at a player’s choice of class as a series of goals which are accomplished as the character levels?

Suppose, for example, that I choose to play a fighter in ACKS. I’m saying something immediately with this choice. I want to be tough, fight on the front lines. strength is probably my best stat and I intend to use it.

But I’m saying more. I’m also saying that I want to develop certain abilities across my career. I’m saying that my gold is going to get saved up to buy a certain kind of stronghold and that I might have dreams of conquest. I’m saying that I want to grow my character into one of the best warriors in the world.

These things happen as a natural part of leveling. I get better with weapons, I gain certain abilities, and eventually, I attract the followers I need to staff my stronghold. But instead of seeing these things as part of a rigid progression which forces my character down this path, what happens if I start down this path with the thought that the end is actually where I want to be? It’s a very small perspective shift really. I imagine that some players always make their characters this way.

Try it out the next time you are considering what class to play and see if it changes your thinking about your character. Let me know if it does.

Thanks for reading.

Interesting Times – The Campaign Newsletter

Around the year 2000, my girlfriend was going away for the summer. In order to stay in touch, I planned to write her a series of letter-style short stories which would seem to come from a fantasy world based on the city we lived in and its surrounding areas. I only did a few of those – but the planning for that project led directly to the creation of my longest-lasting homebrew world, Irona, which became the setting for my 3rd edition D&D games and later was adapted to work with Warhammer Fantasy RPG, second edition, 4th edition D&D, and even Barbarians of Lemuria as I tried out all of those systems.

Over the last 14 years, Irona has grown and changed quite a bit. I’ve tinkered, jiggered, added in suggestions from players, built histories and delved back into the past. Ultimately, it’s become a big place with a lot of information written about it.

As I started my 5th Edition D&D game, I went back to Irona and my creations there. I decided that I was going to start over – in a way – and begin the game with the same timeline and set up which originally shaped that first 3rd edition campaign. After all, only one of my players had ever played in Irona before – this is an almost entirely new group with no history or connection to this world.

And as that presented a problem of its own, I dug into my DM toolbox and pulled out another old tool I hadn’t used in a long time – the Campaign Newsletter – an information sharing technique I’ve used with several games before and that I find very helpful. I thought I’d take a minute to explore my way of structuring one of these, show an example, and offer my insights about what works and what doesn’t. I’d also love to hear anything any of you are doing in a similar manner.

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5th Edition D&D: Mourning Low-Level Play

So far, my admiration for 5e D&D has probably been pretty obvious on my blog. I’m really enjoying the game I’m running and overall, my perception of the way the game plays is very positive.

But I do have, I suppose, one complaint. It’s a really personal complaint so I don’t expect it to resonate with everyone… But it has been a stark moment for me.

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That Fifth Ed Feel…

So I’ve started a D&D 5e game. And I like it. I’m a fan – as my review noted – but now with character creation and two full sessions under our belt, it seems that 5e is going to work for me. A few of my immediate observations, which I’m looking forward to writing about more, have to do with the incredible ease of character creation (the first player I helped create a character we were done in under 10 minutes), and the easy, freewheeling sense I have that I can just do whatever the heck I want (and so can my players) during a session. I don’t feel the obsessive, painful need for three full working days worth of prep just to get an adventure right. Maybe I was doing that to myself… but maybe the games I was playing had something to do with it as well. I think it’s a little of both.

Anyway, my real inspiration for this post came when one of my players – during character creation – asked a pivotal question of his fellow gamers, “Do you pronounce it Drow or Drow?”

The range of responses was pretty spectacular, from “what is that?” to “Oh, definitely this way.” to “does it matter?” Of course it matters!

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5th Edition Dungeons and Dragons Review, Part Three

Whew. Been sick as a dog for going on two weeks now. It’s been unpleasant. Finally, here is the last part of my ruminations on the new, 5th Edition Player’s Handbook.

PART THREE: Magic!
As I mentioned in my other posts, I’m a huge fan of what I’m seeing from 5e. I’ve also alluded to the fact that some of my favorite changes are in the way magic works. I finally get to talk about why.

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5th Edition Dungeons and Dragons Review, Part Two

My continuing exploration of the 5th Edition Player’s Handbook. As you know from Part One, I’m a fan. I really enjoyed what I saw in Character Creation with the variety of options, the balance of simple choices against more fiddly choices to appeal to a broader range of players and the addition of the backgrounds which add without creating weird pigeonholes. Now I want to look at Part Two of the book.

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5th Edition Dungeons and Dragons Review, Part One

Here’s the short review. I’m a fan. The basic system design is solid, the classes are just cool, and the new magic rules make me very happy.

When I got ahold of the 5th edition Players Handbook I was already excited by what I’d read in the free PDF released by Wizards to whet our appetites and provide a solid amount of playable material to the waiting fan-base. I had been very ambivalent about 5th edition. After the struggles of 3.5 power/splat creep and the troubled 4th Edition era, I felt that I’d mostly “moved on” from D&D. I had so many other fantasy games I could run and practically the entire back-catalogue of previous editions available in PDF. What motivation did I have to invest in yet another edition? While I hoped that 5e would be good, I wasn’t invested anymore.

I’m happy to say that I’m invested again.

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D&D 5e, Part Two

So this is part two of my observations about 5E started in my last post.

I’ve spent a little more time with 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 (again)
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.

Character Creation
Honestly, I don’t yet fully know how I feel about this. I like the new character sheet – it feels like an old school character sheet but with some notable differences (like prioritizing the stat bonus over the stat) which I find interesting and useful. Many d20 system-style games have simply done away with the base stat and gone to the bonus but I think keeping the 3-18 range is nice. 4d6 drop the lowest is probably the most common version of “roll your stats” and with a solid point buy option in the rules as well I think they covered everything.

The basic 4 races are covered well and each is pretty exciting. The use of subraces is awesome and really evoked 2e for me as I was reading, while still feeling like a new game. This makes me excited to see the full PHB and the treatment of some of the newcomers to D&D. One of the great innovations of 3e/4e was the fact that you could make effective characters (maybe not optimized, but effective) with almost any race/class combination. I’m a huge fan of this and happy they continued this trend.

Classes look solid. They all have something and the clever implementation of advantage/bonus actions seems like it will be a big part of 5e design. Obviously, with smaller design space it may become an issue at some point but if they are planning to keep the splat books to a minimum this may not be as much of a problem anyway… time will tell on this front. I like the idea of Backgrounds.They seem well-integrated into the system and to provide evocative, helpful choices without being all-important decision points. That’s a good thing. Yes, some of this stuff doesn’t need mechanics but these seem to be well considered and I think they are going to become a fun part of the new game.

We don’t know a lot about multi-classing or implementation of options like “feats” yet but from the little clues we have in the PDF, I’m happy with the direction I see this going in. It looks like a real trade-off and a genuine way to expand the design space without overwhelming the core choices. Again, we’ll see as it grows, but the initial implementation looks very well thought out.

Rules
Combat
I haven’t run a combat yet. I’m still trying to process how I’ll fit in time to play 5e around my Star Wars game and everything else I do during the week but… it says something that I actually want to do it. I’ll freely admit to being predisposed toward not wanting to play this edition. Now, I’m intrigued. Other than that, I’ll say that I like what I see about the combat chapter. It seems straightforward. I’m a fan of removing tactical/map & mini based combat as the core option (though I’m sure it will be supported as a play-style, which is good) and the focus on simple actions again feels like they learned real lessons from their previous iterations and really worked to keep the good stuff. I look forward to trying this out for the first time.

Magic and Spellcasting
I’ll start this by saying that I’m not really sure why the Fireball needed a base 8d6 damage (I get it, because they changed the scaling, etc.) but it feels really strong now at level. On the whole, I really like the “cast it in a higher slot” as an alternative to all the metamagic craziness of previous editions. Again, tough to say how it will grow and change across the life of the edition but just the basics we see now are very encouraging. Not sure yet if this will change but… I did love the discussion of “Spellcasting Services” in the equipment chapter and how no prices were attached. It was more about whether or not you could find someone willing to do it and what they’ll want in return.

One thing I’m still missing is the fact that spellcasting is still so simple. One action, no chance of failing for most spells. I get why, really I do, but after playing Adventurer Conqueror King with its system of asking you to declare spells in advance of initiative and then a chance that they get ruined before you go… that’s good stuff. This is fine, and probably “fun” but it seems too consequence free considering how overwhelming magic gets pretty quickly.

Something I’m wishing for…
So, this is just a little tidbit from me and my own wish list. I get why they are using Forgotten Realms as the default setting. I get that this makes sense for them from a product standpoint and a game standpoint. I do. But as they go forward with this edition, as they dive into the next incarnation of D&D I have to wonder… why not bring back Birthright? This incarnation feels like it would be perfect for Birthright (with the subrace rules and the focus on offering options through backgrounds) and its vaguely 2nd ed feeling. But more than that… we live in an era of geekdom practically ruled by Game of Thrones (btw, Birthright had a novel of kings and tragedy title, The Iron Throne, just sayin’). Birthright is the dark fantasy game of kings and armies with a vibrant, well-detailed world and history that D&D already has sitting right in front of it. Sure, it’s not really the best choice for the “core” setting experience but it seems a shame not to revisit this wonderful world perfect for the tastes and environment of the now. It’s always been a personal favorite and I’d love to see it come back.

In closing
Again, this is long enough. I can say without reservation that I’m heartened by what I’m seeing and I really think the new rules have a chance to be a great D&D, that feels like D&D and brings the community back together again to some extent. That said, we still know very little and we’ll have to see more when the full PHB comes out in August.

Thanks for reading.

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.

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