Thursday, July 9, 2015

Thoughts on Unearthed Arcana’s new Psionics rules for D&D 5e

I am guessing only the halfling made his save.

I think psionics is the scab that D&D can’t stop picking at.  What began as a set of optional rules from the first edition AD&D Dungeon Master’s Guide has been revisited in every edition since with varying degrees of success.  They tend to be either poorly integrated into the core mechanics, the worst offender being second edition’s Complete Psionics Handbook, or presented as simply an non-Vancian alternative magic system.  Neither approach has been very satisfying.  As magic in D&D has become more diverse with the addition of core classes like sorcerers and warlocks, psionics has had to work harder and harder to justify its existence.  Still, I am always interested in new psionics systems when they come out, so I made sure to check out the PDF.

The first thing that stuck out to me at this most recent attempt had nothing to do with the mechanics.  Rather it was tying psionics so closely to the Far Realm.  To some extent this makes sense, after all the monsters that are most likely to be psionic have always been aberrations.  Less successful to me was their attempt to explain why psionics are more common on some campaign worlds than others, which boils down to the “weirder” your campaign world is (Dark Sun, Eberron), the more influence the Far Realm will have and the more common psionics will be.  If anything this simply seemed to highlight how out of place psionics tend to be in a normal D&D fantasy setting.

As for the crunch,  these rules present the Mystic class and two orders: The Order of the Awakened and the Order of the Immortal.  These are roughly analogous to Psions and Psychic Warriors from previous editions.  The core mechanic is that a mystic has a certain number of psi points that can be spent on certain class abilities or to activate disciplines.  Your Psi points completely regenerate after a long rest, which makes book keeping easier but does little to differentiate it the way magic works in D&D 5e.  Disciplines don’t have levels but can often be manifested to greater effect by spending more points.  This used to be a mechanic that set psionic characters apart, but nowadays most spell casters use the similar mechanic of getting more bang out of their spells by casting them with higher level slots.

Of the two orders presented, I think the Order of the Immortal has more to distinguish it from the other base classes.  The class it reminds me most of is actually the magus from Pathfinder.  Both have a full range of weaponry, midrange armor, midrange hit points, and a pool of points they can spend to boost their martial prowess and enhance their weaponry.  Neither is ideal as the main fighter in a party, but both can function as an off-tank with a little extra versatility to make up for some squishiness.

Personally, I didn’t quite find enough to differentiate psionics in these rules to convince me that they are a necessary addition to the game.  It is important to note though that these are presented as an early playtest of the psionics rules, not as a finished product.  One of the things that helped make D&D 5e such a strong version of the game was the extremely open nature of the D&D Next playtest and the willingness of Wizards of the Coast to listen to player feedback.  If they follow the same template with these rules, maybe there is hope for psionics yet!

Tuesday, July 7, 2015

Game Recap: Princes of the Apocalypse Session 1–The Road to Red Larch

 They do look a bit like flying squirrels

Dramatis Personae

Glidion: High Elf Wizard (Enchanter) who exaggerates stories of his past triumphs. Unwitting pawn of the Zhentarim.

Gracealyn “Darkeyes” Droverson: Tethyarian Human Noble Fighter (Champion) who seeks to restore her lost family fortunes.  Member of the Lords Alliance.

Milo Miller: Lightfoot Halfling Cleric of Pelor (Life Domain). Seeks to spread worship of his god to Faerun.  Watcher of the Harpers.

Salazar Tomoki: Shou Human Monk (Way of the Open Hand).  Hermit who walks Faerun seeking enlightenment like Caine from Kung Fu.

Wrenna: Forest Gnome Rogue (Thief).  Little is known of Wrenna’s past other then that she has been on the wrong side of the law from a young age.

Recap

The group was enjoying some well deserved rest after successfully locating the Lost Mine of Phandelver.  Well everyone was resting except for Salazar.  During meditation, he was troubled by reoccurring visions of a large unblinking eye.

The party was approached by their friend and occasional employer Gundren Rockseeker.  Since reopening the Wave Echo Mine, he had one major problem: Phandalin was simply not large enough to provide a suitable market place for the raw platinum ore him and his two (remaining) brothers were extracting.  Gundren asked it the group would be willing to escort a shipment of ore to Bethendur’s Storage in Red Larch, where it will be picked up by a caravan bound for Secomber.  The market for platinum ingots is quite good in more easterly lands and Gundren anticipates he will make a tidy profit.

Before they leave, Milo is approached by Sister Garaele.  She has been having visions of her own, and has decided that they are directing her to become an intendant at the Allfaiths Shrine in Red Larch.  She wishes to travel with the group to Red Larch for mutual protection.  She also implores the group to make a stop along the way at the ruined village of Conyberry in hopes of questioning the reputedly prophetic but twisted groaning spirit Agatha.

Heading west down the Triboar Trail, the group reaches the ruins of Conyberry.  The group follows the northwest trail to a strange hut made from the warped branches of nearby trees.  The party could hear sobbing emanating from the hut and cautiously approached.

The sobbing was coming from a ghostly child, sitting among the ruined remains of a bed inside. Sister Garaele, Milo, and Salazar approached while Wrenna, Glidion, and Darkeyes remained outside the hut.  The sobbing girl was incoherent, babbling “you shouldn’t be here” and “she won’t like it that you are here”.  The party tried to comfort her, but the spirit became angry before screaming “she’s here!” and transforming into the banshee Agatha.

Agatha admonished the party for bothering the child and told them that they would pay for their insolence.  She called forth the child’s “brothers and sisters”, four will-o’-wisps which rose from the swamp. Initially, the party was loathe to engage the spirit, still hoping to calm it down and reason with it.  The creature then let out a horrifying wail which scarred their very souls and left Sister Garaele and Milo hovering on death’s door.

Salazar focused on the banshee, although his blows were somewhat less effective against the incorporeal creature.  The rest of the party engaged the fast moving will-o’-wisps.  Things were looking grim as both healers were down and the undead inflicted grievous injuries on their living foes.  The tide turned when Glidion managed to make his way to the Milo, and forced a potion of healing down the throat of the fallen cleric.  With Milo’s divine magic to revitalize them, the party was quickly able to turn the tide and dispatch the unclean spirits.

After Agatha and the wisps were vanquished, the ghost child reappeared.  The child claimed to have been born with the gift of prophesy and that Agatha had been charged with keeping her safe.  However, the elf eventually grew obsessive and her extreme methods led to the child’s death.  Unhinged, Agatha began finding other “special children” to protect, who’s spirits became the will-o’-wisps when the tragic cycle inevitably repeated.  Because of her evil deeds, when Agatha was killed by the same Elk Tribe barbarians that destroyed Conyberry, she rose as a banshee.  Over the years Agatha’s grip on sanity became even more tenuous and eventually she became convinced she was the same child she had killed all those years ago.

The ghost child, or maybe the innocence left in Agatha, thanked the party for allowing her to “move on”.  She offered to answer any one question posed to her utilizing her second sight.  The party decided to allow Garaele to speak.  The young acolyte asked about her dreams and how she could stop the rise of the unblinking eye.  The spirit somewhat sadly said that the only slim hope was in the hands of her current companions—either they would stop the rise of the eye or no one would.

Uncertain what to make of this, the party searched the hut.  They eventually found the skeletal remains of Agatha and of several small children which they buried.  They also found a small chest which contained a diamond ring and a philter of love.

The party continued down the Triboar trail, eventually reaching Triboar itself.  Sister Garaele and Milo’s Harper contacts allowed them to stay at the Home of the Boars, a lodge slightly outside of Triboar proper.  There they met Darathara Shendrel and her companions ‘the Twelve’.  Darathara takes Milo and Garaele aside to tell them her concerns that people have gone missing.  A half-elf adventurer named Grevor and his companions are over a tenday overdue.  Additionally, two important merchants from Waterdeep, Kharloss and Jarlee, have been missing even longer.

After a well deserved night of rest, the party turned off the Triboar trail and headed south down the Long Road.  While traveling through a ravine, the party was set ambushed by a group of strangely garbed monks.  Their outfits had leathery flaps which stretched between their arms, waist, and legs that allowed them to glide from the top of the ravine to surround the party.  The outfits caused Glidion to derisively refer them as “squirrel monks” due to their resemblance to flying squirrels.

The leader, a cold-eyed woman wielding a strange looking spear that Salazar identified as a yari, demanded that the group throw down their weapons and surrender.  Unfortunately for the monks they had underestimated their opponents. Despite the fact that they were escorting a pair of oxen pulling a cart, these were not paid caravan guards but battle-hardened adventurers.  The battle was brief and violent, and the party ultimately captured one of the monks alive.

The monk was not very forthcoming, but did answer some questions.  When asked about Grevor, Kharloss, and Jarlee he stated he did not know the names but that perhaps “they now serve”.  He called the adventures fools who had no idea what was going on and that they would end up dying or serving the new order.  Eventually he would speak no more and simply said the group should either kill him and be done with it or let him go.  Darkeyes meted out grim justice to the monk with her enchanted axe.

Salazar claimed the yari by right of battle.  It was enchanted and had “Zephyr” engraved on the blade in the Shou language.  Wrenna had ‘liberated’ a scroll case from the leader in battle.  It seemed to contain many of the teachings of this monastic order.  They learned to pattern their movements after the cycling motion of the hurricane, which is how they refer to themselves.  Although he found many of their teachings perverse, Salazar did gain inspiration from some of their techniques.  Glidion gathered the strange leather outfits from the deceased “squirrel monks” and took note of the symbol on them, an inverted triangle with three branching lines above it.

The party continued south down the Long Road, eventually reaching Westbridge, staying at the Harvest Inn.  While there, the group was disturbed to hear of more recent disappearances.  The whole town was abuzz about the Oric and Lathna, siblings who were abducted by raiders from a homestead a short distance outside town.  The proprietor of the Harvest Inn, an affable halfling named Herivin Dardragon, also expressed concern about one of his regulars, a shield dwarf prospector named Wulgreda.  While he could not prove she was missing, she had not stopped by in a very long time.

After leaving Westbridge, the group encountered a group of mounted knights on the road led by a knight named Sir Gerald.  Darkeyes identified them by their heraldry as the Knights of Samular, an order dedicated to Tyr, god of justice.  After establishing their good intentions, the two groups spoke about the rash of missing people.  Glidion told them to watch out for anyone wearing the strange leather suits they found the monks in.  Sir Gerald identified the outfits as wingwear, which he was only familiar with because the Knights of the Feathergale Society used similar outfits.  As far as Sir Gerald knows, the Feathergale group is an honorable one, if somewhat pampered and rich.  Sir Gerald could not identify the symbol on the wingwear, but he had seen it before at the sites of some of the kidnappings.  Sir Gerald also took the opportunity to sketch out three other symbols he had encountered during his investigations.

Sir Gerald and his men bid the party adieu.  He did invite them to come to Summit Hall in the future and recommended they speak to the Feathergale Society about the wingwear.  The party continued down the Long Road, knowing that Red Larch was less then a day away.  

Thursday, July 2, 2015

Random Reviews: The Martian

“I'm pretty much fucked”

I am not normally someone who gets bent out of shape by movie adaptions.  I understand that movies and novels are different mediums and that sometime changes need to be made to the way the story gets told.  I also don’t sweat it too much if the movie sucks.  After all, the book will always be there regardless of what sins against cinema the movie commits. So the fact that the first thing I though when I heard that they were making a movie out of Andy Weir’s The Martian was, “I hope they don’t screw this up”, is a sign of how much I love this book.

The Martian has an incredibly simple premise.  Astronaut Mark Watney is accidentally left behind on Mars when he is injured and believed killed during a dust storm that causes the Ares 3 mission to be scrubbed.  With no way to contact Earth, and no hope of rescue before his supplies run out, Mark Watney must find a way to survive on a planet that cannot support human life.  It is basically Robinson Crusoe on Mars.

So if the premise is so simple, why do I like it so much?  Well, first off the science is exceptionally good.  No work of fiction will every be 100% scientifically accurate, but Andy Weir obviously worked very hard to make everything as plausible as possible.  In an interview he had with Adam Savage (worth a view BTW), he talked about how he had even worked out the launch date where the distance between Mars and Earth would be favorable for a mission where the astronauts would be on Mars over the Thanksgiving holiday for plot reasons.  Please note that Andy Weir never actually mentions the launch date in the novel, he just wanted the novel to be as accurate as possible.

When you are calculating orbital mechanics and trajectories for interplanetary travel just to make your novel more accurate, well you sir are a steely-eyed missile man.

With all of this focus on scientific accuracy, you might figure that it is a dry read.  That is where you are wrong.  Knowing that we would be alone with our protagonist for the majority of the novel, Andy Weir makes sure Mark Watney is an enjoyable person to spend time with.  Smart, inventive, and possessing a sarcastic wit, there would be no one I would rather be trapped on Mars with.  OK, maybe a sexy starlet, but I am sure I would survive longer with Watney to work through problems as they arose.

As for the challenges Watney has to overcome, Andy Weir does a great job of making them appear insurmountable before showing us how the protagonist overcomes them.  In the interview with Adam Savage linked to above, he mentions how he wanted all of Watney’s problems to be a “cascade failure”.  In other words, almost every issue Watney faces is either a result of the initial dust storm that stranded him there or the result of something he had to do since then to survive.  This is not the story of someone with incredibly bad luck; it is the story of someone forced to overcome incredible odds.

I know this review is a bit of a love fest, but I can’t help it.  The Martian is easily my favorite book of the century so far.

Now I just hope they don’t screw up the movie.

Tuesday, June 30, 2015

So the Lords of Tyr tried out the Dragon Age RPG…

Ah Solas, you old heartbreaker.

While I am not the video game fanatic that my wife is (few people are), I do enjoy playing them from time to time.  One of my favorite video game franchises at the moment is the Dragon Age series.  So I have been curious about the pen and paper incarnation of the franchise for awhile, but only bit the bullet with the recently released Dragon Age RPG Core Rulebook, which combines and expands the rules from the previous three sets that Green Ronin has produced.

The basic mechanic of the system will be familiar to anyone who plays RPGs.  Roll some dice (in this case 3d6 instead of a d20), add the appropriate ability modifier, and then compare it to a target number.  Nothing out of the ordinary there.

The most innovative concept introduced in the Dragon Age RPG is the stunt system.  You are rolling 3d6 for most rolls in this system, and whenever you roll doubles, you generate stunt points.  How many stunt points depends on your dragon die (one die of a different color).  You can then use those stunt points immediately to do something cool, like get an extra attack, push an opponent back, or even perform multiple stunts together if you have enough points.

I was intrigued by the stunt system and was curious how it would function in actual play.  I also wondered what gamers who were unfamiliar with the Dragon Age video games would think of the system and the world.

So I gathered together some of my fellow Lords of Tyr and decided to run Duty Unto Death, the introductory adventure featured on Wil Wheaton’s Tabletop.  Only one of my players was at all familiar with the Dragon Age video games, so I figured they would be a good group to evaluate the game on its merits without affection for the franchise seeping in.

The group quickly divvyed up the pregens, a Ferelden Freeman warrior, a Dalish Elf rogue, and a Human Circle Mage.  Because they were new to Dragon Age, I spent some time discussing the world and how they fit into it.  Luckily, the introductory adventure made this easy, as the characters were all new recruits to the Grey Wardens, and it begins with Duncan explaining key concepts like darkspawn and the Blight to the characters.

The first combat was very interesting.  Stunts came up a lot more frequently then I expected and really added a bit of variety to the “I hit it with my axe” rut that fighter heavy games can fall into.  It also forced the group to think tactically, especially as it was discovered how squishy the non-armored circle mage could be when darkspawn closed in on him.

(The circle mage also learned the importance of the rock armor spell from this combat, and he became a bit obsessed about keeping it up as much as possible since it is not a spell that can really be cast once combat has begun because of its long casting time.)

Because the game started a bit late, we only were able to fit in one more combat encounter in the session. By this time the group was pretty acclimated to the rules, and were really looking forward to stunts when they came up.

After the session, feedback was pretty positive.  Stephanie, still the newest gamer in this particular group despite having years of experience at this point, gave the most positive review.  She liked the stunt system, but seemed even more intrigued by the setting, which she thought had a lot of depth.  So I guess that is more of a thumbs up to Bioware, which created the Dragon Age setting for their video games.

All and all, it proved to be a very fun session.  It probably won’t become our regular game, as the group is pretty invested in the two long-term campaigns we currently are running, but I can definitely see us returning to it as time permits.

Monday, June 29, 2015

A quick update

I normally try to keep my posts here strictly geek related.  It has been long enough since I posted last though that I thought a quick update was warranted before I (hopefully) begin posting regularly again.

So a lot has been going on in my personal life.  Most significantly, my wife and I have moved halfway across the country from the Windy City to the Valley of the Sun.  We moved because of my work, which has been pretty hectic since I arrived here.  Things have calmed down a bit now though, which is why I am going to try my hand at blogging again.

I am still gaming with the Lords of Tyr using the various amazing digital tools which are available nowadays.  Currently I am running Princes of the Apocalypse (Dungeons & Dragons 5e) and playing through Rise of the Runelords (Pathfinder).  I also recently ran Duty Unto Death (Dragon Age) for my old group when a few of them were in town visiting.

Over the next few weeks I plan to post about virtual table tops, my experience running the Dragon Age RPG, a couple of book and TV show reviews, and possibly a major model building project I am thinking of undertaking.

So if you have been waiting for my triumphant return, here I am!  If you have stumbled across this page by accident (more likely), then I hope you like what you see.

Saturday, August 2, 2014

Random Reviews: Guardians of the Galaxy

Look, you can see the top of Rocket's head!

Unlike most of the movie going audience, I actually knew who the Guardians of the Galaxy were before it was announced they would be appearing in a major motion picture.  That being said, I was pretty ambivalent when it was first announced.  Even though I am a Marvel fanboy, the Marvel cosmic characters were never my thing.  I figured I would catch it on Netflix at some point.  Then the quirky marketing campaign started and I decided to take a chance and see it in the theaters.  I am glad I did.

Guardians of the Galaxy is less of a superhero movie and more of the kind of old-fashioned sci-fi romp that they don’t make anymore.  There is more Star Wars in its DNA than Iron Man.  Peter Quill, or Star-Lord as would prefer to be called, is part Han Solo and part Captain Kirk—at least when it comes to Kirk’s penchant for banging alien-chicks of various skin colors.

Despite being the only human in the cast, Peter Quill is not a point of view character.  By the time you see him as an adult, he has been in space since he was eight years old and is fully acclimated to the strange universe he inhabits.  That is one thing I appreciate about this movie, it is confident enough to do its world-building on screen and drop you straight into the middle of the action.  They filmmakers felt no need to put earth in peril to artificially make the audience care about what was happening.  Instead, the spent the time making you care about the characters and the universe they inhabit.

A lot of the credit for the success of this movie goes to Chris Pratt.  I have been a fan of the actor since I first became aware of him on Parks and Recreation, and his charisma and humor come through full force on the screen.  Much like I have trouble seeing anyone but Robert Downey Jr. playing Tony Stark nowadays, I can’t imagine what this movie would be like without him in it.

This is not to undercut the other performances.  Bradley Cooper is amazing as the voice of Rocket and Vin Diesel is able to convey a surprising amount meaning in saying, “I am Groot”.  Even some of the smaller roles, like John C. Reilly’s “beleaguered cop” member of the Nova Corps and Michael Rooker’s “blueneck” portrayal of Yondu were a joy to see on screen.

Most importantly, the movie knows how to have fun.  It is not the full on comedy you might think it is from seeing the trailers, but it had plenty of laugh out loud moments.  Perhaps more surprising is that the movie was just as good as evoking pathos as it was at evoking laughter.  There are many moments where you really felt the pain of the characters in the movie, even if they were a CGI raccoon or a green skinned alien.

This is my favorite Marvel movie since the Avengers, but the impressive thing is I have been a fan of the Avengers since I was a kid and the Guardians of the Galaxy were a group I mostly knew about as a point of trivia.  The fact that I enjoyed this movie so much is an impressive feat.

Tuesday, June 17, 2014

Dropping skills for backgrounds in Dungeons & Dragons Fifth Edition

I am the kind of guy who writes pages of character backgrounds for my characters.  Some of them probably qualify as short stories.  Sometimes they are written from a first person point of view, other times in the form of a journal, occasionally from a third person omniscient or the point of view of another character in the story.  I feel I need to write these backgrounds in order to properly play my character.  Even in the MMORPG City of Heroes, where I never played with deep role-players, each of my ‘toons’ had surprisingly detailed character backgrounds.

I realize not everyone plays this way.  When I am running games getting character backgrounds from some of my players is like pulling teeth.  Often players will present me with character backgrounds no more complex than “I grew up in a peasant village and when I was old enough I left to find my fortune”.  That is OK, everyone has a different playing style.

Still, I like games that encourage characters to develop their background a bit.  Probably the first game I encountered that did this was Warhammer Fantasy in which your character development was tied to your career path.  Knowing that your character was a rat catcher or a merchant before they began adventuring wasn’t much, but it was something.  Last Unicorn Games short-lived Star Trek: The Next Generation RPG took a similar path, where during character generation you would take a number of ‘tours’ on previous starships to determine your skillset.  Maybe you spent a tour on the USS Hood as a security officer even though you were in command now so you were handy with a phaser.

I think my favorite take on this mechanic so far is in 13th Age.  During character creation you allocate a number of points to backgrounds.  Rather than specific skills you might say you spent time as a cat-burglar, a guild mage, or a merchant.  Maybe you were a poacher (4 points) who was drafted as a soldier (2 points) and then became a animal trainer (2 points) when you got out.  Rather than have a specific list of skills, you roll and add an appropriate ability modifier plus points in your background where you would roll a skill check in D&D.  If the party needed to track someone through the woods and one character had a poacher background while another had a bounty hunter background, both could make the roll using their background points plus their wisdom modifier.  However, if they needed to tie up a captive probably only the bounty hunter background would be applicable.

During the D&D Next playtest, I always thought this system would be easy to implement as a house rule.  D&D Next was already more skill light than D&D 3e or D&D 4e after all.  So I was pleased to hear that at Origins there was talk of an optional module that would use backgrounds instead of skills in a similar manner.  Assuming it is well implemented, I would definitely use that option in any D&D 5e games I run.

Or I guess I could just run a 13th Age instead.  It really is a fun system.

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