Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts

Monday, August 25, 2025

The videogamification of Dungeons and Dragons

Proficiencies were optional in the 2nd edition of Dungeons & Dragons

 I hate the way virtual sessions of D&D go nowadays.

You may hear me express this sentiment and automatically brand me as an old Gronard, with the usual contempt for 5e and modern versions of our favorite tabletop role playing game, but you would be mistaken.

As a matter of fact, I have been running a successful 5e campaign for over three years now, utilizing 2014 rules and only recently transitioning to the 2024 ruleset. 

When I state that I am not a fan of modern game sessions, at least the way they operate in VTTs such as Roll20 and Foundry, it is an overall complain of a player and game master mindset which I think has become prevalent in the table top gaming scene, but it is far from a holistic condemnation of this type of gaming mode.

So I will clarify through the filter of my favorite version of the game, AD&D, specifically utilizing the information found in 1989's second edition Player's Handbook by David "Zeb" Cook et al. 

To be more specific, I have been reading chapter 5 of that great book which deals with weapons and non weapons proficiencies and weapon specializations. I think this is a far more elegant and pleasing system than feats, which made their way into the game in 3rd edition a decade later, and which have become the defacto way for player characters to become more fleshed out ever since.

And to be clear, this video game mentality which permeates the modern scene isn't even a new thing, one could make the argument that it has been there for a long time. The problem (as I see it) is the way the game has morphed as a result of the proliferation of VTTs since around 2014 and the limiting way in which some players want to gain every edge in combat and other aspects of the game, sometimes to the exclusion of common sense in a blind allegiance to RAW (rules as written.)

 Simply put, I am a tad annoyed by the modern player's propensity to faithfully adhere to RAW when it benefits their character, sometimes ignoring common sense in the attempt to gain every little advantage. 

One recent example I can think of at the top of my head is a game session in which a player tried to use the command spell while in the process of interrogating an imprisoned NPC. The problem is that the prisoner at the time was unconscious or asleep, can't recall which. The player kept repeating and at first did not seem to comprehend, that using such a spell would probably not work because the prisoner was not conscious, therefore unable fall under the influence of the spell, or to realize what the PC was even attempting to do at the moment.

Sometime, a lot of time, logic has to prevail over RAW. 

I will go on the record here to state that I don't like feats. I don't like mechanics which give the PCs insane ways to become more OP or to gain advantages simply because WotC or whomever, has decided that it's more fun for players to be uber powerful beings, starting from level 1! 

As far as fleshing out a character beyond what he or she receives by virtue of their chosen race/class combo, I think proficiencies are far more pleasing to me than feats. 

For those who don't know, the way proficiencies work in AD&D 2e is depending on the PC's class, they earn slots while they level which give them the opportunity to add weapons proficiencies and non-weapons like carpentry, seamanship, and even stuff like swimming and stonemasonry. There are no bonuses as in 5e, at least not right off the bat, instead, a character can specialize in a weapon by filling in their slots and improving their mastery over time as they level up.

In terms of non-weapon proficiencies like tumbling, animal lore and tracking, when a character uses a proficiency, either the attempt is automatically successful (for simple tasks) or the character must roll a proficiency check. Each proficiency is tied to a relevant ability, (strenght, charisma etc) and this is what a character must roll.

I like this system over feats because the sheer amount of feats skewed towards making the character OP and superhero like in the modern game is not an option, instead this system allows for progression over time and allows for a more realistic and effective way of character optimization in my opinion.

As an aside, I will be making more game related posts as we head into the second half of the year and beyond. I always try to not let RL issues get in the way of fun discussions, but more often than not I fail to provide regular updates on this blog. That's something I will try to rectify in the coming days and weeks. 




Thursday, May 15, 2025

Throwback Thursday comics: DC's Dragonlance

 



Dragonlance No.1, DC Comics, December 1988


In the fall of 1988, specifically December of '88 DC comics had in its stable of titles classics such as the Legion of Superheroes, Batman (where the iconic "Death in the Family" story arc was in full bloom), Green Arrow and Superman, but also adaptations and retrospectives like "The Prisoner" mini-series, "The Shadow" and of course, Dragonlance No. 1, based on the iconic novels and TSR game modules. 

Besides being a pretty innovative adaptation and start to the DL series when DC had the D&D I.P. (Barbara Kesel wrote in the letters page of the comic that in addition to the Margaret Weiss and Tracy Hickman classic, DC would also start to publish other D&D titles and adventures.) Dragonlance No. 1 for me personally is a bit of a time capsule of a great time in life, when I was a freshman in college going through the transition from H.S. to the quarter system as an undergraduate student at the UCLA campus.

What's fun and unique about the DL comics from that era is that editorial intended them to be more than a fun series based on D&D, they also had stat blocks and a map of the world of Krynn every fourth issue. Full disclosure, I only own the first two, so I am not really sure if this goal was achieved, to blend the series with a sort of gamemasters' supplemental tool, but through the exploration of this series over 30 years later, I aim to find out.

The first issue features background information on the Clerical Order of Majere with their mostly pacifist monks, lists the comic's protagonist Sturm Brightblade as a lawful good 8th level fighter with a THACO of 14 and with 47 hit points! At the time of the story told in the debut comic, Sturm is coming back from a five-year-long journey to discover his legacy. It also goes into describing why the Solamnic Knights like Sturm have fallen into disfavor in the world of Krynn, which is known by any fan of the novels or modules, but not necessarily well-known information to comic book readers not familiar with D&D in general and Dragonlance specifically. 

There are sidebars also included which describe two magic items presented in the comic: A Medallion of Majere and a footman's Dragonlance, different from the more powerful ones used by dragon-mounted riders. Issue 2 has stats for Lord Soth (with 59 hit points and a THACO of 12) 

The story found within the covers of issues 1 and 2 is a good introduction to the series and features appearances by Lord Soth and an old wizard who should be familiar to any Dragonlance fan. Plenty of action and "Gamerese" as well with the reveal of a High lord's blue dragon mount and a column by the late Jim Ward on the RPGA Network. 

These comics are fantastic and every fan of RPGS, D&D and comics in general should get their hands on them, they are easy to come by in back issue bins and on the web. 


The videogamification of Dungeons and Dragons

Proficiencies were optional in the 2nd edition of Dungeons & Dragons  I hate the way virtual sessions of D&D go nowadays. You may he...