Tuesday, September 5, 2023

Emergent story and different modalities of D&D



image courtesy of Patrick O'Neill Riley, Britannica



 I am sorry that I have neglected this blog of late.

My goal for the balance of this last quarter of the year is to update more often with my ruminations and thoughts about the games I am running or am participating in.

These days that means D&D, 5e is still at the top of the mountain for TTRPGs as far as I am concerned and even though I will be taking a more detailed look at Wotc's UA for the new system they are going to roll out next year, or whenever, I have invested heavily into 5e, as have many others and I don't really see myself stepping away from it anytime soon, similarly to how it took a while to transition from 4e to 5e. 

Of course, things have changed a whole lot in the hobby in the last 15 years or so since we bid adieu to 4e and embraced the "new" edition.

But the more things change, the more they stay the same. In some ways, some things have not really changed. For example, today I carved out some time to play at my local game store when I found out via text message that they were offering free space and tables at which to participate in regular games. 

When I arrived however, the guy at the counter told me that no one else had shown up, and after his lunch hour he was going to reopen to see if anyone showed up for a planning session. So this illustrates how hard it is to find a regular group initially, which has traditionally been a recurring problem to a lot of enthusiasts of D&D and games of a similar ilk.

Now it is immensely easier to find a game online utilizing digital platforms such as Owlbear and Roll 20, which is exactly what I will be doing tomorrow night as I have been invited to rejoin a group which is play testing the new UA classes and mechanics in a digital format. I engaged in this once before earlier this year before things became too hectic, but now I am carving out some time to do it again before the new system drops in 2024.

Different modalities of D&D and running game sessions

Recently I have become very interested in becoming a better DM for the group I have been running game sessions for now for over a year and a half. We play every other week, which sometimes feels like a lifetime when it comes to immersion and having a pause in the narrative, but in my spare time I was doing a lot of prepping and studying how others engage in this same exercise, trying to run the perfect game session. Nowadays rather than having a strict linear adventure, I am really wanting to run games with a more emergent story. I have learned a lot and will probably elaborate more on this topic as part of a more in-depth blog post.

For now, I will leave by saying, I am not sure who, if anybody, is reading this blog on a regular basis, but to you out there who may have stumbled upon it, welcome. And may the rolls be with you.

I do however want to share with some very interesting channels and forums which expand upon these topics which I find interesting starting with: 






Saturday, July 15, 2023

D&D box sets: Retro component review

 A little over a year ago I looked at the 3.5 boxed set for D&D from 2006 by Wizards of the Coast and the 2010 set which went along with the 4e Essentials line. Both really nice boxed sets in my opinion and both better than then 2022 Starter Set: Dragons of Stormwreck Isle, if you are going by components and a few other factors. The best boxed set adventure for my money remains the 2014 5e Starter set adventure, it's hard to beat that adventure for both new DMs and players getting into the hobby, but as far as starter box sets go, these are some good ones. 

I will have a new video soon going more in depth into some of these boxed sets, but for now I enjoy looking back at this video, sorry for the quality, I was having trouble focusing using my new SLR at the time. 




Sunday, June 11, 2023

Combat in 5e is broken?


 

I have been playing D&D 5th edition on and off for over two years now and have been DMing in a biweekly group since last June and I can honestly say that I believe I had more fun as a player than running campaigns, primarily because I believe the 5e combat mechanics are broken in comparison to older editions of the game.

Now I am no grognard, but I will preface this post by saying that I have played first edition games and ran some basic D&D games (mostly the Meltzer or what gamers call BECMI nowadays) and this is the version I seem to like the most, outside of AD&D first edition.

Why do I say that D&D 5e's combat system is broken? Well let's take a look at page 9 of the Rule book from the new starter set (which basically just condenses some of the key rules from the 2014 PHB) where combat is covered and you will find what I think is the biggest culprit: Step 4 which states that after rolling for initiative, each participant in the battle takes a turn in initiative order. The problem is that by the higher levels, (my players are level 7 now) they have amassed so many abilities and powers, that even a single monster with a CR a level below or above will present little challenge if played as written in their stat block. 

Well you might say that the answer for the DM is to have more of the same types of monsters attacking the party, but this is not always optimal in practicality or even possible due to narrative reasons. Today the party travelled north in the Forgotten Realms and squared off against a B'rohg which was about twice the size of one of the party members, our barbarian, whose pet is a two headed hell hound, never even broke a sweat. Even though the creature has the ability to hurl boulders from a great distance and does possess multiple attacks, it was no match for the party, usually the more members of the adventuring group in a fight, the bigger the advantage they possess due to the sheer number of turns vs. the creature they are fighting, even if the creature has immunities and multiple attacks. 

So in this case, a CR6 monster against a full party of 7th level characters did not stand a chance. Granted, it was only one creature, but usually the party is so much more powerful collectively that if you have a group vs. the characters, the results will be the same, only combat may take slightly longer because you are reducing the health of monsters with slightly over 400 hp instead of the long combatant with only 136.

So even if the creature were to attack with its rend power which can make 49-85 worth of damage in a single attack, it really doesn't matter if the creature rolls low on initiative and never gets a turn at bat. 

The B'rogh doesn't stand a chance even as an expert rock hurler against a full party if he goes up against them alone, even with its large stature and fearsome frame with multiple arms and multi-attack because the players are much more powerful at higher levels and they collectively have more turns to attack it. 


Health and dying

Another problem with 5e which has been well documented and which I won't rehash too much here has to do with the relative ease in which the adventuring group can heal and recuperate health. If they have a cleric in their midst, this procedure is even easier, but let's say that the character is reduced to zero h.p. and fails its death saves (unlikely because the game is set up for recovery of health vs. permadeath), spells can always bring the character back from the brink or even from death itself. What's worse, the short rest and long rest mechanics allow for faster and more effective heals and recovery of spell slots. Of course, in older versions of the game material components were required to perform some of the more intricate spells, but that has been mostly done away with at the DM's discretion. Mostly the spell caster will use a spell focus in lieu of required components.

Lastly, spell casting classes are a bit broken too, with cantrips being powerful at times and which can be repeated over and over without the need to spend spell slots. 

But for me, the most broken mechanic is still the unbalanced combat system. So much so that it has me longing to play BEMCI or a more challenging OSR version of the game. How do all of you out there ameliorate this faulty combat mechanic?


Saturday, June 3, 2023

Retro vid: The 80s D&D cartoon. Memorial Day Weekend 2021

A little over two years ago I watched and reviewed the pilot episode of the D&D cartoon entitled "The Night of No Tomorrow"



Wednesday, April 5, 2023

was 'Horde of the Dragon Queen' really that bad?

Now that 5e is approaching almost a decade of in existence, I thought it would be fun to go back and take a look at the first module that was produced for the system back in 2014, "Hoard of the Dragon Queen" part of the Tyranny of Dragons series, which I think was intended to have been three books, but which for some reason ended up being just the two.

Last year when I was trying to complete my collection of published 5e adventures, I really wanted to get my hands on this and its continuation "The Rise of Tiamat" purely for the nostalgia factor.

I remember vividly playing with my 4th edition group in Texas, in the waning days of that system, and seeing this volume on the shelves of my local game store. I didn't pick it up then because we were still having fun playing the older system, but I knew eventually I wanted to check out these printed 5e modules.

This module didn't get (and to this day) does not get good reviews from DMs and gamers in general, so I am going to do a chapter by chapter read and see if it's as bad as advertised, or if the criticism is warranted.

I should probably start out by noting that I never play tested or ran this module with a group. I am a fairly n00b DM. In fact, that is my brand! Currently I am running an ongoing campaign with a group that has been going on for about 9 months now, which is the longest campaign I have run to date, but it is a mashup of the starter set adventures (Lost Mines, Dragons of Stormwreck Isle and Dragon of Icepire Peak) with Storm King's Thunder for good measure, but all with a spin I've put on the whole thing because I don't like running modules straight from the book. Many others do not like that style either. To each his/her own.


Strengths: What I feel are the strengths of this one

The setting of the story is the Forgotten Realms, really the first time Faerun and its familiar surroundings make their presence in the 5e system, a smart move by WOTC. Go with something people are familiar with and also it is a setting that easily ties into the Starter set adventures and the Sword Coast, which was of course no accident.

The artwork is really good and I like the paper, the pages have this matte print which seems to provide a better ease of readability than glossy pages. Maybe it is just me, but I prefer this to the glossy in other books. 

Weaknesses: Yes, it is not a perfect product or story. Then again is anything really perfect? Just from re-reading chapter one "Greenest in Flames" I can say that the NPCs are not really that memorable, they are serviceable for what they are, but few of them stand out as written. 

There is also an attempt to tie in the characters' backstories to the Tyranny of Dragons campaign by using hooks found in the book's Appendix A. Except this template's hooks aren't all that memorable or original. I think that the players could come up with better hooks, or at the very least modify some of the better ones found in the appendix to make them feel less shoehorned. 

I don't like the map of Greenest they provide in chapter one on page 10. Actually, it's a very poor map, it looks generic with very little detail. I do feel that the map in the starter set is better, detailing the town of Phandalin and an overhead map for the entire sword coast. The map should have been more detailed and easier to use, representing the key spots in the action. 

Another irritating thing about this chapter is that the formatting of the NPCs is not consistent. The convention in most of these 5e modules is that they used bold text to reference creature in the Monster Manual, so the DM can go look up their stats, but in this chapter some NPCs' names are in bold with no stat block or reference in the monster appendix (which is an odd mix of both monsters and NPCs), while others are just named without the bold formatting. It;s a bit confusing. 

One of the key events in this chapter is the adult blue dragon attacking. Except that this is all window dressing, it's all for show as the characters don't fight the dragon and hardly interact with it. The reason given for this is that the characters are first level and so the dragon just makes an appearance to attack or threaten NPCs, with the DM advised that its breath weapon could kill a 1st level character. Indeed, the Monster Manual gives an adult blue dragon a CR of 16 with multiple attacks and legendary actions.

 There is actually a lot of action in this introductory chapter, but the pacing seems off, a little clunky in some parts. The best bit is the raiders trying to set fire to the town's mill and the PCs asked to save it.

In the end though, it all devolves into melee combat with some mildly interesting NPCs and creatures. 

Next: Chapter 2 "Raiders Camp" Another bad map. 


Book review: D&D Tales from the Table: A campaign Archive

  A Target exclusive, this little book is chock full of good ideas. Normally I don't do book reviews on this blog, but because I am away...