Tag Archives: Dungeons & Dragons

More ebay fun

This is my latest purchase on ebay. It is a D&D 5E starter box set, I already have a copy of this, but this particular one came with the starter PDF’s printed out and nicely spire bound, the purchase was worth it just for these alone. It cost me $15 + $3 shipping. This is going to become my crash pack for D&D 5E

Swords and Spells

I have owned a copy of the original Dungeons & Dragons for many years. When I say original I mean it, The original three little brown booklets, along with that I have the four supplements, Greyhawk, Blackmoor, Eldritch Wizardry and God, Demi-Gods & Heroes. The only part of this that I have been missing is Swords and Spells, the mass combat book that TSR published to replace the aging Chainmail rule set, which predated D&D and was not entirely compatible. I never acquired a copy first because they were too hard to get and second they were always too expensive and not really worth the price. Fortunately, DriveThru RPG recently added it to their Print on Demand products for a whopping $10 plus $3 for shipping, even with the added tax, I was still under $15. As a bonus, it was printed in Austin Texas, so even though it was shipped by turtle back, I still got it pretty much over night. Keep in mind, this is not a replica and is not intended to be, the cover is glossy and it is perfect bound rather than staple bound, so there is no passing this off. But for the sake of completeness I am not going complain one bit.

What would I do if?

The store where PezWitch works will be closing down in a couple of weeks. This has my dear wife in a bit of a tizzie. The problem is not money, I make plenty enough to support us, she has not had to work for years. The problem is, being a computer tech is part of who she is, it is part of her identity and she is afraid to loose that. She is unlikely to be able to get another job in the field, with her age and health, no one would hire her. So unless she decides to do something different, this will probably be the end of her working life and she will be officially retired.

I think this is a very large personality difference between us. While she dreads unemployment even without risk, if our roles were reversed, I would probably be so happy no one could bare to be around me. I think PezWitch has the same problem my mother did, she is afraid of boredom, me, I have no such fear. There are too many things to do in this world for boredom to ever be a problem for me.

  • I would rent a small hole in the wall retail space and open a business, probably sell Comic Books, Role Playing Games, Magic the Gathering cards and Anime porn.
  • I would start an activity group, I would love to start a club where we played D&D or a Magic the Gathering League, but heck even a book club would be fun.
  • I would volunteer at the local library, become a school crossing guard or a lunch room monitor. If children were too annoying, there are plenty of places to volunteer that need help.
  • I might become a political activist, according to the internet all those protesters are paid big money to travel all over the country and protest stuff, so why shouldn’t I get some of that sweet protester money.
  • I would write books, does not matter if its good, in this day and age you do not need an agent, an editor and a publisher anymore. You can pretty much sell direct via Amazon Kindle services. I could churn out 250,000 words a year of porn easy.

To me this is just the beginning of such a list, I could go on and on.

D&D 5E Crash Kit

So here is my Dungeons & Dragons crash pack. This is the third one I have put together, I did one for GURPS and one for Original D&D. The idea is if I ever get the chance to run a pickup game, I want something I can just grab and run with, sort of a just add dice thing. I printed out and bound the free PDF’s Wizards of the Coast provides which constitutes the basic game. I also copied and printed the pre-generated characters from the Starter set along with some blank character sheets and finally a first level dungeon, Tower of the Mad Mage.

D&D 5E Play Analysis Part 3

So I have spent the last couple of weeks re-reading the various versions of Dungeons and Dragons, from the Holmes boxed set, to AD&D 1E, 2E, right through 3E and I even reviewed 4th edition. I love those old editions of the game. Simplicity is really what shines in OD&D and AD&D1E, nothing was terribly over thought and players were given broad power within the framework to do what they wanted. The problem was the rules often did not make sense and had multiple dice mechanics to remember and sometimes those dice mechanics did not make sense even in the framework of the rules. AD&D 2E cleaned a lot of this up, organized the rules better and added a credible skill system, but it still retained the wonky dice mechanics. 3E and 4E went the other direction, while they built a unified dice mechanic, they added way too much crunch to the game. Even at the beginning there was a ton of crunch that would complicate the game and clever rules lawyers would bully their way into ridiculously over powered characters.

Having looked at all these games, I have come to the conclusion that D&D 5E is in fact the best edition of the game so far. The unified dice mechanic makes rolling the dice and judging the results quick and easy, you know you are rolling a d20 and you know you will have just a couple of easy to remember modifiers to that roll. If you like a simple game with very little crunch, where the players add the depth to their characters via back story and life experiences, You can play the game basically for free by downloading the basic game PDF from Wizard of the Coast. It has a very simple broad set of skills that define what a character can do well and what he is not so good at. At the basic level there are no feats, but in the intermediate level, feats are a good way to allow interesting abilities to be added without breaking the game. At the basic level the game is not to different from playing the Holmes basic set. However, when the scope of the game is expanded, there are lots of interesting options to build a wide variety of characters while at the same time limiting the ability of rules lawyers to produce characters with ridiculously high armor classes and hit bonus’s.

Now don’t get me wrong here, I love the old versions of the game and I would certainly play them again and I will most likely run games in the future using AD&D 1E. Again, there is no arguing with the simplicity of those games, the innocent wild eyes wonder of playing the game. Unfortunately it is not 1980 anymore and we have a higher expectations of our games. I am also not 17 anymore, I don’t have enough time these days to build my own campaigns from scratch. I depend heavily on published material and even with the OSR in full swing, there is not enough quality published material out there to keep things fun and interesting, this is why dead games are dead. When I go to Dragonsfoot, THE bastion of old school gaming, most of those people do not actually play the games they are talking about. For the most part, they are re-living their glory days, some are running campaigns, most are not, most are playing D&D 5E or Pathfinder. When WotC reprinted all the books from earlier editions, the sales were not all that good and if you go to DMGuild.com, the best sellers are from the current edition. So I think most people, even the ones like me, who love the old games have pretty much come to the same conclusion, Dungeons and Dragons 5E is the best version of the game so far.

Homemade Gaming Books

Okay so here it is, I used my laser printer to print out a couple of (legally purchased PDF’s) game books. Since my current obsession is with the 1977 Holmes edition of D&D, I went with that and B1 In Search of the Unknown. Both are fairly small page counts, a nice test run before I go on to bigger books. I considered buying a book binder, Amazon sell them for around $50, but I am just not planning on doing that many projects. PezWitch suggested Slide binders, available on Amazon for $10 for 10, which include plastic sleeves. Overall I am happy with the results, these would make fine table copies. The plastic covers, along with the heavy stock paper I used for the first and last pages, should make these resilient to wear and tear of normal use. Of course the downside is they are pretty ugly and I think even if I had a color printer I would not be particularly happy with how they look. Again though these are not meant to be collector copies, these are meant o be brought to the table and used week in and week out and making them needs to be cheap. Laser printer generally cost around 5 cents per page to print in black and white, the rule book is 50 pages, so including the slide binder, this means the rule book cost roughly $3.50 for me to make myself. The module cost around $3 to make, so $6.50 in total, considerably cheaper than buying on Ebay.

5th Edition Fafhrd and the Grey Mouser

In pure ability in their area specialty, Fafrd and The Grey Mouser are probably in the high tier 2 power level, but because both have spread outside their niches, both have become “Jack of all Trades” of sorts and are very capable of facing off with tier 3 opponents. I would like to say as well, these are very basic builds designed to give a feel for the characters, I did not invest any time in figuring out Archetypes or anything of that nature.

I was thinking about replacing the 1 level of Bard for Fafhrd with the Actor feat, this would probably be more faithful to the books because even a 1st level Bard can cast spells and Fafrhrd never did that in the books. I also considered replacing Grey Mousers 3 levels of Wizard for and replace it with Magic Initiate and Ritual Caster feats which would account for the bulk of the magic ability he demonstrated in the books. I opted for levels in different classes for the flexibility they provided to the characters.If you decide the feats are better options, remove the 1 level of Bard from Fafhrd and trade the 3 levels of Wizard for 2 levels of Fighter, so the Grey Mouser is Rogue 10/Fighter 3. You will also have to fiddle with their hit points a bit.


Fafhrd:
Str 19 (+4), Dex 17 (+3), Con 19 (+4)
Int 15 (+2), Wis 10 (+0), Cha 17 (+3)

Barbarian 10 / Rogue 3 / Bard 1

Hit Points 208 (10d12+3d8+1d8)
Armor Class: 17 (10 + 3 (Dex) + 4 (Unarmored defense))

Skills: Acrobatics (+3), Animal Handling (+0), Arcana (+2), Athletics (+9), Deception (+3), History (+2), Insight (+0), Intimidation (+3), Investigation (+7), Medicine (+0), Nature (+7), Perception (+5), Performance (+8), Persuasion (+8), Religion (+0), Sleight of Hand (+8), Stealth (+8), Survival (+5)

Feats: Alert, Athlete, Durable, Keen Mind, Savage Attacker, Tough, Weapon Master

Fafrd is not terribly different from Conan as a barbarian/thief. Fafhrd favored weapon is a Great sword, which refers to as Greywand and a dagger which he calls Heartseeker. He has also been known to use handaxes and Long bows as well.


The Grey Mouser:
Str 15 (+2), Dex 19 (+4), Con 17 (+3)
Int 16 (+3), Wis 11 (+0), Cha 17 (+3)

Rogue 10 / Wizard 3 / Fighter 1

Hit Points 150 (10d8+3d6+1d10)
Armor Class: 16 (11 (Leather Armor) +4 (Dex) +1 (Dual Wielder))

Skills: Acrobatics (+9), Animal Handling (+0), Arcana (+8), Athletics (+7), Deception (+3), History (+3), Insight (+5), Intimidation (+3), Investigation (+8), Medicine (+5), Nature (+3), Perception (+5), Performance (+3), Persuasion (+3), Religion (+8), Sleight of Hand (+9), Stealth (+9), Survival (+0)

Feats: Alert, Athlete, Dual Wielder, Keen Mind, Lucky, Observant, Skulker

Grey Mouser is a Dual weapon finese fighter, he uses a rapier and dagger combination to great effect. Grey Mouser rarely uses magic and tends toward utility magic rather than splashy fire or effect style magic.

5th Edition Conan the Barbarian


Str 20 (+5), Dex 18 (+4), Con 17 (+3)
Int 14 (+2), Wis 15 (+2), Cha 16 (+3)

Barbarian 12 / Rogue 5 / Fighter 3

Hit Points 274
Armor Class: 17 (10 + 4 (Dex) + 3 (Unarmored defense))

Skills: Acrobatics (+10), Animal Handling (+8), Arcana (+0), Athletics (+11), Deception (+8), History (+0), Insight (+8), Intimidation (+9), Investigation (+2), Medicine (+2), Nature (+8), Perception (+8), Performance (+0), Persuasion (+3), Religion (+2), Sleight of Hand (+4), Stealth (+10), Survival (+8)

Feats: Alert, Athlete, Durable, Great Weapon Master, Inspiring Leader, Keen Mind, Savage Attacker, Tough, Weapon Master

This is Conan at the height of his abilities, but prior to becoming King Conan. He is among the greatest warriors in the world. Conan does wear armor occasionally, but even without it he is incredibly difficult to kill and often defeats his enemies with stamina alone. His equipment varies heavily, especially early in his career where he is basically equipped with whatever he has taken off the dead bodies of his opponents. His preference for weapons is Great Sword, but can use anything within arms reach to deadly effect.

 

5th Edition Elric of Melnibone

Str: 5 (-3) Dex: 20 (+5) Con: 5 (-3)
Int: 20 (+5) Wis 20 (+5) Cha 12 (+1)
Wizard 20 / Fighter 8

Hit Points 30
Armor Class: 25 (Plate Armor 18, Shield +2, Dex +5)

Skills: Acrobatics (+5), Animal Handling (+5), Arcana (+11), Athletics (-3), Deception (+1), History (+11), Insight (+11), Intimidation (+1), Investigation (+5), Medicine (+11), Nature (+5), Perception (+11), Performance (+1), Persuasion (+11), Religion (+11), Sleight of Hand (+5), Stealth (+5), Survival (+5)

Feats: Alert, Great Weapon Master, Keen Mind

Spells: At this level, Elric can cast pretty much any spell at will, however Elric rarely has anything other than Summon and Conjure spells memorized and ready.

Elric of Melnibone is the greatest mage in the known world. His specialty is Conjuration and he is adept at summoning all manner of entities to aid him to include gods. Normally when encountered Elric will have recent access to his potions and his Strength and Constitution will be 15. When fighting, Elric will invariably use Stormbringer rather than cast spells, preferring to use magic only to solve great problems. Elric’s high Dex, Int and Wis are directly connected to his being an aspect of the Eternal Champion.

Potion of Invigoration: +10 Strength, +10 Constitution. While Elric is using his potions, his Strength and Constitution are 15 (+2), and has 170 Hit Points.

Ring of Kings: Allows Elric to summon Elemental-Lords, Beast-Lords and Plant-Lords as a Bonus Action. Upon summoning the entity, it must make a DC 20 save, if the save fails, the elemental must obey Elric, if the save succeeds, the summoned entity may decide for themselves if they wish to help Elric or not.

Stormbringer (Great Sword): +3 to Hit, damage 5d6+3. Upon a successful hit, Stormbringer reduces the target’s Constitution by 1d6 points. For each 2 points of Constitution drained in this manner, increase either Elric’s Strength or Constitution by 1, up to a maximum of 20. Stormbringer also transfers half of the damage inflicted on the target to Elric. Elric’s hit points max out at 340. Stormbringer will continue to regenerate Elric until it becomes satiated after transferring 1000 hit points to Elric, at which point it looses interest in fighting and will no longer provide any benefits to Elric and will act as a normal weapon. Undead and constructs which have no life energy are unaffected by the Strength and Constitution drain. Any creature killed by Stormbringer can not be resurrected even by the most powerful of magic.

The digital age is here

I was reading a forum thread about how disappointed people are that local game stores no longer cater to the role playing game community. Back in the 80’s there were stores dedicated to nothing but role playing games and today game shops tend to be more about Magic: The Gathering and Pokemon card games. The complaint seems to be that game shops are chasing the easy money instead of doing the hard work needed to attract serious RPG customers. This made me laugh.

First off, of course game shops are going to chase the easy money. These guys need to pay the rent, they need to pay their employee’s and hopefully have enough left over at the end of the month to pay themselves something. Collectible card games have regular release cycles, if a game shop stocks the top 4 games, they will likely have a new set on the stand every month that keep the customers coming in. RPG’s are just not like that, the big guy, Wizards of the Coast only releases new product 2-3 times a year, usually an adventure module that only 25% of the potential market (GM’s) is going to buy. The number two guy Paizo, is a bit better, but not by much and all the rest are hit and miss, more often missing.

Second, RPG players simply do not need that much product. I can buy the core book and play for decades without ever investing another penny in the game. I like having adventure modules, but I don’t need them, I like supplemental expansions to the game, but I don’t need them. I could pull out my copies of the Moldvay D&D basic set published in 1981 and I could run a 3 year campaign. Just because an RPG is old, does not mean it is unplayable. Lets face it, we are a notoriously cheap bunch anyway.

Third and finally, the digital age is upon us. We no longer need game stores to be the center of our community. Thanks to the internet we can look at products and read reviews prior to buying. We can discuss our hobby with people all over the world in dozens of different forums covering all aspects of gaming. We can even play online now, we don’t even have to put on pants and go over to someones house or the game store to play anymore. On top of that, DrivethruRPG have more games on their site than any game store could ever hope stock, I have 3,000+ RPG PDF files totaling 24GB, and you know what, I store all of them on my tablet and I can carry them with me everywhere I go. Even on the off chance that I want a printed copy, I can always buy from Amazon and get a 30% discount on it, which totally makes it worth the 2 day wait to get it. Alternately, for under $200 I can buy a laser printer and a binding machine to make my own. Okay, I don’t get a full color glossy paged hard bound book, but honestly, do I really need that for a table copy that is going to be exposed to Mountain Dew and Cheetos? At today’s prices, that setup would pay for itself after 4 or 5 printouts.

As far as I am concerned, this breakup was inevitable. Back in the 80’s games stores needed RPG gamers and vice versa, today, not so much. You know, I don’t think that is a bad thing.

Review: BlueHolme

Product Summery:
Name: BlueHolme Journeymanne
Publisher: DREAMSCAPE DESIGN
Author: Michael Thomas
Line: OSR/Basic D&D
Cost: $9.99 for PDF
Pages: 118

Someone may have finally come up with a retro clone of Basic D&D that does not piss me off. In the past, these things have stuck very close to the original rules, even to the point of including stupid and outdated rules, like the race as class nonsense I have complained about in the past. The author of BlueHolme seems to have come to his senses and left that shit out and that is why I shelled out the $10 to get the expanded version of the rules, even though I can get other retro clones that are 90% identical to these rules for free.

Like all retro clones, BlueHolmes set out to re-imagine a specific game from a bygone era. In this case it was the Blue Box D&D Basic Set from 1977 written by J. Eric Holmes, thus the name BlueHolme. The writer originally put out the BlueHolme Prentice rules, which like the game it is based on, only went to third level.In that book he used public domain art from various sources, which gave the book an interesting vibe. Recently he decided to expand the rules to 20th level and get some original art done for the expanded book. He ran a kickstarter and raise a nice chunk of change to commission this art and the end product was the Journeymanne rule book.

What did I liked; the book does a very good job of re-imaging the game it was based on. Quick easy to build characters with very little crunch to get in the way. Classes are limited to the 4 base classes, Cleric, Fighter, Magic-User and Thief. Here is the interesting part, there is no limitation. on races the player may choose from.

Page 5: Just about any being detailed in Part 6: Creatures is suitable for use as a player character with a little work by the referee,

So yes, the player can play a small dragon or a giant beetle if they so desire. I felt this was an interesting twist on the game, something not really done in the past that sets this game apart.

Things I did not like; I think my problem with this game are really problems with the Original D&D, so I would like to be clear about it. This is not a modern game and falls into many of the same traps that old school games fall into. Unbalanced classes, wonky rules, too much hand waving of rules and terrible scaling at high levels. Of course there will those who say, this is what makes these games so much fun to play. But I think there are some areas with these OSR games that are ripe for improvement.

For instance the “All weapons to 1d6 damage” rule, okay I get it, its simple and straight forward. The problem is there is no reason to ever use anything other than a dagger, it does 1d6 damage just like a long sword, my character can carry 25 of them and I can throw them as well as use them in melee. This is something I would house rule, small weapons do 1d4 damage (dagger, dart, short sword, hand axe), medium weapons do 1d6 (long sword, mace, battle axe), large weapons do 1d8 damage (two handed sword, great axe, pole arms). Or even if you wanted to stick with the 1d6, you could do, 1d6-2 for small, 1d6 for medium and 1d6+2 for large. This gives fighters a reason to use a two handed sword other than “Its cool” or “I am a barbarian so…”.

Over all, I liked the game, I think it is well written and accomplishes what it set out to do. I doubt I will ever play it, I think if I were inclined to play this sort of game, I would simply run the Original D&D in some form. However if you are not interested in scouring ebay for copies of the original, but want to play a game approximating it, then this is definitely the game for you.

Saturday Night Game

Tonight we had what I consider a really great game. I think this is one of those games we will look back on and say, “Remember that time when….?”. So after last games TPK and the activation of everyone’s proteges, the party was hired to clear out the dwelling of an old mage who had passed away. Simple right, well except for all the mad mages pets and weird experiments, so you know, nothing is ever easy. In the very first room, they just kind of glance into, because they get distracted by an animated suit of armor. While the other players were horsing around trying to figure out how to use the animated suit of armor to their advantage, the party thief went noising around that first room looking for money in the sofa cushion. The thief of course gets knocked out and replaced by a Doppelganger. David, the player, played along with it. He waited in the back of the party until the group got into t fight with something else and then attacked the character who was in front of him. He grabbed the character and covered his mouth so he could not raise the alarm. I told him he could only suffer and take damage until he either made a Strength roll or died. He missed 4 consecutive Strength rolls and was down to just a couple hit points when the party finally turned around, saw what was happening and saved the poor bastard. This was just part of the whole game, there was a little bit of everything. Puzzle solving, roleplaying and good old hack-n-slash, interspersed with plenty of “Holy Shit” moments. It was a well rounded and fun game.

Attribute point buy for early edition D&D

I have written before about my preferences for standard array or point buy system rather than rolling the dice for attributes. I prefer this because it starts everyone out on more less a level playing field. The problem with rolling dice, while fun and often challenging, often produces an unbalanced party. There is always someone who rolls an 18 and there is always someone whose highest stat is 13. Back in the day we use to use a 90 point system, which was way to much for a starting characters, later I trimmed that down to 80, but that was still too much.

Today, I have come to the conclusion that 70 is about right, however, there should be some limitations on this, because players being players, they will bugger it up. My solution to this is a D&D 5E like Standard array each player may assign as they please and then apply racial modifiers. The array I have settled on is, 15, 14, 13, 10, 10, and 8.

For players who want a bit more flexibility and want the chance to have an 18, there is the point buy system; All attributes start at 8 and you have 22 points to divide between the 6 attributes as you see fit, no attribute may exceed 18. This would allow for two 18’s, but that would leave only 2 points for the other 4 attributes.

I think either of these systems would produce fairly equitable characters that most players would be okay with playing. I think this would work well for all edition from the original through AD&D 2E. Beyond that, the later editions have their own systems for dealing with this.

D&D 5E Play Analysis Part 2

Last time, I discussed scope, in this post I am going to talk about power level. This is a generalized list of the power levels in D&D 5th Edition.

Tier 1 (levels 1-4): Characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.

Tier 2 (levels 5-10): Characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.

Tier 3 (levels 11-16): Characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.

Tier 4 (levels 17-20): Characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures.

Tier 5 (levels 21+): Characters at this level can and do challenge the gods themselves.

In my game I tend towards the first two tiers. My campaigns tend to last roughly a year, which is about enough time to obtain 8th-10th level. Occasionally we peek up to tier 3, I think the highest anyone has gotten is around 16th level. In our last HackMaster campaign, the Doombringers of Cotedela, everyone was above 12th level. The big problem with this was the PC’s were for all intense and purpose the most powerful people in the realm and were among the most powerful in the world, even demi-gods thought twice about screwing with these guys and anyone who did, brought an army with them.

As a DM, I like the first two tiers, while the later two become too difficult to deal with. As a player, I would dearly love to play a Conan or Elric like character, who are just ridiculously powered for their environments. I am going to do write ups of both Elric and Conan in the near future. Elric is definitely in the epic 5th tier, he is easily a 20th level Wizard, and perhaps an 8th level Fighter, he fought gods and won. Conan fits nicely into the high end of tier 4, at 15th level fighter and 5 level Rogue. If I get really ambitious, I may do Fafhrd and the Grey Mouser as well, I think these two are excellent examples of tier 3 characters.

It is important to note, that even at the bottom of tier 2, the characters are among the elite of the world. Even veterans soldiers will generally be 0-Level Men-at-Arms, Sergeants and Captains will rarely be higher than 3rd level and even a Sergeant Major or General will be perhaps 4th level and the Captain of the Kings Royal Guard, might be 5th level. In a world were 90% of the population has 3 hit points, a 5th level anything will be a power to reckon with.

D&D 5E Play Ananlysis

One of the things I like about 5th Edition D&D is how well the rules scale both in power level and in scope of play. Power level is easy to talk about. All the classes are well balanced, none of them out shine any other particularly and this is true at virtually all levels. Scope on the other hand is is a bit more complex to talk about. When we talk about scope, I am talking about complexity of and depth of play.

Basic: At its most basic level, 5th edition is a fairly simple game, the only allowed rules are those presented in the free downloadable basic PDF. Only 4 classes and 4 races are allowed along with a very narrow field of additional background crunch. Characters are easy to roll up and virtually all of depth is provided by the players.

Intermediary: This type of game uses only the core three hardbound books. There are 9 races and 12 classes available, along with several customization options for each class. Character generation is more difficult and the different niches can be filled in interesting ways by a couple of different classes.

High: This game includes, in addition to the core books, the Players Companion, the Sword Coast Adventurer’s Guide and Volo’s Guide to Monsters. Basically everything published by Wizards of the Coast as a D&D supplement is fair game, including Unearthed Arcana articles. The options available to players and DM’s is mind boggling. The first two levels are static and never change, at this level, something new is available every couple of months. The only things not allowed are rules produced by 3rd parties.

Very High: This is where things go nuclear. This type of game can include virtually anything available from the DM’s Guild. All manner of classes and races are available and I doubt any group could or would even want to allow all of it, but it is in the realm of possibility. Niches are almost non existent at this level as virtually any class can fill any niche with just a little customization. DM’s have to be very careful at this level as to not allow anything unbalancing or disruptive to play. Of course at this level, it probably does not matter if something is unbalancing or disruptive, because everyone will have access to things that are unbalancing or disruptive. The problem with this level of play is, it is difficult to move characters from one campaign to another.

My game falls pretty squarely in the Intermediary level, although we do poke into High here and there. I can also see the utility in running a Basic game, in fact I think at least one of my players, Bruce, sticks to the basic form of the game, for all I know, he may not even own a Players Handbook. I think most published adventure modules are designed for the Basic level of play, but the best ones scale to Very High. At the Basic level all the work to make an interesting character is on the player, a fighter is pretty much a fighter when you look at him on paper. It is the other things that define the character; Who he is, is defined by what he did, where he came from, how he got here and why it all matters to him.

Did I say D&D 5E scales well? What I meant is, it scales well upwards. A character made for a campaign at the Basic or Intermediary level can easily play in the other two categories, the reverse is not true, especially at the Very High level. Some of the variant Ranger Classes I have seen are ridiculous in their power, even at the lowest levels and don’t get me started on the various near godlike spell casters that abound. So if anyone wants to play a Werelion Witch Hunter in your game, be very wary, even if he is only 1st level.

Another big ebay score

I got this for $30, I am mostly interested in the box, since I pretty much had everything else. It was surprising though that it was actually in really good condition. Both the rule book and the module still has the glossy sheen on them. Of course the dice are not original, the seller just threw in what he had laying around, which is fine, he was not claiming otherwise. I think whoever owned this, opened it, rolled up a character, lost the dice and then put it on the shelf never to be opened again. The character sheets are still in the box, I am totally going to make Bruce play Zoltar the Dwarf Fighter with an intelligence of 7 and a dexterity of 6, AND there are some giant centipedes in the Tower of the Mad Wizard Zenopus with his name on them.

There and back again

One of the things I have been thinking about for the last couple of months is the complexity of modern roleplaying games. Bruce and I were talking about it not too long ago and he commented, if you need a computer program to make a character, your game is too complex. This of course got us to talking about the “Good Old Days” when it literally took 10 minutes to build a character. Since then I have been thinking about, what is the simplest RPG I could possibly run. I think the answer to that is probably the old Holmes Blue Basic Set published in 1977. Obviously 3rd level would be too big of a limitation, however there are a couple of expansion PDF’s out there that expand the game to 14th level and building on top of that would not be terribly difficult. I rolled this character up a few days ago. I used 4d6, take the best 3 and re-roll the lowest score.

Str: 13 Int: 13 Wis: 8 Dex: 16 Con: 11 Cha: 10
Class-Fighter Race-Human Level-1 Hit Points- 6

Chain Mail and Shield (AC 4)
Battle Axe
Backpack
Iron Ration x5
Lantern
Flask of Oil x2

He probably would make a better thief than fighter, but I figure if you do what is not expected you probably get a better character. We use to play for months with characters that looked just like this. No special abilities, no feats, no skills, we pretty much just made shit up as we went along. Of course the real problem would be talking some of our younger players into such a crude game.

Total Party Kill

Total Party Kill (TPK), the bane of every D&D group. A situation where the characters get into a situation they cannot get out of or they make a bad choice and the entire party dies a horrible screaming death.Tonight that is just what happened in my game. This is only the second TPK to occur in this group in the last 15 years. I know it is a bummer when you loose a character, I have lost more than my fair share over the years and a TPK is magnified by the fact that everyone in game is bummed. There is almost always some passive aggressive “I blame the DM!” stuff going on and I totally understand that, because at the end of the day, I could have let them win, although I always point out, I never present PC’s with unwinnable fights, in fact just the opposite, I generally rig fights in their favor.

In this case they made an error in judgement, they assumed that destroying a Dracolich’s phylactery would destroy the Dracolich, when in fact it does not, doing so just keeps it from coming back later. They also assumed the phylactery would be unprotected, all the signs were there, but they charged in anyway. Between the blasting wards and the Dracolich recovering his breath weapon, the already wounded party was overwhelmed.

Fortunately for my players, we had adopted the Protege system from HackMaster, where the players could have a secondary character who is related to the primary PC in someway. The Mentor PC can transfer up to 25% of their experience points to the Protege PC. They can also provide the Proteges with gold, equipment and even magic items. The purpose of this is so if the players character dies, and they do not have access to Raise Dead, the player does not have to start over from 1st level, they have an established Protege who can step in with ease. They all decided to activate their Protege’s, I suspect it will be interesting later down the road when they come back to seek revenge on the Dracolich for the deaths of their Mentors.

Variant Magic Items in D&D

After playing D&D for 40 years, the stock Acme magic items have become boring. Even a very useful item like a Ring of Spell Storing is almost “Meh!” now. So I was thinking, how to make a nice variant on the Ring of Spell Storing to make it more interesting and fun magic item.

Skull of the Wizards Assistant: Although this skull appears to be some sort of undead wizard, it is actually a golem like construct. The older the construct, the more personality it will have and the very ancient ones will be eccentric and may even appear to be insane, while the very youngest ones may not even talk. However even the very oldest of these constructs will unleash the spells the owner wishes. These skulls can memorize spells from a spellbook or from a scroll, they can hold the equivalent spell slots of their designated Level. For example a skull that was built to act as a 5th level wizard will be able to hold 4 Cantrips, 4 first level, 3 second level and 2 third level spells. Once the level of the skull is set, it will never change. Each of these spells can only be used once and can only be used at the baseline level (no using a higher level slot). Once each spell is used it must be stored again, including Cantrips. Storing spells in the skulls require a long rest.

First and second level skulls are fairly common and easy to make. 10th level and above are considered artifact level magic items and many of these have become homes to Lich’s and Demon’s, or have become sentient in their own right.

Skull of the Wizards Assistant Level 10

Level 1 Skull of the Wizards Assistant

HackMaster

2001 heralded in not just the 21st century, but also my return to gaming. At this point, I had not played in 5 or 6 years. I was in a Barnes and Noble bookstore, and I decided to check out what was happening in gaming, when I saw HackMaster, the cover caused a huge rush of nostalgia, I sat down and started reading it on the spot, I think I was there for 20 or 30 minutes before PezWitch found me on the floor wide eyed with glee. In mid 2002, I discovered a program called OpenRPG which allowed people to play RPG’s over the internet, it used chat to communicate, it had a die roller and it had a shared map. It was then that I put together the longest running game group of my life. In the last couple of years we have tried to get away from HackMaster and start playing other more modern and supported games. We have tried the latest version of GURPS and we have been playing Dungeons & Dragons 5th Edition for the last several months. While I think we will continue to play D&D 5E for awhile, I definitely see us eventually going back to HM, or perhaps AD&D 1E, with some HM rules added in. One of the big reasons I like the game is it does not take itself seriously, the writers really just wanted everyone to have a good time and oddly, this is a rare thing in modern RPG’s.

Advanced Dungeons & Dragons 2nd Edition

The 90’s were not good for me in the realm of gaming. I did do a bit of it, but not much. I played briefly in 1991 at Ft Gordon, when I lived in the barracks, but the game was very short lived, we did not play more than 4 or 5 times. I also ran a campaign in Germany around 1995, which lasted 6 or 7 months. We would have went longer but our unit ended up deploying to some god forsaken eastern European shit hole. This was really the only time I played AD&D 2E. I wish I had some excellent memories of the game, but I really don’t. Half the players in the game were not really into it, the other half I don’t think really cared for my DM’ing style and I think we did not particularly click as a group. I suspect everyone was just looking for something to kill the boredom. Don’t get me wrong, it was not a terrible game, it was just not a very good one either.

GURPS

In the spring of 1984, with $500 in my pocket, I packed my 1968 Dodge pickup with all of my worldly possessions and moved to Bozeman Montana. PezWitch had moved there a month earlier and where PezWitch goes, my heart follows. The first year I was there, I did not game much. In 1985 I was introduced to Steve Jackson Games (SJG) GURPS system. That year they released Man To Man, sort of GURPS Lite of its time, and two adventures Orcslayer and Harkwood. Very late in 1985 was when I was finally able to assemble a game group. The next year SJG released the full version of GURPS along with several supplements. While we still played Dungeons & Dragons, for me, the rest of the 80’s was pretty much dominated by GURPS and we played nearly everything they put out; GURPS Fantasy, Autoduel, Horror, Supers, Swashbucklers, Cyberpunk and yes even Ice Age. When we went to GenCon in 1988, I ran a hilarious GURPS game based on the Myth Adventures books. In Bozeman I was primarily the GM of the group, the group lasted 4 years before breaking up. Real life got in the way, people graduated from college, got jobs, got married. It was a great group that had a good run.

Advanced Dungeons & Dragons

Christmas of 1979 was a banner time for playing D&D, we were out of school for 3 weeks, and there was snow up to our butts. We did what we had to do, we gamed all day and half the night, most every day, and it was glorious. I believe we slayed Tiamat and stole all of her stuff during one of these games. It was this Christmas that my mother gave me what has become one of my prized possessions, a copy of the Advanced Dungeons & Dragons Players Handbook. It was at this point that my gaming split into two distinct groups. Bruce continued to run his game, although we paired it down to a small core group of Bruce, Ed, Chad, Darren and myself. Ed for whatever reason, referred to the group as the Vortex. I also joined a game being run by my Stepbrother Jerry. Both of these games were fun as hell and I have great memories of both groups. Bruce’s games were young and innocent, and filled with interpersonal conflicts that could only be generated by the drama queen known as Ed Badura. Jerry’s game was more mature, the plots ran deeper and tended towards the grim. I played in both groups until I moved to Bozeman in 1984.

Dungeons & Dragons Basic Set

My first experience with Dungeons & Dragons was the blue box basic set. This boxed set was released in 1977 and was the first mass produced version of the game. It targeted new players and was sold in hobby stores and bookshops. When I was in High School I belonged to the Billings Parmly Library Science Fiction Club. Mostly the club was there to keep teenage nerds from causing trouble in other parts of the library, it was a containment measure of sorts. We did discuss books and movies, and at one point we even made our own home movie, it was mildly amusing for the most part. Our adult supervision, a great lady named Caroline, discovered D&D and thought it would give us something to do, so she bought this Basic Set and brought it to the next meeting. For many of us, this was the beginning a life long hobby. My friend Bruce ran the first game, he put us through the sample dungeon in the back of the rule book, The Tower of the Mad Wizard Zenopus. My character died when he rounded a corner and ran into a giant centipede. I wish I could say I was a good sport and I immediately rolled up a new character and jumped back into the game. However that was not the case, I pouted for a couple of weeks before I started playing again. By that time the rest of the group had made it out of the tower and was making their way through B2 The Keep on the Borderlands, which came with the boxed set. At that point I was hooked and I went out and bought my own set, although the box is long gone, I still have the rule book and a couple of the dice.

Edit:

I have been advised that it was not B2 The Keep on the Borderlands but rather B1 In Search of the Unknown that came with that boxed set and what Bruce ran after the Tower of the Mad Wizard Zenopus.

Roleplaying games and me

Normally by this time of year I have made some serious headway in designing the campaign I will be running next year. This year I seemed to be stumped as to what to do. Part of my problem is D&D 5E has not quit lived up to my expectations. Don’t get me wrong, its not a terrible game, but it is also not a great game and as Bruce said when we were talking about it, “5E leaves me wondering if I missed something”. So one of the things I am thinking about is what game to play.

Dungeons & Dragons 5th Edition: As I said, this is a decent game, its pros are that it is a modern game with a unified dice mechanic, it is well supported and will probably be THE D&D for another decade. The cons are its not really our game, I think Bruce and Thor feel uncomfortable with it and I know I do. While there are a lot of options for making interesting characters, the game still manages to come off as rather flat.

HackMaster 4th Edition: We played this game solidly for 12 or 13 years. The pros to this game are we know it inside and out, we have house ruled it just enough to keep it sane. The game at its core is AD&D 1E, but manages to fix about 50 things that were broken with that game. HM also does not take itself too seriously and is just a lot of fun to play. The cons are, it is out of print and we have pretty much played through all of the published modules. Another problem is HM has no game balance whatsoever, Monks and Battle Mages are broken as classes and that is just the tip of the iceberg.

Advanced Dungeon & Dragons 1st Edition: This game is like wearing an old shoe for us. It is the game of our youth. It is easy to play, you can literally generate character in under 10 minutes. Even though the system has been out of print for 25 years, the books were so heavily printed that it is easy to find cheap copies on Ebay and on top of that they reprinted them in 2013 and made them available as PDF’s. The downside here, is AD&D is not a modern game at all, it is poorly structured and has many bad rules and modern younger players don’t like it very much.

GURPS Dungeon Fantasy: It is very unlikely we would seriously consider playing this game, but it is possible. The great thing about GURPS is the depth of characters, even in the limited environment of DF, it is still possible to push your creativity and make new and interesting character types. Steve Jackson games is about to release a boxed set for DF where they rewrote and streamlined the rules, so it is somewhere between GURPS Lite and the full blown game. The down side here is complexity and too many choices, I think players get bogged down when thinking about how to design their characters and even how to grow them over time. The other problem with GURPS is I always got the feels no one truly loves to play the game, that is a game you play because there is not another game that fills the niche you want to play in. It is sort of like using a Leatherman tool, sure its got a screwdriver and pliers built in, but it hurts your fingers to use it.

At this point I am sure my players just want me to shut the fuck up and run what I want to.