Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Saturday, August 23, 2014

Some Thoughts on 5th Edition Dungeons and Dragons

New Editions

Nothing can divide a gaming community more than a new edition. Warhammer 40K recently switched to 7th edition. It killed the game at the local shop I go too. The numbers are growing again but I doubt it will ever hit the popularity it had. 

Of course the biggest edition war I can think of was D&D switching from 3.5 to 4e. Part of this was due to the magazine license mess with paizo. The other was Wizards of the Coast (WoTC) marketing. They really bashed the old system and did a radical shift in gaming style. Some people loved it others didn't. It didn't help that 3e was so open licensed and 4e was not. In fact 3e license was designed to allow something like Pathfinder to come into being (Not the first game to do it, but the successor game to 3.5).  

So to be fair I feel I should say my experience with D&D. I played Orginal, Advanced, 2e, returned with 3e. A number of very good modules got me deep into 3.5. We mixed it with Monte Cooke's Ptolus and Arcana Evolved. With the open license we added Midnight, Warmachine's Iron Kingdoms, Pathfinder Adventures, etc. My group played 4e for a while but found ourselves going to Pathfinder when it came out. 4e turned into a one shot rpg with a board game feel (as one friend said our alternate descent). In Pathfinder once again open licence has been a big thing with Ways of the wicked, Rappan athuk, Slumbering Tsar, Razor Coast, Rise of the Drow, etc. My group has also played a lot more Call of Cthulhu, Savage Worlds, Gurps, and Legend of the Five Rings since 3.5.

5th Edition Dungeons and Dragons

Always starts with the Players Handbook
So first things first, WotC treated this release in a far different manner. Of course many people have changed since the 4e days and they seem to want far more outside opinions. In fact they did a massive open playtest of the system. So what was the result? I will note this is from a read of the rules, haven't played it.

Look and Feel

The Player's book first has some great art in it. Closer to the older style than more recent editions. The whole feel of the book takes me back to 1&2e with modern advances. This actually explains the new system quite well. It feels like what I fondly remember of 2e with advances from 3.5 and savage worlds. Character creations is far easier and you are less likely to drive yourself into a useless corner. That's not to say its balanced perfectly, just that there are less wrong choices.

Part of this is due to the idea of your proficiency score. The progression of base attack bonus, saving throws, skills, spell dc etc are all rolled up into your proficiency score. So a 1st through 4th level character has a +2 proficiency. So making an attack is strength bonus plus a +2 if you are proficient in that weapon. A rogue with dexterity proficiency would make a dex saving throw with his dex bonus and the +2. Skills same idea. This simplifies progression. The slow progression of numbers makes monsters last longer as being a threat. This seems great for something like the Original Temple of Elemental Evil.

Character Creation

The normal stats are here as normal (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma). There is a maximum for any stat at 20, not a first level max but for the characters live span. The first choice is race and then a sub-race. Each gives you various bonuses from skill proficiency, bonus to a stat, weapon proficiency,  or other special abilities. Next step is picking your class which decides your proficiency in weapons, saving throws, spells etc. Each class has a number of sub classes to pick from. These have starting equipment options. Finally you pick your background which also adds another proficiency or two to change your character a bit.

The classes with their various sub classes inside of them give a decent variety. The fighter even has a swordmage subclass that with the proficiency setup seems to be effective. The bard seems useful as well which is an odd thought. The classes overall seem decently put together. Leveling up can easily be done at the table since there are only a few choices needed to be made. 

Advantage/Disadvantage

A character at advantage gets to roll two dice and take the highest. One at disadvantage rolls two dice but keeps the lowest. This is a nice way to give a quick bonus due to circumstances. 

General Thoughts

Wish I had this game back in the old days. It seems to be a great game for a group that wants a campaign of DD but doesn't want the detail level of Pathfinder. In many ways the arguments between using Savage Worlds or GURPS. 

I don't see my ongoing campaign group switching over. They like the options and tactical choices in Pathfinder and like the building of the characters. Another group of friends rpg has turned into board gaming. So I'm trying a Descent Board Game campaign with them. Gets the fantasy story campaign feel, but is a nice board game.
The variety of missions are interesting for Descent. To give an example one is a masquerade that a vampire comes in. It becomes a race between the players and the vampire to find her masked target first. Fighting off her flunkies and trying to find who to protect.

Having said I could easily see doing a one shot or a short campaign with a number of players I know. Its nice and easy rules set and doesn't need much thought out of the session. For those without a lot of time its a great system. I also think it is a great introduction to the hobby. The main problem I see is all the other ideas I have for campaigns. Does Dungeons and Dragons win over Savage Worlds set in American or French Revolution? Wierd War II? Cthulhu Acthung? Legend of the Five Rings? Call of Cthulhu? Delta Green? etc. Doesn't help the first module isn't that great. Doing the Temple of Elemental Evil again could be fun. 

So, in the end seems a game I really wanted years ago. I'm willing to play, just not sure it will fit in.

As a side note, how much my wife and I are more rpg than crunch? First 10 minutes of Diablo III on PS4 we make sure our banners looks right.





Saturday, February 22, 2014

Pathfinder Update - Carrion Crown and Rappan Athuk

So, been a while again. Work has been busy and I find myself doing a lot of online work so less likely to do this, hopefully this will change.

My main group decided to take a break from Slumbering Tsar since it is a nice filler. So I have two main games going, Carrion Crown and Rappan Athuk. (Our 1930's games hasn't occurred due to a lot of Eldritch Horror Board game sessions. I'll talk about in another update).

Carrion Crown


Carrion Crown focuses on the Whispering Way's attempt to free the biggest villain in the Pathfinder world, the Whispering Tyrant. Really it is an Adventure Path with a romp through classic horror monsters. Ghosts, Werewolves, Frankenstein, Vampires, Star Spawn and of course lots of undead.
From paizo's site
From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror!
Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.

It has a nice amount of roleplaying. The trial of the Beast was an excellent mystery/debate.  The characters find themselves needing to prove the innocence of a Frankenstein creature. Each module has a number of chances like this. The fifth module can be a problem for many parties. All the pregame information (players guide to the campaign) encourages making characters who are anti-undead. Teaming up with truly evil undead may be an issue. My group has a paladin undead scourge and inquisitor of Pharasma, Goddess of Fate and Death. This will need a bit of reworking. However, I'm pretty sure the personal plots will derail some of this by then.

Another problem with the Adventure Path as written is the people of Ustalav. Without some work on the DM's part the players probably will want to see the people of Ustalav die. The majority of encounters play them as ignorant petty people. So, I had each player come up with 6 characters, friend or foe who populate Ustalav and can effect the story. This has resulted in alchemist rivals, Vampire Lord, disgraced nobles trying to retake a province, rare merchants, former allies who betrayed them, fisherman informants, etc. This has given Ustalav a living feeling. Granted the retaking of the one province Barstoi, will derail things a bit, but in a great way.

Our last session (Module 2) I tried some 3d terrain as they stormed the keep
The inquisitor and alchemist gnome charged in with their cart, leaving the Paladin fighting outside
This and a few previous battles showed an interesting dilemma in party design. With two anti-undead characters out of three, they can plow through all but the toughest undead. However, tough living encounters can be tough. The alchemist was one turn from death in the stomach of a troll hound.
The lack of a rogue can be hazardous
not so much against the flesh hound, but...
the trap summoning an air elemental. To be fair they used a magic item to effectively cancel the vortex effect.


Rappan Athuk


As a secondary campaign a few of us are going through Rappan Athuk the dungeon of graves.

From Frog God Games
The Granddaddy of All Dungeons Returns!Rappan Athuk, the legendary mega-dungeon by Frog God Games and Necromancer Games is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the Pathfinder Roleplaying Game and the Swords & Wizardry rules. Very difficult, Rappan Athuk will truly strike fear into the hearts of the most stalwart adventurers. It offers legions of inventive traps, tricks, strange features, and monsters -- many of them never before seen. It affords numerous opportunities for roleplaying, but anyone willing to brave these subterranean halls better arrive ready to rumble, or their lives will be short indeed.
Many, many players have lost favored PCs delving into the depths of this dungeon, all the while giggling like children and having the time of their lives. Hundreds, if not thousands of players have combed the halls of Rappan Athuk over the years, seeking treasure and fame, making it one of the best-known dungeon locations the game has ever produced. Even players who have never entered its halls know the term: “Don’t go down the Well!” 
This is a dungeon crawl pure and simple, and a brutal one a that. The players decided to use the new test classes. True to form the dungeon proved brutal. Dungie (a truly horrible monster) managed to kill the bloodrager, slayer, and animal companions in a truly disgusting death. The reaming party members jammed the door shut leaving the bodies of their companions in the room. Of course as the hunter ran away down the corridor, he ran straight into a gelatinous cube
Granted the remaining party member made it to the village. They have learned that not everything is as it seems.

Next Update: Hive and Eldritch Horror