Gaming Tonight!
The party is going to fight an Ettin, or two!
After that it will be re-skin of WoTC's "Hoard of the Dragon Queen" scene 1. Hopefully culminating in a rematch with the on-the-run evil mage of "Lost Mine of Phandelver."
The important thing is that we are playing.
Hopefully every one is in a good mood and ready to play. Hopefully the new guy picks it up really quick and has a good time. Hopefully it is a memorable and fun session!
Friday, July 24, 2015
Tuesday, April 14, 2015
With the various comings and goings of players we have been jumping systems and campaigns for our sessions in the last year We started as a 3.5 group, but when the players started dropping out we went to the freshly pressed 5th edition. I think it's a good system that just needs to be learned.
With another dropout from 5th we jumped to old-school with a Basic adventure. I like Basic as it instills within me warm senses of nostalgia. I don't like it's out-dated clunkiness. What I should have done is used some updated OSR rules and called it Basic. Same feel, clearer rules. But the one guy really wanted to see Basic and the others didn't care so I went with Basic.
The players, being raised on 3.5 didn't really appreciate the simplicity of Basic. "There's not enough options!" They complained. "What do you mean no skills?!" Because things weren't spelled out in the rules the assumption was that they couldn't be done. Again, Straight Basic is a bit clunky so I agreed with some of their complaints. After all, this is why folks have been House-ruling the game since it's inception. A few well-placed house rules could have eased the burden. If I was a bit less rusty I could have made better executive decisions during play. Though I don't think it would have made the Magic-User happy. "I Only get 1 spell per day?" or the thief, "Wow, the thief skill percentages suck. I guess I'll just stab with my dagger and hope not to be killed."
It finally dawned on me that one of the difference between Basic and 3.5 is the status and progress of the PC's. In Basic, they become heroic and awesome by surviving their adventures. It's the hero's journey in a way. But in 3.5 and later, the PC's start off with great powers and awesomeness. Adventures are just something to do. By already being a cut above regular folk, they are heroes from the get go. In a comic book sense, Basic is the origin story. The first few issues where the character gets their powers and learns to use them and fight. The later editions are every other issue, where the character is established and just does what they do. While I can appreciate the worth of both, I feel like you get more out of play by building up and surviving with the meager character who barely scrape by the goblin encounter.
After a few adventures in Basic to convert the two remaining characters to 5th and try that again. After all, I have the main books, I should probably use them. The more I familiarize myself with them the better they seem. Hopefully with more options we can please these 3.5 players.
What I really should have done was skip Basic and use 2nd edition. The version that I played the most back in the day.
With another dropout from 5th we jumped to old-school with a Basic adventure. I like Basic as it instills within me warm senses of nostalgia. I don't like it's out-dated clunkiness. What I should have done is used some updated OSR rules and called it Basic. Same feel, clearer rules. But the one guy really wanted to see Basic and the others didn't care so I went with Basic.
The players, being raised on 3.5 didn't really appreciate the simplicity of Basic. "There's not enough options!" They complained. "What do you mean no skills?!" Because things weren't spelled out in the rules the assumption was that they couldn't be done. Again, Straight Basic is a bit clunky so I agreed with some of their complaints. After all, this is why folks have been House-ruling the game since it's inception. A few well-placed house rules could have eased the burden. If I was a bit less rusty I could have made better executive decisions during play. Though I don't think it would have made the Magic-User happy. "I Only get 1 spell per day?" or the thief, "Wow, the thief skill percentages suck. I guess I'll just stab with my dagger and hope not to be killed."
It finally dawned on me that one of the difference between Basic and 3.5 is the status and progress of the PC's. In Basic, they become heroic and awesome by surviving their adventures. It's the hero's journey in a way. But in 3.5 and later, the PC's start off with great powers and awesomeness. Adventures are just something to do. By already being a cut above regular folk, they are heroes from the get go. In a comic book sense, Basic is the origin story. The first few issues where the character gets their powers and learns to use them and fight. The later editions are every other issue, where the character is established and just does what they do. While I can appreciate the worth of both, I feel like you get more out of play by building up and surviving with the meager character who barely scrape by the goblin encounter.
After a few adventures in Basic to convert the two remaining characters to 5th and try that again. After all, I have the main books, I should probably use them. The more I familiarize myself with them the better they seem. Hopefully with more options we can please these 3.5 players.
What I really should have done was skip Basic and use 2nd edition. The version that I played the most back in the day.
Monday, January 19, 2015
Thinking About Attacks of Opportunity
I get Attacks of Opportunity. I do, though I also think they
are ridiculous. The rational part of my brain says “yeah if Olak the orc
decides to flee after I walked up to him and gave him a good thwomping I should
be able to attack him.” The old schooler in me says “But you already moved this
turn when you walked up and thwomped Olak. You can’t move again until next
turn” The books describe AofO as reactions Almost as if they are an automatic
move, without much thought. OK I see, but if it’s auto without much thought
then maybe it’s not as effective as a planned attack. I’m a well trained
fighter. When I walked up to Olak I sized him up, I checked out his weapon and
anticipated how he would use it, I saw the bits of his armor that I could
penetrate. These quick thoughts came in and I used them to thwomp him. It
worked, I broke through his defenses and gave him what for. Olak splits because
he doesn’t want anymore. I can AofO him but I gotta do it fast. It’s a
reaction, I just go in for a quick stab. I am not thinking about where to place
the blow for max damage. I’m just thinking hit him! So why should this attack
be just as effective as the one where I plan and thought through where to hit
Olak? I don’t think it should be.
Or look at it this way Olak and I are engaged in combat. I
attack him with a full thought out attack and missed. He decides to stay and fight
and attacks me. I’m trying to block him with weapon/shield/armor, etc. My mind
is now on how to avoid damage. Meanwhile Urggk behind me just got thwomped by my Cleric
friend Eldyn. Urggk now wants to flee. It’s crowded here due to close walls on
one side and hot lava on the other. Urggk has no choice but to run right past
me for escape. He does so I get an AoO. But I’m not focusing on Urggk. I’m
trying not to get hit by Olak. So I can’t closely see Urggk’s defenses, armor,
weapon etc, all the things a fighter would look at to exploit. No, I just see
him and look to hit. So I do. Quick reaction hit. Again, I don’t think this
should be as effective as a well-planned attack.
EDIT: It's possible that the second example wouldn't provoke an Attack since I would be engaged in melee with another opponent. Though maybe it would. I'm not super clear on all the different ways AoO are provoked. (Old School Thinking and all.)
EDIT: It's possible that the second example wouldn't provoke an Attack since I would be engaged in melee with another opponent. Though maybe it would. I'm not super clear on all the different ways AoO are provoked. (Old School Thinking and all.)
Monday, January 5, 2015
12 Pubs and Taverns*
- The Hornless Unicorn
(picture of a white horse on the sign)
- Mead’s Alehouse
(proprietor is Jonen Mead who created
a delicious brew but can’t name it after himself for obvious
reasons)
- The Owlbear’s Nest
(Proudly displays an Owlbear head above the bar, though it is rather small
and probably just the stuffed head of a regular owl)
- Sid’s Joyless Brothel (It
used to be joyful until the local magistrate started cracking down on
prostitution)
- The Phoenix (was The
Soaring Eagle prior to the great fire. Built upon the original foundation)
- Bigby’s Drinking Hand (the
local Mage’s hangout)
- The Wander Inn (seemingly
a franchise as there’s one in every larger Imperial city, the fact is, the name is not as
clever or unique as each proprietor thinks it is)
- Grog’s Grog (Run by the
Half-Orc Grog. The menu is limited to poorly –cooked unidentified meat and
the namesake grog.)
- The Rat Cellar (Plenty of
rodents are kept on hand to be released into the basement for up and coming
adventurers.)
- Valtish’s establishment
that serves various alcoholic and non-alcoholic beverages, foodstuffs,
etc. also with a number of bedrooms
to rent for travelers and locals alike. (Gnomish names can be so literal.)
- The Barred From Entry Inn
(Sign is of an X through a lute. No Bards allowed!)
- The Broad Satyr (Sign is a
female satyr, located in the heart of the theater district)
*credit to The Dungeon Dozen.
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