Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label 2014. Show all posts
Showing posts with label 2014. Show all posts

Friday, 12 September 2014

Board of the Dragon Queen

Posted on 14:36 by Anthony Carold
Hot on the heels of the Player’s Handbook comes the first adventure for Dungeons & Dragons Fifth Edition. Written by Wolgang Baur and Steve Winter—the ‘Kobold-in-chief’ for Open Design LLC and TSR and Wizards of the Coast veteran designer respectively—Hoard of the Dragon Queen is the first part of the Tyranny of Dragons campaign that will be completed with the publication of The Rise of Tiamat. It comes as a slim ninety-six page hardback that in eight chapters takes the adventurers from First Level up through Seventh Level.

At the time of publication, with just the Player’s Handbook available, it might seem that it would be impossible to play or run Hoard of the Dragon Queen. This could not be further from the truth. To begin with, the rules presented in the Player’s Handbook are more than sufficient to run the campaign. After all, if the rules presented in the Dungeons & Dragons Starter Set were enough to run ‘Lost Mine of Phandelver’, the scenario in box, then those given in the Player’s Handbook will more than suffice for Hoard of the Dragon Queen. One thing that the DM will need is the campaign’s online supplement—available here because whilst some are given in the book itself, the online supplement contains all of the magic items, monsters, and spells referenced in Hoard of the Dragon Queen. 

The setting for the Hoard of the Dragon Queen is the Forgotten Realms, specifically the Sword Coast, thus in keeping with recent releases from Wizards of the Coast, including the Dungeons & Dragons Starter Set. The Cult of the Dragon, ever a pervasive and pernicious influence in the region, has decided that it has tired of skulking in the shadows and is in the process of bringing an audacious plan to fruition. Drawing on its alliances with its draconic brethren and the Red Wizards of Thay, it seeks to free Tiamat from her infernal prison in the Nine Hells and bring her to Faerûn. 

Which is fair to say, sounds awesome! After all, this looks like a campaign that throws the adventurers up against the signature bad guy (sic) of Dungeons & Dragons—Tiamat herself. She was after all, the villain of the Dungeons & Dragons cartoon series, and thus will be familiar to many players of the game. The other villains of Dungeons & Dragons are probably the devil Asmodeus, the demon Orcus, and of course, Count Strahd von Zarovich of Ravenloft fame, but going up against a villain like Tiamat should whet the appetite of any Dungeons & Dragons player. Of course, that will not happen in Hoard of the Dragon Queen, but will no doubt be saved for The Rise of Tiamat, but investigating her cult should set everything up for a confrontation of memorable proportions. Unfortunately, as evidenced by Hoard of the Dragon Queen, getting to that confrontation may not be as memorable as it should be…

The campaign begins with a cliché as its solution to how to get the characters involved—the party is working as guards for a caravan that is travelling to the starting location for the campaign. Which is the same set up as that for ‘Lost Mine of Phandelver’, the scenario in Dungeons & Dragons Starter Set, but fortunately, this is countered somewhat by the first of the book’s appendices, which gives options to adjust any Background that a player chooses for his character to fit the setting. These can be rolled for, but it would make as much sense for the GM to assign these to the player characters according to suitability and their Class. Had much more this been done to involve the characters in the adventure in this way, it would have greatly strengthened the start of the campaign.

Once they get to the outskirts of Greenest, the characters discover that it is under attack. Fighting their way in, they are given refuge in the town’s keep, but being the town’s best hope, the governor asks the adventurers for help. This sets up a number of mini-missions that will see them help protect and rescue the townspeople and begin learn what the attackers want. These are nice way of getting them involved, sneaking out of the town’s keep again and again to help save the townsfolk, but it culminates in rather a disappointing encounter. The problem is not the encounter itself, but rather its effect—or lack thereof—upon the campaign. In this, one of the player characters has the opportunity to face the leader of the raiding party in duel, arguably a rousing climax to the chapter. It is a tough encounter, but if the player character is particularly successful, the campaign has the leader either ferreted away or simply replaced by with another NPC with exactly the same stats. Surely this undermines the players’ agency by making their efforts have no effect?

In the days to come, the adventurers will be asked to follow the raiders and scout out their nearby base, first to conduct a rescue mission and then return again to investigate what turns out to be the first dungeon in Hoard of the Dragon Queen. It is an unimpressive affair that feels flat and featureless, but whatever they find in the dungeon, the adventurers’ information will bring them to the attention of interested parties opposed to the Cult of the Dragon and they will be asked to undertake increasingly dangerous missions in the name of the safety of Faerûn.

In some ways, the first of these marks the highlight of Hoard of the Dragon Queen. Working for their patrons, the party is tasked with joining a caravan train that is travelling north along the Sword Coast and which is suspected of having been infiltrated by the Cult of the Dragon. The DM is presented with plenty of material to work with—numerous NPCs and encounters, both random and planned. There are opportunities aplenty for roleplaying and interaction throughout this section, but its primary purpose is to bring the adventurers to the attention of the cultists—and then earn their ire. One question not addressed is what would happen if the adventurers managed to stop this, another incidence of player agency being stymied. 

Whilst there are opportunities to roleplay later in this first part of the campaign, they grow fewer and fewer in number as Hoard of the Dragon Queen drives towards its climax. There is a marked shift in emphasis upon roleplaying and interaction towards infiltration and combat—typically with the adventurers disguising themselves in cult clothing—as the party follows the trail of the cult’s loot. The best of these opportunities is the potential for the adventurers to turn the various humanoid groups at the cult’s base in a swamp against each other. Which works in the one instance, but the campaign returns to it not once, but twice more, and once in mufti, the adventurers are expected to do no more than sneak in amongst the cultists, salute them, and then with a cry of “Surprise!”, draw their weapons and attack. It becomes all too one-note. Only the scenery changes…

In the last part of Hoard of the Dragon Queen, the party needs to board a Cloud Giant’s castle—before it flies away! The opportunity to do so is fleeting and the DM may well need to make some adjustments if the adventurers are in danger of missing their flight. Which is a distinct possibility given that it comes down to some difficult skill rolls involving the handling of wyverns… The consequences of failure are not really covered either. Once aboard the castle, the design never quite comes alive, again expecting the player characters to sneak in and divide the factions found therein. A  Cloud Giant’s castle should be amazing, a memorable experience, but again it just seems to fizzle out. 

Some players maybe disappointed at the dearth of treasure available in this campaign. Indeed, the adventurers may well rise through several levels before they acquire any magical items. The clue though lies in the title—Hoard of the Dragon Queen, for in truth, this is intentional. The point is that the villains of the campaign are hoarding the treasure—hence the title of this first part—rather than leaving it lying around for the player characters to find… What treasure there is though, is often generic and uninteresting. Indeed, the hoard itself is little more than a pile of coins.

Physically, Hoard of the Dragon Queen is unimpressive. The writing often feels flat and the tan colouring throughout does not help. In particular, all too many of the campaign’s minor NPCs are left for the DM to develop and bring to life, which although allows him to add his personal touch, does him more work to do and as written, hardly serves to make the campaign memorable. The illustrations are decent enough, but whilst pretty enough, the cartography thoroughly undermines the book. Too often the maps are murky and featureless, but worse, in they lack a key to their locations, whilst in others, they are too small, switch scales, and even orientation. Worse, in places, they do not have places marked upon them that are discussed in the text, leaving the DM to place them. Essentially, the book’s maps force the DM to do an awful lot of unnecessary work when they should be aiding him.

Although Hoard of the Dragon Queen is not the first scenario to be released for Dungeons & Dragons Fifth Edition—that honour goes to ‘Lost Mine of Phandelver’ from the Dungeons & Dragons Starter Set—it is the first to be released in the wake of, and to require the use of, the Player's Handbook. It is thus Wizards of the Coast's flagship campaign for the RPG, showcasing how the new edition of the game should be played, what a scenario looks like for Dungeons & Dragons Fifth Edition, and  of course, how much fun it offers.

Unfortunately Hoard of the Dragon Queen does none of that. The truth is that it is not a good scenario, it is not a well written scenario, and it is not a well presented scenario. The scenario is just not exciting, it lacks atmosphere—though not tone, which is grim; it fails to bring the NPCs to life or give the player characters enough options; and it just does not provide enough support for the DM despite the fact that he really, really needs it. Hoard of the Dragon Queen is not a scenario suited to first time DMs, whereas ‘Lost Mine of Phandelver’ from the Dungeons & Dragons Starter Set is and it is also much, much more fun. There is no doubt plenty of material for the DM to work with in Hoard of the Dragon Queen, but he will have to work unnecessarily hard to bring it out.
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Posted in 2014, Anniversary, Basic Dungeons and Dragons, D&D Next, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Fantasy, Forgotten Realms, Open Design, Wizards of the Coast, Wolfgang Baur | No comments

Sunday, 31 August 2014

Your Player's Handbook

Posted on 05:22 by Anthony Carold
It seems appropriate that for its fortieth birthday, Wizards of the Coast give Dungeons & Dragons a whole new edition. So it has. After more than a year of public play testing and the input of hundreds of thousands of players, the Player’s Handbook, the first book for Dungeons & Dragons, Fifth Edition has been released. The question is, has both the wait and the very public play testing been worth it? Is this a version of Dungeons & Dragons that you want to play?

The starting point for Dungeons & Dragons Fifth Edition is obviously Dungeons & Dragon Fourth Edition. The sad, but truthful fact is that in the future, Fourth Edition will be the version that nobody talks about. There is no doubt that it got things right about playing Dungeons & Dragons, such as giving each of the Classes something to do on each and every Round, but fundamentally, it did two things wrongs. First, it drew too heavily upon the then contemporary play model of the MMORPG as typified by World of Warcraft, for example, by classifying all of its character Classes into four types—Controller, Defender, Leader, and Striker—and essentially making them feel all the same. Secondly, its adventure format took the two-page encounter format first seen to excellent effect in the Dungeons & Dragons 3.5 adventure, Scourge of the Howling Horde, one step too far, focusing too much on combat and relegating roleplaying and skill use to lesser encounters. The result was a game that in drawing too much from contemporary models pushed it back to its war gaming roots and away from roleplaying. Indeed, an argument could be said that Dungeons & Dragons Fourth Edition remains a good Dungeons & Dragons-themed skirmish game if not a good roleplaying game. Ultimately whilst there will be those that enjoyed Dungeons & Dragons Fourth Edition, that version is no more and will receive no more support.

So what of Dungeons & Dragons Fifth Edition? The good news is that it draws upon all of the best features of the versions that have gone before it and uses them to make it a game that is recognisably Dungeons & Dragons. Yet it also brings in innovations that make it an actual roleplaying game whilst also simplifying the rules and mechanics in order to emphasis ease of play. It also acknowledges that Dungeons & Dragons in the form of this new edition is a game with forty years of history, not a game that has sprung from nowhere… 

The Player’s Handbook is all about character, so the question is, what can you play? It offers the standard mix of Races and Classes, all bolstered by plenty of options. The Races include Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, and Tielfling—with both the Dragonborn and Tielfing being retained from Dungeons & Dragons Fourth Edition. The Races are presented in this order because aside from the Dwarf, Elf, Halfling, and Human, the other Races are listed as uncommon and do not appear in every fantasy world. In other words, they are optional. Most Races gain an Ability score increase and various traits, for example, the Gnome has +2 to its Intelligence, Darkvision, and Gnome Cunning (the ‘advantage’ on Intelligence, Wisdom, and Charisma saving throws against magic—see below). Like several of the Races—Humans being a notable exception—the Gnome has two subraces, of which a player must choose one. They grant a further Ability score increase and further traits. The Forest Gnome gains +1 Dexterity, is a Natural Illusionist and knows the minor illusion cantrip, and can Speak with Small Beasts, whilst the Rock Gnome gains +1 Constitution, has knowledge of Artificer’s Lore and gains a Proficiency bonus on Intelligence (History) checks about alchemical, magical, and technological items, and is a Tinker who can make small devices. In comparison, Humans simply gain a +1 bonus to all Abilities. Similarly, the Half-Elf, the Half-Orc, and the Tielfing are singular in the Traits and bonuses granted to them, whilst the Dragonborn vary according to their Draconic ancestry.

The expected Classes are also present—Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, and Wizard, whilst the Sorcerer is retained from Dungeons & Dragons Third Edition and the Warlock from Dungeons & Dragons Fourth Edition. Like the Races in Dungeons & Dragons Fifth Edition, each of the Classes gives a player a choice of options at Third Level, each option a path that will further define a character as he gains Levels. For example, the Monk Class offers two Monastic Traditions, the Way of the Open Hand and Way of Shadow, while the Rogue Class has the Thief, Assassin, and Arcane Trickster archetypes. The Wizard selects a School of Magic to specialise in. Essentially these will define the type of character and variant upon the chosen Class that a player wants to roleplay in the game.

A character in Dungeons & Dragons Fifth Edition still looks very much a character from Dungeons & Dragons. The six Abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—are the same; a character has Hit Points and Armour Class and Alignment, and so on. 

Deng
Half-Orc, First Level Barbarian
Str 17 (+3) Dex 13 (+1) Con 17 (+3)
Int 11 (+0) Wis 12 (+1) Chr 11 (+0)

Hit Points: 15
Hit Dice: 1

Armour Class: 16

Alignment: Chaotic Neutral

Race Traits: Darkvision 60’, Menacing, Relentless Endurance, Savage Attacks
Class Traits: Rage, Unarmoured Defence

Skills: Acrobatics (+1), Animal Handling (+3), Arcana (+0), Athletics (+5), Deception (+0), History (+0), Insight (+0), Intimidation (+2), Investigation (+0), Medicine (+3), Nature (+2), Perception (+3), Performance (+0), Persuasion (+0), Religion (+0), Sleight of Hand (+1), Stealth (+1), Survival (+3)

Proficiency Bonus: +2
Proficiencies: Athletics, Intimidation, Nature, Perception, Survival; Light Armour, Medium Armour, Shields; Simple Weapons, Martial Weapons; Strength Saving Throws, Constitution Saving Throws; Navigator’s tools, vehicles (water)

Languages: Common, Half-Orc

Battle Axe (+5 Attack), 1d8 damage (1d10 2h)
Javelins (4) (+3 Attack), 1d6 damage
Plank (Shield)

Background: Sailor
My friends know they can rely on me, no matter what (Personality Trait); I’m committed to my crew, not to ideals (Ideal); I’ll always remember my first ship (Bond); I can’t help but pocket lose coins and other trinkets I come across (Flaw)

There are several noticeable details about this character. The first is the lack of Feats. Although that they are not a part of the character, they are part of the Player’s Handbook where they are included as an option. At Fourth, Eighth, Twelfth Level, and so on, a character can increase one of his Ability scores, but if the DM allows the optional rule, a character could instead take a Feat. The second is the inclusion of Proficiencies and the Proficiency Bonus, which are reminiscent of the Proficiencies and Skills rules from Advanced Dungeons & Dragons, Second Edition. In Dungeons & Dragons Fifth Edition they reflect a character’s talents and aptitudes, not just in terms of his skills, but also his armour and weapon use, his saving throws, and the tools and devices he is trained in. These Proficiencies come not only from a character’s Race and Class, but also his Background. The Proficiency Bonus itself is a flat number that rises as a character goes up in Levels.

Perhaps the obvious difference between this and another edition of Dungeons & Dragons is the inclusion of Backgrounds. These are not mere extras that a player adds to round out his character, but an actual part of the character creation process. Further, whether an Acoloyte, a Criminal, an Entertainer, a Guild Artisan, an Outlander, a Sage, or an Urchin, the character gains further Proficiencies and even a special feature. For example, the Sailor possesses’ Ship’s Passage’ by which he can gain passage aboard his old ship wherever it is going. Each of the thirteen Backgrounds has ones of these features as well as tables suggesting appropriate Personality Traits, Ideals, Bonds, and Flaws. A character has one each of these and they are much more than roleplaying hooks.

In play, the core mechanic is still the roll of a twenty-sided die against a Difficulty Class or an Armour Class. Where previous versions of the game gave you a list of modifiers, Dungeons & Dragons Fifth Edition streamlines them down to whether or not a character has Advantage or Disadvantage in a situation. When he has an Advantage, the character’s player rolls not one twenty-sided die, but two, and then uses the best result. Conversely, if he is at a Disadvantage, he rolls two twenty-sided dice and uses the worst result. For example, a character is defending against an Orc that is climbing up a ladder to attack him. The character would be at an Advantage when attacking the Orc. When the Orc comes to attack the character, then he would be at a Disadvantage. In play, this is fast and simple, and reflects the streamlining of mechanics to speed up play. Yet the Advantage and Disadvantage leads to one further innovation.

That innovation is Inspiration. When a player roleplays his character according to its Personality Trait, Ideal, Bond, or Flaw, then the DM can reward him with Inspiration. Once gained, a player can use this Inspiration—or give it to another player character— but when he does use it, he gains the Advantage in a situation of his choice. The player then, is being rewarded for his roleplaying, which means that Inspiration is essentially a roleplaying mechanic. Which is something that Dungeons & Dragons has not had before in its forty year history. This is highly laudable, especially given the singular failure to support roleplaying in Dungeons & Dragons Fourth Edition. Now in truth, this mechanic is hardly new, for example it can be seen in Evil Hat Production’s Fate Core, but it is a genuine innovation for Dungeons & Dragons, a roleplaying game whose design can be best described as staid and traditional.

Initiative in combat is handled by a Dexterity check and when a character acts, he can move and undertake one action. This can be a combat action or something else, but a character can also gain bonus actions or reaction actions under certain circumstances. For example, a common Trait for the Fighter is ‘Second Wind’ which gives him the opportunity to recover some Hit Points as a Bonus action. The most obvious type of Reaction is an opportunity attack, but it could also be a Dash, Disengage, or Hide under certain circumstances.

Characters begin play with the maximum number of Hit Points possible, equal to the Hit Dice for their Class, plus Constitution modifier. In addition, for each Level a character also has a Hit Die, equal to that of his Class. Whenever he has taken damage and takes a Short Rest—equal to an hour or so—he can expend these ‘temporary’ Hit Dice to heal Hit Points. Once expended, most of these Hit Dice and a character’s full Hit Points can be recovered with a Long Rest of eight hours or more.

As a party goes on adventures, it will gain Experience Points which will go towards each character’s next Level. Only 300 Experience Points are necessary for a character to go from First Level to Second Level, then 900 Experience Points for Third Level, and so on. Killing a Goblin is only worth 50 Experience Points, a Hobgoblin or Orc is worth Experience Points, and a Bugbear is worth 200 Experience Points—and this is typically divided amongst the party. In comparison with previous iterations of the game, this version of Dungeons & Dragons does lend itself to faster progression at the lower Levels, the aim obviously being to ensure that characters are being pushed to a level of competency as quickly as possible.

In terms of arms and armour, everything that you would expect to be present is in the equipment lists (the Morningstar is present, though no flail). The weapons list includes some interesting weapon properties. ‘Light’ weapons such as club or scimitar are used with the rules for fighting with a weapon in each hand; ‘finesse’ weapons like the dagger or rapier can be used with either the user’s Dexterity or Strength modifier for attack and damage rolls; and ‘versatile’ weapons, such as the quarterstaff or warhammer, can be used one- or two-handed and get a correspondingly bigger die for damage when used two-handed. The rule for the latter is really simple—light weapons only and only one of the weapons benefits from the Attack and Damage Modifier.

Armour is classed as being either light, medium, or heavy. Only light armour, leather or studded leather, grants the wearer full use of his Dexterity modifier to his Armour Class. Medium armour grants a maximum Dexterity modifier of +2 and heavy armour negates the use of the Dexterity modifier altogether. What this does is flatten Armour Class inflation. Even the most agile of characters, with Dexterity of 18 (+4 modifier) and wearing studded leather (AC 12) is never going to have an Armour Class of more than 16 without magical aid. Compare that to a fighter in medium armour like scale mail (AC 14), maximum Dexterity modifier of +2 and carrying a shield (AC +2) for a total AC 18 or in a heavy chainmail suit (AC 16) and carrying a shield (AC +2) for a total AC 18 for similar total AC 18, and it is obvious that the advantage goes to the wears of medium and heavy armour, but not by much. Further, the medium and heavy armours are obviously more expensive.

Torgga
Hill Dwarf, First Level Druid
Str 15 (+2) Dex 11 (+0) Con 18 (+4)
Int 12 (+1) Wis 18 (+4) Chr 09 (+0)

Hit Points: 13
Hit Dice: 1

Armour Class: 13

Alignment: Neutral

Race Traits: Darkvision 60’, Dwarven Resilience, Dwarven Combat Training, Dwarven Toughness, Stonecunning
Class Traits: Druidic, Spellcasting (+6)

Cantrips: Druidcraft, Guidance
Spells Known: Longstrider, Speak with Animals

Skills: Acrobatics (+0), Animal Handling (+6), Arcana (+1), Athletics (+2), Deception (+0), History (+1), Insight (+4), Intimidation (+0), Investigation (+1), Medicine (+3), Nature (+3), Perception (+4), Performance (+0), Persuasion (+0), Religion (+3), Sleight of Hand (+0), Stealth (+0), Survival (+4)

Proficiency Bonus: +2
Proficiencies: Animal Handling, Medicine, Nature, Religion; Light Armour, Medium Armour, Shields; Battleaxe, Clubs, Daggers, Darts, Handaxe, Javelins, Maces, Quarterstaff, Scimitar, Spears, Throwing Hammer, Warhammer; Intelligence Saving Throws, Wisdom Saving Throws; Brewer’s tools, Herbalism Kit

Languages: Common, Druidic, Dwarf, Goblin

Stone Warhammer (+4 Attack), 1d8 damage (1d10 2h)
Leather Armour, Shield

Background: Hermit
I am searching for spiritual enlightenment (Life of Seclusion); I’m oblivious to etiquette or social expectations (Personality Trait); ‘Live and let live’—meddling in the affairs of others only causes trouble (Ideal); I entered seclusion because I loved someone I could not have (Bond); I enjoy keeping secrets and won’t share them with anyone (Flaw)

The last part of the Player’s Handbook is devoted to spells and spellcasting. All of the main spellcasting classes—Bards, Clerics, Sorcerers, Warlocks, Wizards—get Cantrips or 0-level spells that can be cast as often as a character likes. Some spells can be cast Rituals—this takes longer and does not expend a spell slot, but what is interesting is the difference between spells known and spell slots. Essentially a spellcaster does not cast spells and forget them so much as he casts spells and uses up the slots for that day. Further, lower level spells can be cast in higher level slots for greater effect. So for example when a cleric casts the Bless spell in a second level or higher slot, it affects more people. Thus certain spells do not get better as a character advances in Level, but rather he chooses to cast them more effectively at the time.

One last addition in the Player’s Handbook is the inclusion of its own version of the Appendix N that first appeared in the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition in 1979. This was a list by the game’s designer—E. Gary Gygax—of books that inspired him in creating Dungeons & Dragons that he felt would also inspire his follower gamers (also known as us). Thus with the Player’s Handbook for Dungeons & Dragons Fifth Edition we have Appendix E: Inspirational Reading, an updated list. Inspiration then until the new Dungeon Master’s Guide appears and hopefully thereafter…

The inclusion of Appendix E: Inspirational Reading is a sign that the authors of the Player’s Handbook and thus the designers of Dungeons & Dragons Fifth Edition, which also means Wizards of the Coast, are all prepared to acknowledge the history of Dungeons & Dragons—that it even has a history! Not always a fact that Wizards of the Coast was prepared to acknowledge, but in what is another innovation for the game, that past is pointed out and made clear. Most obviously in the inclusion of excerpts from Dungeons & Dragons’ fiction from the likes of R.A. Salvatore and Margaret Weis and Tracy Hickman heading various entries, but a closer read finds mention of specific Dungeons & Dragons settings—Dark Sun, Dragonlance, Forgotten Realms, and so on. Read further and the Player’s Handbook also points each of the Race’s subraces at particular examples. Thus, for the High Elf subrace, the entry suggests that it models the Gray Elves and Valley Elves of Greyhawk, the Silvanesti of Dragonlance, and the Sun Elves of the Forgotten Realms. It does this for several of the subraces, and in doing so, it acknowledges that there have been previous editions of the game and it acknowledges the fact that the game does not exists in a vacuum.

As with previous editions, there is room for expansion beyond what is given in Dungeons & Dragons Fifth Edition. New Races, new Classes, and new spells obviously, let alone the campaign setting books, but the Player’s Handbook gives room anew for areas of expansion. In particular, new subraces, but also new paths within each Class, new Backgrounds, and Personality Traits, and they are also a way in which a world can be created and enforced.

Physically, the Player’s Handbook is a well-written book. In fact, it is an incredibly easy read, such the rules are very easy to understand. In terms of artwork, the Player’s Handbook for Dungeons & Dragons Fifth Edition has a softer, more effusive look. In fact, there is very much less of drive to define things in the artwork, almost as if the designers are trying not to stamp a brand identity on Dungeons & Dragons—as was done with the artwork for Dungeons & Dragons Fourth Edition. If there is an issue with the artwork it lies in the illustrations for Halfings—they are just plain odd… An obvious omission is an example of play, something would have helped those new to the game, but there is at least an example character generated and some example choices are discussed during the selection of character Backgrounds.

Now the Player’s Handbook is not quite perfect. What is missing is a decent example of play. This is an odd omission given that the Player’s Handbook is designed to be complete, for the purchaser and player to need no more than its contents. It is also an odd omission given that this is the first book for the hobby’s only RPG that matters beyond the hobby and an odd omission given that no such example of how to roleplay is given in the Dungeons & Dragons Starter Set either… In fact, this omission from both the Dungeons & Dragons Starter Set and the Player’s Handbook, is not just odd, it is absurd.

There is of course one issue in the writing that needs to be addressed. It is the disclaimer about sex and gender in Dungeons & Dragons, in which it is stated that the player does not need to be bound by binary notions of sex and gender. There have been complaints about its inclusion; there have been complaints about its language. In either case, those complaints and the issues that the complainants have with the disclaimer are their problem and not the problem or fault of Dungeons & Dragons, its designers, or indeed, of the publisher. There is only one response that can be made to the disclaimer. I am glad that it is there. Now move on.

My experience with Dungeons & Dragons Fifth Edition is limited to a single session, and no doubt issues will arise in due course as the game is played at higher and higher levels, but playing the characters that we did—and this was with the scenario, the ‘Lost Mine of Phandelver’ from Dungeons & Dragons Starter Set, we had fun. We enjoyed ourselves and we both roleplayed and gamed the scenario. The game felt like Dungeons & Dragons, it felt like a roleplaying game, and our characters felt capable, even at First Level. From this experience, it is a version of Dungeons & Dragons that I could not object to playing again.

Now the Player’s Handbook is another matter. This is the book to get started with beyond the confines of the Dungeons & Dragons Starter Set, and whilst the Player’s Handbook repeats the rules presented in that box, it gives a whole lot more. Obviously a whole lot more choice in terms of characters—Races and Classes to start with, but also Backgrounds and options for both Races and Classes. All of them are interesting in some way and there is none of them which feels unplayable or like something that you would not want to play. Further, it is possible to see within the rules building blocks for creating certain character types and backgrounds with the rules to fit settings already published or those of the DM’s devising. For example, it would be possible to create a Dedaratlkói* from Tékumel: Empire of the Petal Throne using the Monk Class, whilst the Fighter would serve as a Bushi in Legend of the Five Rings with the right Background. Which points to the potential sophistication of the new edition’s design despite the relative simplicity of the rules.

*With thanks to Simon Taylor for digging this out of the Internet and getting me the right spelling.

Further, the rules in the Player’s Handbook feel as if they are compatible with nearly all of the previous versions of Dungeons & Dragons—‘nearly’ all because there may be some issue with Dungeons & Dragons Fourth Edition… Reading through the Player’s Handbook and it is easy to imagine that the GM could take them and use them to run any number of adventures from the game’s history, whether that is TSR’s U1 Sinister Secret of Saltmarsh or DL1 Dragons of Despair, Judges Guild’s Dark Tower or White Dwarf’s ‘Irillian’, or TSR’s B2 Keep on the Borderlands or Paizo publishing’s The Shackled City Adventure Path, or Lamentation of the Flame Princess’ The Grinding Gear or Grognardia Games’ The Cursed Chateau. Adjustments would need to be made of course, but the familiarity of the rules is present in the Player’s Handbook makes this not as much of a challenge—and that only helps with their accessibility. What this also means is that Dungeons & Dragons Fifth Edition looks like it will be physically easy to write for, unlike the previous edition of the game.

Lastly, in acknowledging its history and in presenting a streamlined, easy to play set of rules, the book feels more welcoming, more inclusive rather than exclusive. Even if there had been no roleplaying mechanic present in the form of Inspiration, it also feels like a roleplaying game again. Experienced roleplayers will pick this up the new rules of Dungeons & Dragons Fifth Edition with ease, whilst anyone new to roleplaying may struggle a little, for although the rules are clear and easy to read, the lack of example of play is fundamental omission. This odd absence aside, this is the Player’s Handbook that the hobby has been waiting for, it feels fresh and light, it feels fun, and it feels like Dungeons & Dragons is our game once again.
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Posted in 2014, Anniversary, Basic Dungeons and Dragons, D&D Next, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Fantasy, Starter Set, Wizards of the Coast | No comments

Tuesday, 15 July 2014

2014: White Box Fever VIII

Posted on 04:13 by Anthony Carold
Friday, July 4th 2014 was a special day for gamers everywhere. It saw the release of the Dungeons & Dragons Starter Set for the new version of Dungeons & Dragons—that is Dungeons & Dragons Fifth Edition. This is the introduction to the finished version of Dungeons & Dragons Next which has been through several rounds of development and public play-testing by Wizards of the Coast over the last two years. The deep box for this Dungeons & Dragons Starter Set includes a 32-page rulebook, a 64-page adventure book, five pre-generated characters, and a set of polyhedral dice. The Dungeons & Dragons Starter Set is designed to take a group of four or five adventurers from First Level up to Fifth Level using the given pre-generated characters. 

At the same time, Wizards of the Coast also released Basic Dungeons & Dragons, a PDF version of the rules that includes the rules for character creation as well more detailed rules on how the game is played and magic is handled. The fact that Basic Dungeons & Dragons has only been released as a PDF and is labelled as being ‘Version 0.1’ means that it can be updated freely and easily without the need for a new print run. Its release also means that more experienced gamers could take the rules from Basic Dungeons & Dragons and use them to run the material presented the Dungeons & Dragons Starter Set. This includes the creation of their own adventurers as it includes rules for the Dwarf, Elf, Halfling, and Human races as well as the Cleric, Fighter, Rogue, and Wizard Classes. The problem is that in order to get the fullest experience out of the Dungeons & Dragons Starter Set, a group will need to download the Basic Dungeons & Dragons PDF, and that undermines the point of the Dungeons & Dragons Starter Set. Which is to provide a complete playing experience and that includes the creation of characters.

The rules present in the 32-page rulebook will be familiar to anyone who has played Dungeons & Dragons. An adventurer (and each monster, when you get to the adventure book) has six Abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which can provide an Ability Modifier used throughout the game. The core mechanic is still the roll of a twenty-sided die against a Difficulty Class or an Armour Class. Apart from Constitution, all of the Abilities have associated skills. For example, the Athletics skill is associated with Strength, whilst the Animal Handling, Insight, Medicine, Perception, and Survival skills are associated with Wisdom.

The most notable change to the core rules is that a character can have an Advantage or Disadvantage in situation. When he has an Advantage, the character’s player rolls not one twenty-sided die, but two, and then uses the best result. Conversely, if he is at a Disadvantage, he rolls two twenty-sided dice and uses the worst result. For example, a character is defending against an Orc that is climbing up a ladder to attack him. The character would be at an Advantage when attacking the Orc. When the Orc comes to attack the character, then he would be at a Disadvantage.

The other change is that each character has a Proficiency bonus, initially equal to +2. Whenever a character uses either a skill or a set of tools with which he has a Proficiency—for example, one of the two pre-generated Human Fighters in the Dungeons & Dragons Starter Set has the Proficiencies of all armour, shields, simple weapons, martial weapons, carpenter’s tools, and vehicles (land). The Proficiency bonus applies to weapons as well as skills and tools—though this is not obvious from the paragraph devoted to the Proficiency bonus in the rulebook, but is explained in the combat rules—and some monsters can have a Proficiency bonus.

Initiative in combat is handled by a Dexterity check and when a character acts, he can move and undertake one action. This can be a combat action or something else, but a character can also gain bonus actions or reaction actions under certain circumstances. For example, one of the two pre-generated Human Fighters in the Dungeons & Dragons Starter Set has a Trait called ‘Second Wind’ which gives him the opportunity to recover some Hit Points as a Bonus action. The most obvious type of Reaction is an opportunity attack.There must be others, but they are not given in either the Dungeons & Dragons Starter Set or Basic Dungeons & Dragons.

Characters begin play with the maximum number of Hit Points possible, equal to the Hit Dice for their Class, plus Constitution modifier. In addition, for each Level a character also has a Hit Die, equal to that of his Class. Whenever he has taken damage and takes a Short Rest—equal to an hour or so—he can expend these ‘temporary’ Hit Dice to heal Hit Points. Once expended, most of these Hit Dice and a character’s full Hit Points can be recovered with a Long Rest of eight hours or more.

As a party goes on adventures, it will gain Experience Points which will go towards each character’s next Level. Only 300 Experience Points are necessary for a character to go from First Level to Second Level, then 900 Experience Points for Third Level, and so on. Killing a Goblin is only worth 50 Experience Points, a Hobgoblin or Orc is worth 100 Experience Points, and a Bugbear is worth 200 Experience Points—and this is typically divided amongst the party. In comparison with previous iterations of the game, this version of Dungeons & Dragons does lend itself to faster progression at the lower Levels.

In terms of arms and armour, everything that you would expect to be present is in the equipment lists (the Morningstar is present, though no flail). The weapons list includes some interesting weapon properties. ‘Light’ weapons such as club or scimitar are used with the rules for fighting with a weapon in each hand; ‘finesse’ weapons like the dagger or rapier can be used with either the user’s Dexterity or Strength modifier for attack and damage rolls; and ‘versatile’ weapons, such as the quarterstaff or warhammer, can be used one- or two-handed and get a correspondingly bigger die for damage when used two-handed. The rule for the latter is really simple—light weapons only and only one of the weapons benefits from the Attack and Damage Modifier.

Armour is classed as being either light, medium, or heavy. Only light armour, leather or studded leather, grants the wearer full use of his Dexterity modifier to his Armour Class. Medium armour grants a maximum Dexterity modifier of +2 and heavy armour negates the use of the Dexterity modifier altogether. What this does is flatten Armour Class inflation. Even the most agile of characters, with Dexterity of 18 (+4 modifier) and wearing studded leather (AC 12) is never going to have an Armour Class of more than 16 without magical aid. Compare that to a fighter in medium armour like scale mail (AC 14), maximum Dexterity modifier of +2 and carrying a shield (AC +2) for a total AC 18 or in a heavy chainmail suit (AC 16) and carrying a shield (AC +2) for a total AC 18 for similar total AC 18, and it is obvious that the advantage goes to the wears of medium and heavy armour, but not by much. Further, the medium and heavy armours are obviously more expensive. 

The last part of the rulebook is devoted to spells. The first thing to note is that both Clerics and Wizards get cantrips—spells that can be cast as often as a character likes. Otherwise, spellcasters still have a number of spells and spell slots per day that they can cast. Some spells can be cast Rituals—this takes longer and does not expend a spell slot, but again, none are listed in the Dungeons & Dragons Starter Set. More interesting is the fact that lower level spells can be cast in higher level slots for greater effect. So for example when a cleric casts the Bless spell in a second level or higher slot, it affects more people.

What this means is that each and every spell will always have a standard effect unless the spellcaster decides to improve it. In other words, a spell does not get better the higher the Level of the caster. Thus the Magic Missile spell will always launch three magical darts that inflict damage unless the caster casts in a higher level slot.

The five pre-generated adventurers in the Dungeons & Dragons Starter Set consist of two Human Fighters, a High Elf Wizard, a Lightfoot Halfling Rogue, and a Hill Dwarf Cleric. Notable additions on each of the five pre-generated characters include not just a Background, but also Personality Traits, Ideals, Bonds, and Flaws. For example, one of the Fighters is a Human with the Background of Folk Hero; the Personality Trait of ‘When I set my mind to something, I follow through. Also, I use long words in an attempt to sound smarter.’; the Ideal of ‘Sincerity. It’s no good pretending to be something I’m not.’; the Bond of ‘One day, Thundertree will be a prosperous town again. A statue of me will stand in the town square.’; and the Flaw, ‘I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.” All of these are a character’s personality characteristics and when a player roleplays his character according to one of them, the DM can reward him with Inspiration.

There are two things that a player can do with his Inspiration. First, he can expend it to gain an Advantage when his character has to make an attack roll, saving throw, or ability check. Second, he can reward another player for good roleplaying, clever thinking, or doing something fantastic in the game by giving him the Inspiration. Whichever character it ends up with, this Inspiration is all that a character can have until he uses it—that is, he cannot Inspiration stacking up. He must use it before gaining more. Whether this will encourage him to hold on to it or expend it and play well enough to gain some more will depend on the player. What you have here is a mechanic and a rule—in Dungeons & Dragons—that specifically encourages roleplaying for the first time in forty years! This is highly laudable, especially given the singular failure to support roleplaying in the previous edition of Dungeons & Dragons. 

Annoyingly, the rule for Inspiration is not in the rulebook, but in the adventure book presented for the GM—not the players. This highlights an issue in the Dungeons & Dragons Starter Set, that of not being as good an introduction to roleplaying as it should be. This is only compounded by the other omission in the Dungeons & Dragons Starter Set—the lack of a decent example of play. The rulebook includes a very cursory example of an exchange, but this lack in intentional. As explained here, the idea is that the Dungeons & Dragons Starter Set should provide long-term value and not contain material that would become irrelevant once the full version of the game was released. So notable examples of this intent is the lack of a tutorial explaining what roleplaying is and the lack of a scripted adventure that would teach the rules. The suggestion is that an online video would be a better means of providing that tutorial.

This fundamentally undermines the point of a Dungeons & Dragons Starter Set. It should be complete, it should introduce the game to prospective players, and it should help get them playing. Pointing a prospective player to an online video rather have him play through a tutorial means that he is going away from the Starter Set he just bought not to learn how to play, but to be told how to play. A tutorial with a programmed means of play would get the player immediately involved in the game and rolling dice. Further, it would show him how to play and not just tell him.

Fortunately, the DM is not treated in quite so underwhelming a fashion. Unfortunately, the initial impression is that he is going to be, as it appears that the adventure book is only going to give the basics of how to be a good referee and no more. Once you get into the adventure, advice is present on how to handle different scenes, NPCs, and so on. The adventure itself is ‘Lost Mine of Phandelver’, a lengthy four-part affair set firmly in the Forgotten Realms, south-east of the city of Neverwinter that is designed to take the characters from First Level up to Fifth Level. It begins in somewhat of a clichéd fashion—the characters are escorting a caravan to a town called Phandalin when they are ambushed by goblins. All right, it does get them involved and if the party deals with the goblins they will uncover the first of many clues that will lead to the adventure’s denouement. Of course, the next cliché is that Phandalin is a village under threat, but the adventure obscures the external threat with an internal threat. This internal threat, a gang of ruffians, in the village feels rather forced, even unsubtle, but that is the point, as it focuses everyone’s attention on them rather than on the external threat, whomever it is they are working for. 

Not only do the adventurers need to deal with this internal threat, but they also have the opportunity to adventure elsewhere. Many of the inhabitants have tasks and jobs that they will want done and in doing them, not only will the characters be rewarded, but they will learn more about the external threat to the village. There is no set order in which to run these ‘side quests’, giving this second part of the adventure something of a sandbox format. Some of these small encounters are excellent, not all of them involving combat. Indeed, if the party leaps into the fray every time, they are not likely to get anywhere…

None of the adventure’s major encounters is particular large—most consist of little more than fifteen encounters, though the end dungeon consists of twenty encounters. For the most part, the encounters are well designed and nicely detailed, but the end encounters with the main villains often feel underwritten and lacking somewhat in flavour and detail. There are some great encounters here, but the motivations of these characters are not always obvious. Nevertheless, this is a good adventure that presents a solid mix of combat and roleplaying encounters.

Rounding out the adventure book are two appendices. Appendix B is devoted to the monsters that appear in the adventure, a good mix of the Dungeons & Dragons standards—Orcs, Goblins, Owlbears, and so on—and the slightly more outré—Gricks, Nothics, Twig Blights, and the like. In terms of information and stats, the monsters here lack the density of information that previous versions of Dungeons & Dragons possessed, but they still have the same six Abilities that player characters have in addition to whatever powers and special moves and capabilities they may have. More interesting is Appendix A, which is devoted to magic items. It discusses how to use them and identify them. The latter is easier than before, requiring concentration and a Short Rest, or a taste in the case of potions, so no longer is there the pot luck aspect of testing devices and potions. There is no advice on cursed items, as the magic items listed are all from the ‘Lost Mine of Phandelver’ and no such items appear in it. It takes a character a Short Rest to attune himself to a device and he cannot be attuned to more than three items at any one time.

Of the magical items present in the adventure—and there are a relative few, the rest being potions and scrolls—the most interesting are the staves and wands. Just as in previous editions of Dungeons & Dragons, they have charges that expended for various spell-like effects. They only have a few charges, but they recharge daily! There is a chance that they might stop working if all of the charges are expended, but this empowers the users of these magical items. No longer are they devices to be husbanded carefully because they take so much effort to recharge such that it is easier to purchase or find a new one. Overall, the magic items in ‘Lost Mine of Phandelver’ tend to favour the spell-using characters than the Fighter or the Rogue.

Physically, the Dungeons & Dragons Starter Set is nicely put together. The books are solidly written, barring an issue or two that needed to be checked in the Basic Dungeons & Dragons PDF and the adventure is entertaining. The illustrations are also good and the cartography very nice. Sadly both the rulebook and adventure book are misnamed—neither is a book. They are magazines or even booklets, but not books. For that, both need to have covers. They lack them though and the result is that as glossy as both are, neither stands up to much in the way of punishment.

Two physical omissions from the Dungeons & Dragons Starter Set are a map and a set of counters for the adventure’s monsters. This is either annoying or a good idea—if not both. It is annoying because the map and counters would have helped spur the imagination of the prospective player during the game, but a good idea because it enforces the concept that Dungeons & Dragons is a game of the imagination, one in which maps and figures are not necessary. Further, it divorces Dungeons & Dragons Fifth Edition from the skirmish battle format of the previous edition.

So far, so good. If you have read this far and have played Dungeons & Dragons in the last forty years, then the Dungeons & Dragons Starter Set is easy to pick up, start reading, and then start playing. It may be necessary to refer to the Basic Dungeons & Dragons PDF, but for anyone who has roleplayed, whether they have roleplayed or not, this is a good introduction to Dungeons & Dragons Fifth Edition.

If you have not roleplayed before, then the Dungeons & Dragons Starter Set is not quite what you are looking for. The sad fact is, as an introduction to the hobby, the Dungeons & Dragons Starter Set is not everything that the introduction to the world’s premier roleplaying game should be. The problem is very, very simple. It fails to address the question, “What is roleplaying?” in as an adequate a fashion as it should. The introduction to roleplaying is not detailed enough—and neither is the introduction to being a Dungeon Master, although it is better than that of the introduction to roleplaying. The box fails to include a stepping stone between opening the box and delving into Dungeons & Dragons which a simple programmed adventure and a good example would have provided. The sad fact is, the red box Dungeons & Dragons Essentials Starter Set for Dungeons & Dragons Fourth Edition did that and it did a good job too—just not to a good version of Dungeons & Dragons. Similarly, the Pathfinder Roleplaying Game: Beginner Box does a good job too, but that is to a more involved version of Dungeons & Dragons than Dungeons & Dragons Fifth Edition. The point is this. Just because an item might not be used again, it does not mean that it is a waste of time including it in the box, especially if that item is not just an introduction to the very hobby, but a show and tell for that hobby that your product is intended to be the point entry to the premier game in that hobby.

So the question is, what do I think of Dungeons & Dragons Fifth Edition as presented in the Dungeons & Dragons Starter Set? Its simplicity is impressive, the rules feel cleaner and streamlined in comparison to previous editions, and the addition of Personality Traits, Ideals, Bonds, and Flaws pull the game away from its wargaming roots, especially when combined with the rules for Inspiration. This is not to say that previous editions of Dungeons & Dragons have not been roleplaying games—though if you were being generous, then the jury has yet to come back in Dungeons & Dragons Fourth Edition—but these additions mark Dungeons & Dragons Fifth Edition as so being. In some ways, Dungeons & Dragons Fifth Edition is a streamlining of Dungeons & Dragons Third Edition, one that moves it back towards the Basic Dungeons & Dragons Cyclopedia in terms of ease of play. At the same time—and this is without seeing the full rules yet—those in the Dungeons & Dragons Starter Set suggest that Dungeons & Dragons Fifth Edition will maintain a compatibility with forty years* of Dungeons & Dragons titles, so that it will be possible to use them to play U1 The Sinister Secret of Saltmarsh or Dark Tower or indeed, any of the titles published under the Old School Renaissance movement. 

*Except of course, all Wizards of the Coast Dungeons & Dragons titles published between 2008 and 2012. Well, all right. You could adapt them, but not without considerably more effort involved than with any other title published between 1974 and 2008 or after 2012…

Overall, the Dungeons & Dragons Starter Set is a good introduction to Dungeons & Dragons Fifth Edition, but only if you roleplayed before or are experienced with previous editions. If you have never roleplayed before, then the Dungeons & Dragons Starter Set might not be strong enough an introduction, at least not without the help of a more experienced player or Dungeon Master. It just needed that extra stepping stone and the Dungeons & Dragons Starter Set for the world’s premier roleplaying game would have been the introduction that both Dungeons & Dragons and the hobby needed.
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Posted in 2014, Anniversary, Basic Dungeons and Dragons, D&D Next, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Starter Set, White Box Fever, Wizards of the Coast | No comments
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Anthony Carold
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