The news this week is that Dungeonscape, the online gaming tool being made by Trapdoor, is no longer being made for 5E. News has been sparse and is likely to remain so as to the actual behind the scenes decision making. Here are some of my random thoughts on the topic...
-I suspect the product was late. Normally such a product should have launched with the Player's Handbook. Two months after the PHB release and they are still in beta. It also looked like a release version was far off.
-Seeing some recent feedback on the beta...things were not going well. They didn't even have the character generator complete or non-buggy.
-Combine a late product with it looking even later and WotC probably decided to pull the plug on what they felt was a non-viable product. Maybe I'm reading too much into it but from WotC - "we remain committed to creating great tabletop and digital gaming experiences for Dungeons & Dragons players and DMs" - To me this sounds like Dungeonscape was not looking like it would be a 'great...digital gaming experience'.
If the product had hope of completing I suspect WotC would have kept them on...but it didn't look like that was a possibility.
-People are hoping that PDFs of the books will become available now. Previously the only online versions of the books would have been through Dungeonscape. However, I suspect WotC is working on a new online resource with the same intent of keeping the books behind an online source (ie no PDFs).
-It sounds like Trapdoor is looking to continue on the project, however, it will likely not be for 5E. They will likely shop it out to other companies or make it something generic.
-I never expected a personal "need" for the product, though I would have checked it out. However, I won't be missing it now that its dead.
-Look for news about their newest online product for 5E from WotC soon. I suspect they've been looking for another producer for at least a month.
October 31, 2014
October 28, 2014
5E Background - Guard
Guard
You have the skills to protect other people and
their possessions. In the past you may have been a bodyguard protecting a
traveling merchant caravan, protecting an important person or a security guard
protecting a place of business. Likely you've done a bit of all of those tasks
over the years. However, keeping other people's gold safe gets old after a
while. Eventually you decided to go out and find your own gold...though
sometimes you still have to take the occasional guard job to pay the bills.
Skill Proficiencies: Intimidation,
Perception
Tool Proficiencies: One type
of gaming set
Equipment: A set of common clothes, a set of
bone dice, a belt pouch continuing 10gp
Feature: Steadfast
You are used to spending long periods of time
waiting but being on high alert the entire time. During a long rest you can
perform light activities such as reading, talking, eating, or standing watch
for 4 hours instead of the maximum of 2 hours.
Suggested Characteristics:
A guard has a broad range of skills. They need to
be capable with weapons, but they are not soldiers. They need to be aware of
what is going on around them at all times. They need to put themselves in
harm's way. They are a military jack-of-all-trade but master of none.
Personality Trait:
1. I have given names to my weapons and I talk to
them.
2. I am very good at waiting. Patience is a virtue I have conquered.
2. I am very good at waiting. Patience is a virtue I have conquered.
3. I am awkward and uncomfortable around people I
am attracted to.
4. I do not lie and hate being lied to.
5. I am good at taking orders.
6. I never panic in a crisis situation.
7. When there is not much going on, I like to eat. My gut would indicate, maybe I like it a bit too much.
8. I like to know the names of everyone around me.
4. I do not lie and hate being lied to.
5. I am good at taking orders.
6. I never panic in a crisis situation.
7. When there is not much going on, I like to eat. My gut would indicate, maybe I like it a bit too much.
8. I like to know the names of everyone around me.
Ideal:
1. Aloof. I try not to get close to those I
protect, it makes my job more difficult. (Neutral)
2. Self-Sacrifice. My job is to save the lives of other people, even at the expense of my own. (Good)
3. Spontaneity. Try to keep them guessing. If the enemy doesn't know what defenses I've planned then they can't prepare for them. (Chaotic)
4. Diligent. I'm getting paid to do a job, I'll see it to its completion. (Lawful)
5. Sadist. I like to hurt people and being a guard makes it legal. (Evil)
6. Meaningful. It may not be glamorous but what I do is of value. (Any)
2. Self-Sacrifice. My job is to save the lives of other people, even at the expense of my own. (Good)
3. Spontaneity. Try to keep them guessing. If the enemy doesn't know what defenses I've planned then they can't prepare for them. (Chaotic)
4. Diligent. I'm getting paid to do a job, I'll see it to its completion. (Lawful)
5. Sadist. I like to hurt people and being a guard makes it legal. (Evil)
6. Meaningful. It may not be glamorous but what I do is of value. (Any)
Bond:
1. I once saved the life of an important noble. I
keep a medallion he gave me as a reward.
2. During one of my stints as a security guard I
found a stray cat. It still travels with me.
3. I'm not an alcoholic, but I perform better after having a drink.
4. I work better as part of a team; we can watch each other's backs.
5. After 6 months guarding a caravan the boss stiffed us on our wages and left us out in the middle of no where. I want my pay.
6. Some day I'll be the leader of my own mercenary company.
3. I'm not an alcoholic, but I perform better after having a drink.
4. I work better as part of a team; we can watch each other's backs.
5. After 6 months guarding a caravan the boss stiffed us on our wages and left us out in the middle of no where. I want my pay.
6. Some day I'll be the leader of my own mercenary company.
Flaw:
1. Someone I was hired to bodyguard died under my
watch. The family still blames me. Even worse, I blame myself.
2. I am suspicious of everyone. It is very hard for me to trust anyone.
2. I am suspicious of everyone. It is very hard for me to trust anyone.
3. Once I am on a job nothing will dissuade me from
completing it.
4. I was once a soldier but left under a cloud.
5. I hate organized crime and will doing anything to crush it wherever I find it.
6. I was tasked to protect an artifact from a cult. I failed and my goal is to recover it one day.
4. I was once a soldier but left under a cloud.
5. I hate organized crime and will doing anything to crush it wherever I find it.
6. I was tasked to protect an artifact from a cult. I failed and my goal is to recover it one day.
October 24, 2014
5E Friday - Inspiration
I'll admit it, I was a bit leery about 5E's Inspiration mechanic. To me it seemed like it was either...
...a munchkin tactic wherein the players would work to get them for no reason other than to gain a numerical advantage in game.
...an unnecessary rule that overcomplicated the system.
...virtually the same as the Advantage/Disadvantage mechanic.
However, having seen it in practice I've decided I like it.
The munchkin, min/maxer, in my game quickly started going for it. He started role-playing the quirks on his character sheet (the players are using the pre-gens from the Starter Set while we try out the system). The thing is, he is not the most diligent role-player. He is very based in the numbers and not the character. I would call him a roll-player and not a role-player. And yet, here he was role-playing and doing it well. Sure he was doing it to gain the advantage for his die rolling, but despite the motivation...he was role-playing!
The best part was that he was interacting more with the other characters and getting them to role-play as well. While my fear of munchkin-ism was basically proven true, I'm okay with that. The end result is an overall improvement to the game.
The second Inspiration I handed out was when one of the players made the entire table roar in laughter for a good long time. I'm not even sure if it was for something in-character or out-of-character; it didn't matter. It seemed like a nice reward for entertaining us and she seemed pleased to get it.
For me, Inspiration is a reward for role-playing or simply being entertaining. It's a way to reward the players when they do something I approve of, a way to give them direction without demanding it. I'm liking it utilization.
...a munchkin tactic wherein the players would work to get them for no reason other than to gain a numerical advantage in game.
...an unnecessary rule that overcomplicated the system.
...virtually the same as the Advantage/Disadvantage mechanic.
However, having seen it in practice I've decided I like it.
The munchkin, min/maxer, in my game quickly started going for it. He started role-playing the quirks on his character sheet (the players are using the pre-gens from the Starter Set while we try out the system). The thing is, he is not the most diligent role-player. He is very based in the numbers and not the character. I would call him a roll-player and not a role-player. And yet, here he was role-playing and doing it well. Sure he was doing it to gain the advantage for his die rolling, but despite the motivation...he was role-playing!
The best part was that he was interacting more with the other characters and getting them to role-play as well. While my fear of munchkin-ism was basically proven true, I'm okay with that. The end result is an overall improvement to the game.
The second Inspiration I handed out was when one of the players made the entire table roar in laughter for a good long time. I'm not even sure if it was for something in-character or out-of-character; it didn't matter. It seemed like a nice reward for entertaining us and she seemed pleased to get it.
For me, Inspiration is a reward for role-playing or simply being entertaining. It's a way to reward the players when they do something I approve of, a way to give them direction without demanding it. I'm liking it utilization.
October 21, 2014
5E Background - Traveller
Traveller
Some would call you vagrant, vagabond, tramp. drifter,
but they just don't understand. You are gripped with wanderlust and enjoy the
simply thrill of traveling from place to place, experiencing something new
every day. You are most comfortable on the road and staying in one place for
too long begins to get on your nerves. This might be a week or a year, but
eventually you need to move on.
Skill Proficiencies: Nature,
Survival
Languages: Two of your choice.
Equipment: A set of traveler's clothes with
sturdy shoes, a walking stick (that can act as a staff), a rucksack with 5 gp
Feature: Home on the Road
You have adapted to always being on the move and
not having a home to live in; you make your home wherever you stop for the
night. You are able to find shelter, or build it quickly, while traveling. This
means you can stay dry and warm outside of urban areas. You can also find food
and water for yourself and up to 1d6 other people daily, assuming there is any
food and water in the area.
Suggested Characteristics
Being tied down to one place is antithesis to who
you are. Being on the move is where you feel the most comfortable. This does
mean who are the perpetual stranger and people tend not to trust you, but that
is fine since you'll be gone soon anyway. The world is a huge place and you
intend to see all of it.
Personality Trait
1. I hum the same tune when nervous or unsure.
2. I can't help letting people know where I've been.
3. I'm not sure when my next meal will be so I am constantly eating something.
4. I have no sense of personal space.
5. I may not tell outright lies, but I will certainly embellish a deed.
6. Whittling is how I spend much of my time.
7. My mustache is a thing of beauty and perfection. Keeping it groomed is time well spent.
8. I make sure to think through a question thoroughly before answering.
2. I can't help letting people know where I've been.
3. I'm not sure when my next meal will be so I am constantly eating something.
4. I have no sense of personal space.
5. I may not tell outright lies, but I will certainly embellish a deed.
6. Whittling is how I spend much of my time.
7. My mustache is a thing of beauty and perfection. Keeping it groomed is time well spent.
8. I make sure to think through a question thoroughly before answering.
Ideal
1. Change. Anytime something becomes
stagnant is the time to change it. (Chaotic)
2. Gain. I try to take as much from an area before moving on. (Evil)
3. Respect. I am only visiting; I should leave things as I found them. (Lawful)
4. Individualism. I won't stop you from doing what you wish, don't try to stop me. (Neutral)
5. Amiable. There is so much for all to see and enjoy in this world. (Any)
6. Nurture. As I make my way through the world, I try to leave it better than I found it. (Good)
2. Gain. I try to take as much from an area before moving on. (Evil)
3. Respect. I am only visiting; I should leave things as I found them. (Lawful)
4. Individualism. I won't stop you from doing what you wish, don't try to stop me. (Neutral)
5. Amiable. There is so much for all to see and enjoy in this world. (Any)
6. Nurture. As I make my way through the world, I try to leave it better than I found it. (Good)
Bond
1. I have my favorite walking stick which I am
never without.
2. The book I carry is a record of every place I've ever been.
3. I will see something no one else has ever witnessed before.
4. I know the location of a hidden vale that if revealed to the rest of the world would cause its destruction.
5. There are tales of a lost city. I will find it one day.
6. I search for my father. All I have is his name, but I know I will find him before I die.
2. The book I carry is a record of every place I've ever been.
3. I will see something no one else has ever witnessed before.
4. I know the location of a hidden vale that if revealed to the rest of the world would cause its destruction.
5. There are tales of a lost city. I will find it one day.
6. I search for my father. All I have is his name, but I know I will find him before I die.
Flaw
1. I can't bring myself to retrace my steps. I'll
take the long way around if that is an option.
2. I am running from someone I have wronged and must stay constantly on the move.
3. I am impatient and brusque with other people which makes me appear surly.
4. I am uncomfortable touching other people and avoid it as much as possible.
5. Personal freedom is more important than anything else.
6. I left behind a spouse and child and it now brings me great shame.
2. I am running from someone I have wronged and must stay constantly on the move.
3. I am impatient and brusque with other people which makes me appear surly.
4. I am uncomfortable touching other people and avoid it as much as possible.
5. Personal freedom is more important than anything else.
6. I left behind a spouse and child and it now brings me great shame.
October 14, 2014
5E Monsters - Which Ones Are Next?
The 5E Monster Manual gave us a bunch of the most iconic monsters D&D has ever produced. It's like the Hall of Fame for monsters. However, which monsters will be in the next Monster Manual? Which ones do YOU want to see next? For myself...
Axebeak
Berbalang
Catoblepas
Dark Ones
Grue
Lammasu
Leucrotta
Oozes (other varities)
Quickling
Rot Grub
Shadar-Kai
Sylph
Vargouille
Yellow Musk Creeper
Looking through the list of past monsters, there are not a lot of must-haves. The 5E Monster Manual really did a good job at including the "necessary" monsters. From this point on, we'll likely see monster variations (different types of golems, etc), setting specific monsters and the bizarre ones.
Axebeak
Berbalang
Catoblepas
Dark Ones
Grue
Lammasu
Leucrotta
Oozes (other varities)
Quickling
Rot Grub
Shadar-Kai
Sylph
Vargouille
Yellow Musk Creeper
Looking through the list of past monsters, there are not a lot of must-haves. The 5E Monster Manual really did a good job at including the "necessary" monsters. From this point on, we'll likely see monster variations (different types of golems, etc), setting specific monsters and the bizarre ones.
October 7, 2014
5E Birthright - Skills & Blood Abilities
Skills
5E does not
have many skills so adding a bunch more will not work as well. There is a new
skill called Statesmanship which rolls the Administration, Law and Leadership
skills together. There is a new skill called Warfare which rolls the Siegecraft
and Strategy skills together. Diplomacy is now used under the Persuasion
skill. Intrigue is now used under the Deception skill.
Statesmanship (Charisma)
This is
Birthright's Administration, Law and Leadership skills. On each Domain turn you
can do one of the following:
·
On
a successful check, you can reduce your maintenance costs by 25% for a domain
turn.
·
On
a successful check, you can reduce the base GB cost of a domain action by 1.
·
On
a successful check, you gain a +1 to your success chance in a Create Holding,
Decree, Rule or Espionage domain action.
·
The
resolution of a Matter of Justice random event is increased by one level (ex. a
fair result becomes a good result).
·
On
a successful check, you can improve the loyalty rating in one province by one
level.
Warfare (Charisma)
This allows
for the use of abilities as listed under the Siegecraft and Strategy skills in
the Birthright rules.
Blood Abilities
Acquisition
of Blood Abilities can be done as normal. The following Abilities do not need
any changes: Alertness, Animal Affinity, Battlewise, Blood History, Character
Reading, Courage, Detect Illusion. Direction Sense, Divine Wrath, Elemental
Control, Fear, Persuasion, Poison Sense, Protection from Evil, Regeneration,
Shadow Form, Touch of Decay, Travel, Unreadable. Below are the ones that need
new information to fit into 5E:
Alter Appearance
You can
change your appearance similar to the alter
self spell, but only the change
appearance option. You also do not need to concentrate while using this
ability.
Once you
use this ability, you can't use it again until you finish a short or long rest.
Bloodmark
Gain
Advantage on social interactions.
Detect Lie
You are
able to cast detect thoughts, but are
only able to pick up lies. However, the target does not know you probed their
minds.
Once you
use this ability, you can't use it again until you finish a short or long rest.
Divine Aura
Gain
Advantage on social interactions.
The Major
and Great Ability remain the same, except once you use this ability, you can't
use it again until you finish a long rest.
Enhanced Sense
Anduiras- The
detect evil spell is now detect evil and good.
Azrai- The
major ability is detect evil and good
and detect magic (necromancy only).
Reynir-
Gain Advantage on Wisdom (Survival) checks.
Basaia, Brenna,
Masela, Vorynn- Remains the same.
Healing
The spells
listed are replaced with lesser
restoration; everything else remains the same.
Heightened Ability
Increase
the ability score tied to your bloodline by 2. If you have two options you can
increase one of them by 2 or both by 1. No ability may be higher than 20.
Iron Will
Gain the Toughness Feat. Gain Advantage on saving throws vs
mind-influencing spells.
October 2, 2014
5E Birthright - Apocalypse (Warlock Patron)
While some
claim Apocalypse is an awnshegh, it is something more than that. It is a primal
force of disease and destruction. Some warlocks have managed to
"reach" this entity and tap into it for increased power.
Expanded Spell List
Spell Level Spells
1st detect
poison and disease, ray of sickness
2nd blindness/deafness,
silence
3rd bestow
curse, stinking cloud
4th confusion,
ice storm
5th contagion,
insect plague
Marked For Death
Starting at
1st level, you start the process of spreading death and decay. When you hit a
creature with a successful attack you can inflict a disease upon the creature
that does damage equal to your warlock level at the beginning of your turn
until the creature dies or a number of turns equal to your warlock level have
passed, whichever comes first.
Once you use this feature, you can't use it
again until you finish a short or long rest.
Lasting Pain
Beginning
at 6th level, your patron bestows upon you the ability to extend your spells
upon a victim. When a target makes a successful saving throw vs. one of your
spells, the effect does not stop until the end of their next turn.
Once you use this feature, you can't use it
again until you finish a short or long rest.
Plague of Death
Starting at
10th level, you gain the ability to bring disease and death upon an entire
province. Once per Domain Turn you can use this ability to depopulate a
province, reducing it by one level. It costs no Regency or Gold and does not
need a Required Source. However, the ability can only be used if you are in the
province at some point during that Domain Turn or you have a ley line into that
province.
Touch of Death
Starting at
14th level, you can cause a creature to fall part at the cellular level. When
you hit a creature with a successful attack you can inflict a disease upon the
creature that does 5d6 poison damage at the beginning of your turn until the
creature dies or make a saving throw. The saving throw is a Constitution Save
(DC 10 + your level), but the creature must first have a dispel magic cast upon (DC 10 + your level) them before they are
allowed to make the saving throw.
Once you use this feature, you can't use it
again until you finish a long rest.
October 1, 2014
5E Birthright - The Cold Rider (Warlock Patron)
Is your
patron one of the Lost, an aspect of Azrai, a liche, a god, an awnshegh, a part
of the Shadow World brought to life? You do not know but it whispers to you in
the night and you listen, gaining new magics others fear.
Expanded Spell List
Spell Level Spells
1st detect
evil and good, false life
2nd blur,
gentle repose
3rd animate
dead, feign deathSki
4th death
ward, evard's black tentacles
5th cone
of cold, dispel evil and good
Cold Heart
Starting at
1st level, you become inured to cold. You gain resistance to cold attacks.
Shadowstep
Beginning at
6th level, you take a quick step into the Shadow World when you are about to
take harm. After you have been successfully hit, but before damage has been
declared, you may use your reaction to quickly teleport into the Shadow World
and out again. You take no damage from the successful attack.
Once you use this feature, you can't use it
again until you finish a short or long rest.
Undead Army
Starting at
10th level, you are able to summon an army of undead to do your bidding. You
can summon one unit of undead minions without paying any Regency or Gold, and
you do not need to have the Required Source value. The duration of your unit
only lasts until your next long rest.
Once you use
this feature, you can't use it again until you finish a long rest.
Into the Shadow World
Starting at
14th level, when you hit a creature with an attack you can use this ability to
instantly transport the target through the Shadow World. The creature disappears
instantly and hurtles through a cold and bleak landscape.
At the end of your next turn, the target
returns to the space it previously occupied or the nearest unoccupied space. The
target takes 10d10 psychic damage as it recovers from the horrible experience.
Once you use this feature, you can't use it
again until you finish a long rest.
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