Monthly Archives: November 2016

Player Races

So, in picking up 5e again after the short break for Call of Cthulhu, and reading Volo’s Guide to Monsters, I’m struck at how 5e handles character races. I get that there are many problematic pieces to level limits (ala 1e), or even experience point penalties (ala 3.5e), the latter especially given that I’ve moved to story-based advancement rather than tracking XP. But for the life of me I have no reason to vote “for” playing a human in 5e and many more for playing another race – save for strictly flavor-text RP preference, unless the GM mandates some sort of ratio.

Now, I had pretty much banned folk from playing elves in my campaign world (with a couple of very notable exceptions) because I didn’t think anyone could play the mindset very well. I dropped that, at the same time I have a world where I want things to feel very “human -centric” – quite unlike the far more cosmopolitan Forgotten Realms for example. For me this makes the actually cosmopolitan areas stand out more.

But I’ll be damned about how to incentivize people to play humans over other races – and racial bonuses to stats make this even worse. Honestly, I think I’m going to switch statistic modifiers back to something more in-line with my 1e rules, perhaps even penalizing my non-humans more stringently. That was always a thing about playing a non-human yes, you got the stat bonus but there was always an associated penalty…

Now, this is probably at least partly a shared problem with my players. As one example, Ilda the Dwarf Bard might as well be Ilda the Elven Bard or Ilda the Human Bard, there is nothing especially “dwarvish” in the way that KT plays Ilda and while this is certainly something I’ve allowed, it’s also a failure on the part of the player to fully embrace the character’s race. MS always plays humans because he has said that he’s not interested in making things harder for himself, so I think that has stood out in his play of Lord Devin. That wasn’t always the case because I can remember when Ilda took some very strong stands against looting tombs.

When people have played nonhumans before, I’ve been used to them embracing the race and running with it. Sometimes playing a large part in creating that races culture – two of my previous characters did that with gnome. There is a reason why they are Celtic-ish, kilt-wearing, Druidic, hard-drinking folks rather than the version portrayed in other settings.

I also noticed that in the last couple of sessions I’ve dropped almost all of my descriptive detail – and that’s not good for the game. If I’m not setting the mood and the tone well, my players will follow suit and pretty soon were not role-playing, we’re roll-playing and essentially miniatures wargaming using the 5e rules. Not exactly a bad thing, but not what people came to do.

But getting back to character races, taking a page from Character Backgrounds, I think each nonhuman character race needs a real hook that serves as a foil. For my high elves and wood elves it is their lack of understanding of money, KR has done a good job of using that to build flavor into Gwynneth, but I don’t quite have anything like that for the other races. I should probably review each race and build something in on that level as I review statistic bonuses and penalties.

TTFN!

D.

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Volo’s Guide to Monsters (Review)

Ok, so this came in last Friday and I have to say that I’m pretty favorably inclined to it. I’m not even sure that I care about the extra monsters stat blocks, at this point I seem to be more inclined to grab my 1e books and adapt things on the fly, or I’m using modules and doing the same thing. But, the monster lore and character races are really nicely done – even the bits I will never use.

Beholders – don’t have them in my world, so not a thing for me, but still a nicely done section. I don’t have standard giants or an Ordning in my world so this is probably the least useful section for me. Yaun-Ti are the basis for my Ithians, and it was nicely done.

I don’t have Mind Flayers, so this is less useful to me but like beholders I things it’s well done section. My Ichneumon Vorre are essentially my version of Illithids, so over the years I have ganked some bits and pieces for them. The Goblinoid and Orc sections are similarly iffy, but mostly because my goblins are more Harn-esque than Tolkien in many ways, but I plenty of stuff there than I can use.

Kobolds and Hags are kind of interesting. I have kobolds, but as jungle-dwelling or desert-dwelling creatures (two differently adapted relations, the same with lizard men) but I liked the write-up. Hags as an organized group really gives me some food for thought – not sure if I’ll use it, but it’s well done.

The PC races would all need to be tweaked in the same way that I’ve tweaked the “standard races” but I like them. The new Aaismar is much more evocative than the version from the DMG, and the rest have their interesting aspects that are worth looking at.

Worth it as a GM (though perhaps not if you are a player), especially if you playing in a standard 5e setting.

D.

Categories: Campaign Development, Game Design, Monster, Review | Tags: , | Leave a comment

The State of the Game – November 2016

So, we just started DnD 5e back up again after a couple of month break to play Call of Cthulhu, things were fun, but the players wanted to get back to the Age of Worms campaign and continue along with the story. I feel a little bit bad because last game session after explaining that I wasn’t going to hold back anymore, that I wasn’t going to sweat PC death anymore…

Mind you, it’s pretty hard to kill a PC in 5E as compared to 1E, in any case…

Of course I essentially manage to kill my son’s character. Now, he’s not really dead, he’s a Shade and even being stomped by some wraiths isn’t going to be enough to kill him. But he’s off in the Shadowlands slowing coalescing or rebooting or something over the next hundred years or so, so he’s essentially dead from a “getting to play him” perspective sans any heavy duty magical assistance that is currently out of reach of the characters. So my son is going to bring in another old character and we’ll see how he does with him!

I should be getting Volo’s Guide to Monsters tomorrow, along with Curse of the Crimson Throne for Pathfinder because I think I can adapt it pretty well and it looks like an amazing campaign to at least mine for ideas. Earlier this week I received my copy of Tales of the Caribbean by Golden Goblin Press for Call of Cthulhu and am very impressed by it.

D.

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The Shadowlands (Environmental Effects)

So, when the party travelled to the Shadowlands, they discovered that it has rather grievous effects on non-natives. Being so close to the Realm of the Dead, this creates a drain on those not born to it. The following are the basic rules for how the Shadowlands affects creatures and classes who travel for any length of time there without magical protection.

RACIAL PENALTIES:

  • Humans: Must make a DC15 Charisma Check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
  • Khazan: Must make a DC5 Constitution Check monthly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
  • Half-Elves: Half-Elves suffer from much the same penalty as both of their kin, just to a lesser degree. Use of their Faerie Magic requires a DC15 Con check, and they must also make a DC15 Charisma Check weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
  • Dwarves: Dwarves are generally unaffected by the Shadowlands, merely needing to make a DC15 Constitution Check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
  • Gnomes: Closely tied to the Mortal Realms and Faerie, Gnomes lose their Speech with the Wild Things and Mask of the Wild feature. Use of their Faerie Magic requires a DC15 Con check. They suffer greatly from the lack of sun (see their Disadvantages) and they must make a DC15 Charisma check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.
  • Elves: Closely tied to Faerie, Elves are grievously affected when within the Shadowlands. They lose their Faerie Mien unless they make a DC15 Con check to call it forth – and then must maintain Concentration upon it. They must make a DC15 Charisma check Weekly or suffer a level of Exhaustion, on the Fumble they also lose 1 Sanity.

For periods spent Carousing in the Shadowlands the roll to check for Exhaustion may be reduced to a DC5 Check.

Exhaustion levels may be reversed for each week spent Carousing. Sanity loses may be partially reversed in the Mortal Realms for every month spent Carousing, if started weeks equal to the 1 + the Wisdom modifier of the character in question. If Sanity is lost, no more than half can be regained in this way (rounded down).

HEALING AND REST PENALTIES:

  • Long Rest only restores 1HD (not half), unless accompanied by the excitation of strong physical and emotional passions (or by some forms of intensely focused meditation).
  • Death Saving Throws are at Disadvantage. A Healer’s Kit is and a DC10 Wisdom (Medicine) check is needed to stabilize a creature.

CLASS EFFECTS:

  • Bard: Song of Rest will restore +1HD if played during a Short or a Long Rest. Bardic Inspiration may also be used to restore 1HD per use of the Bardic Inspiration. Recovery of Bardic Inspiration requires a DC15 Charisma check. After a Bard has resided in the Shadowlands for 1 month per level they recover Inspiration as normal.
  • Cleric: Clerics of the Life, Light, and Nature Domains must make a DC15 Wisdom save to use their Channel Divinity feature. They also only regain one (1) use between rests. Clerics of a Death Domain do not suffer from Racial or Healing & Rest Penalties, and have the same benefit as the Druidic Natural Recovery feature.
  • Druid: Due to the alien nature of the Shadowlands, until a Druid has resided there for months equal to their level, they only regain half the number of spells as normal after a Long Rest.
  • Monk: Due to their studious discipline, Monks may recover HD as normal. Monks of the Way of the Shadow have Advantage in Combat, and only need spend 1 Ki to use their Shadow Arts.
  • Paladin: Paladins of the Oath of the Ancient must make a DC15 Wisdom save to use their Channel Divinity feature. They also only regain one (1) use between rests. Until they have resided in the Shadowlands for months equal to their level, they only regain half the number of spells after a Long Rest.
  • Ranger: Rangers have Disadvantage when using their Natural Explorer feature until they have resided in the Shadowlands for one week per level of experience.
  • Warlock: The nature of Pact magic means that there is no mechanical issues for Warlocks in play. Those with the Archfey Patron may find that they must make Charisma tests to use Patron-related features, while those with a Patron among the Great Old Ones are likely to become the targets of the Wild Hunt…
  • Wizard: Those who study the School of Necromancy do not suffer from Racial or Healing & Rest Penalties, and have the same benefit as the Druidic Natural Recovery feature.

DAMAGE MODIFIERS:

  • Cold, Necrotic, Poison, Psychic, and Radiant damage is +1 per die of damage.

EFFECTS ON GEAR:

  • Non-magical equipment and gear from the Mortal Realms suffers from -1 Penalty each week of existence in the Shadowlands. After no more than five weeks (and a potential -5 penalty) it finally reaches a functionally useless state.
Categories: Campaign Development, Game Design, House Rules, Scenario/Resource | Tags: , , , , , | Leave a comment

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