Yearly Archives: 2014

D&D PHB: The Druid

Ok, Laundry and the Dishwasher are both running, so let’s see if I can knock out the Druid quickly.

First off, seriously, why is that elf purple? Not “alabaster tinged with blue”.  Purple. Why are there so many purple characters in this book?

Ahem.

I worry a little bit how much justice I can do to the class before I get to the spell section. Historically, a lot of the uniqueness of the druid could be found in her spells. Without those, she is often just a gimmicky shapeshifter. Still, we’ll see what we can do. I’ve very curious to see if they find a way to handle shapeshifting without the super abstract rules of 4e buth without the bookkeeping of earlier editions.

Before that, I’ll just note that druids cast like Clerics – pray for a certain number of spells, cast N slots per day. They get ritual casting, and they can use a…er…druidic focus as a spellcasting focus. I guess that’s a sickle or something? I have to skip ahead to chapter 5 to check and discover that, no, it’s a sprig of Mistletoe, a totem, a yew wand or an wooden staff. So, ok.

Wild shape (which you get at 2nd level) is, of course, the big question. You get to do it twice per rest, and you can assume a form with a max CR of 1/8th your level (maximum 1, round down, with some limits on things like flying and swimming at lower levels). Notably, I have no idea what that means[1] yet but for examples, a Wolf is CR 1/4, an Crocodile is 1/2 and a Giant Eagle is CR 1.

While shapeshifted, use the animal’s stats, including hit points. Barring situations like getting KO’d in in animal form, you return to your pre-shapeshift HP after a shift, so while it can’t be used for healing per se, it means a shapeshifting druid can stay on her feet a long time. All in all, it’s going to demand that the druid keep a copy of preferred forms on hand for ease of use, but it seems pretty painless. It has nice checks against turning into a 50 hit point mouse or flying at second level, and it explicitly just lets the druid decide what happens to his gear (drop, stays on the new form or merge into the form) which is weird fiction but convenient play.

But the thing is, excepting one or two more things (at level 18 your aging slows down and you can cast spells in animal form, and at level 20 you can wild shape whenever) that’s it. Druid does not have a lot of class abilities. In fact, like the cleric, the druid is hugely defined by her subclass, called a druid circle. The circle is chosen as level 2, grants intro abilities, and then grants more at 6, 10 and 14. Obviously, these circles are a big deal.

For caster druids, the circle of the land is reminiscent of JRPG geomancers, getting extra spells based on terrain types. A druid of the land gets an extra cantrip and recovers a few spell slots on a short rest, if it’s taken in nature. They pick up some of the classic druid abilities like ignoring terrain obstacles, immunity to natural charms and fear (as well as poison and disease) and general friendliness with nature.

They also pick a favored terrain, and expand their prepared spell list with some new spells based on that terrain (much the way a cleric’s domain expands their list). Some of these are pretty badass, and I actually like this hook more than I expected to because it is explicitly to the “land where you became a druid”. In picking a terrain, the players is saying something about their characters history which might be very interesting, especially if the current terrain is far from their home.

The Circle of the Moon is basically for druids who want to shapeshift more and get in fights. They transform faster and into more dangerous creatures, and can burn spell slots to heal while in animal form. Eventually your attack become magical, you can turn into an elemental and you can learn more subtle shapeshifting.

All in all, the druid looks fun, and I could see either circle being a hoot. The shapeshifting looks well designed, and apparently I can turn into a black bear OR a shark at level 4 (level 2, if I go Circle of the Moon), so that seems about right to me.

What seems to be missing is that there is no way to increase the number of times you can wild shape. Until you hit level 20, it’s 2 per rest, that’s it. At first blush, this seems overly restrictive, but as I think about it, I imagine the thinking is that druids should assume a form and stay in it for a while rather than be sort of fey, fluidic shapeshifters. I could see them doing a circle that allowed more shapeshifting, just as they’ve done one to allow more powerful shape shifting, but they definitely would not want the options for both.


  1. I mean, yes, I know it means Challenge Rating, and I’m familiar with the concept form previous editions, but the numbers I’ve seen so far suggest that it might be used in a manner I am unfamiliar with, so I’ve just sort of left a pin in it.  ↩

D&D PHB: Bards & Clerics

Ok, picking up again today with the bard. Like the Gnome, this is another one of those concepts that’s taken a lot of different forms over different editions and stories. It’s been contentious since first edition, so it’s always curious to see which way this jumps. Inspirational? Celtic? Jack of all Trades? Illusionist-y?

They seem to have gone the flexible path, which is a mixed bag. It’s not bad, but by definition, it’s a little bit uninteresting in it’s lack of clear edges. It looks very similar to the 3e bard with a slightly different skill focus. The spell list looks to be a similar mix of wizard and cleric to 3e, and the abilities surrounding music are familiar in concept, if clever in execution.

Bards use the sorcerous model of N spells known, casting a number of spell slots per level. Spell knowledge seems to be intrinsic rather than via a spellbook, and (quite reasonably) bard’s can use a musical instrument as a spellcasting focus[1]. They can cast ritual magic, which is definitely a plus.

The bard gets 3 skill proficiencies, which is higher than the average 2, but lower than the rogue’s 4. The bard can choose any skill, so there’s flexibility there, but it’s not really enough to say “this is the skill guy”, especially since the bard gets proficiency in no tools, but 3 musical instruments.[2]

The trick that offsets this is a class-defining feature acquired at second level (presumably so it’s not total multiclass bait) called Jack of All Trades which lets bards add half their proficiency bonus to any check they’re not already getting a proficiency for. That’s very broad, but not crazily potent, so I’m curious to see it in action.

That said, the real signature move of the bard is, as it has been in some past incarnations, bardic inspiration, the buff offered to allies. The way it works now is that you can inspire a nearby ally (with music or words) and, effectively, hand them a d6. Any time in the next 10 minutes, they can roll that d6 and add it to a check, even after the roll is made (though before the GM declares the outcome), which uses up the inspiration. A character can only have one inspiration at a time, and the size of the die gets bigger as you level. You can do this a number of times per long rest equal to your charisma modifier (per short rest after level 5).

When I was reading this, I was struck by the idea that if I were playing a bard, I would probably want to buy several really gorgeous d6s – a number equal to my number of uses of inspiration – and physically hand them to people when I use the ability. Because that seemed like the bardic thing to do. However, as I read on and discovered that the die got bigger and that there were other things those inspirations could be used for, that’s when I realized I’d probably want some kind of token (which is in turn where the realization that Campaign Coins were going to rock this hit)

There’s some other fun stuff. Bardic music enhances healing over a short rest, they get enhanced proficiency bonuses with some skills, and can sing countercharms. What’s curious is that the bardic subclass is the college, a very promising choice of term, since it suggests setting elements (organizations of bards and so on). This is kind of given a nod (colleges are loose associations) but the colleges given are a bit generic in that regard. The College of Lore give you more skills and the ability to burn a bardic inspiration to taunt. The college of valor lets you fight better, and lets others use bardic inspiration to increase damage or defense. Curiously, there’s no spellcasting college, but I’m sure that’ll show up in a future supplement.

I am not sure anyone who loves bards is going to be too excited or too disappointed as is. They look solid and fun, and I suspect that with a few more college options, they’ll be able to hit the right notes.

As an aside, this is now the second class, it’s time to look a bit at subclass design. Bardic colleges grant signature abilities at selection (level 3) then extra abilities at 6 and 14. The barbarian’s primal paths grant signature abilities at selection (level 3) and further enhancements at levels 6, 10 and 14. That is a curious discrepancy, so I’m curious to look at other classes through this lens. For context, it’s worth noting that the bard core class gives some great abilities (Expertise, Magical Secrets AND the inspiration die gets bigger) at level 10, while the barbarian gets only the path ability.

Anyway, putting a pin in that, we move on to the cleric, the class I was most curious about. The cleric has never had the conceptual uncertainty that the Bard has been subject to, but implementation has always been the issue. How do you balance healing responsibilities against the desire to do other fun things? And how do you balance spellcasting in such a way that it’s enjoyable but doesn’t break if it gets tuned by specific deities?

5e seems to have decided to address this by doubling down on the gods, and I am TOTALLY good with that. Yes, clerics have baked in spellcasting (pray for N spells, cast N spell slots) which has seen numerous improvements, not the least of which being somewhat more awesome cantrips.

The idea of channeling divinity has also found a new form, though the concept remains the same. Available from second level, the cleric can raise his holy symbol and project the power of her divinity for some effect. The cleric can do those N times per short rest, so this is the Cleric’s currency move. It has a default effect (turning undead) and something based on the cleric’s divine domain (their subclass).

I want to get to the domain, but I want to pause here to call out how they handle this incarnation of turning undead -it’s delightfully simple. Every undead within 30 feet who can see or hear you (yes, every one) makes a wisdom save or runs for it. Turning lasts a minute, and a turned undead can only dash, dodge, and try to escape things that are keeping it from getting away. If the cleric is 5th level and up he can also potentially destroy lesser undead who fail their save – there’s a little chart for it.

I admit, I dig this implementation if only because it is easy to implement. No number crunching or tallying effects, no elaborate subsystem, just normal saves and easily adjudicated effects.

It’s also worth noting that clerics also get an ability at level 10 called “Divine Intervention”, and it’s kind of what it sounds like. The GM pleas to her god and rolls some percentage dice, and if the roll is less than or equal to your level, then the deity intervenes (the meaning of which is up to the GM) and you can’t ask for an intervention for another week. This is kind of delightful, and I can already see it as the basis for many fun war stories.

Oh, and as a bonus? At level 20, it always succeeds. Ponder that.

Ok, so those are the things that all clerics can do, but that is not the interesting part. See everything else that the Cleric class can do is a function of which divine domain (subclass) the cleric picks at first level. This means, among other things, that the range of style and variety among clerics has the potential to be crazily broad[3]

This also means that the domains are potent. Each one is effectively three quarters of a class by itself, so they have a bunch of moves. To contrast with the previous subclasses, the Cleric chooses and gets (big) signature abilities at level 1, and then gets further enhancements at levels 2, 6, 8 and 17. Basically, the subclass defines the class, and for Clerics, that works very well.

We got to see the life domain in the basic rules, and now we have the knowledge, light, nature, tempest, trickery and war domains as well (sadly, no travel). They all expand the cleric’s known spells and grant an array of abilities.

Knowledge gives you extra skills and languages[4], lets you use any tool (if you have time enough to study it), read and influence thoughts, cast spells more potently and eventually read objects and places.

Life, as we’ve seen, get to wear heavy armor and heal a lot. a LOT.

Light lets you throw around flares of light to distract enemies (you can do this a limited number of times, so it introduces a second currency, which I do not dig) and basically blast things with sunlight a lot. Basically, this is 5e’s laser cleric, for better or worse.

Nature gives you a druid cantrip and some outdoorsy skills, heavy armor, the ability to charm animals and plants[5], a passive protection against elemental damage (for you and your party), infuse your weapon with elemental energy and ultimately make your plant an animal minions more potent.

Tempest gets you heavy armor and martial weapons, and has a damage dealign reaction ability (which, like light, has its own annoying currency), you can do extra damage with thunder and lighting, infuse your weapon with lightning and eventually even fly a little. Tempest is weird because for all that, you don’t get lightning bolt as a domain spell for what I can only assume are reasons of tradition (doubly annoying since light gets fireball). Definitely has the means for a good smashy cleric.

Trickery has some predictable stuff – boost stealth, turn invisible and such. it also gets the ability to poison a weapon, which is mechanically identical to the thunder or elemental infusions of the other deities[6] The most interesting (and probably awesome or painful) ability is to send forth an illusionary duplicate which you can use as the origin point of your spells, or to grant you a flanking/distraction bonus in combat. At 17th level you can create 4 of them. This is an ability I can see working very well on a grid, but I’m not sure if it’s going to be rough to adjudicate.

War grants heavy armor and martial weapons (no shock) and a limited number (there’s that secondary currency again) of extra attacks. It also grants attack bonuses (to you and allies), an infused weapon and eventually damage resistance. While mechanically uninteresting, it’s all very solid fighty stuff, which seems apt.

When I first looked over the Life domain, my impression was that if every cleric domain was this cool and interesting, then it would knock my socks off. Now that I’ve seen them, I think I still have at least a little bit of sock left, but they are mostly knocked.

If my passive aggressive asides were not making it clear, I’m not super-excited by the abilities that can be used +WIS times per long rest. The cleric is already tracking channels and spells, so one more thing just seems unnecessary. This is a small gripe, but it bugs me.

I’m also not sure what I think about the level 8 ability, which is basically the same across all domains, with small tweaks and one distinction. If you are a spell-casting kind of domain (knowledge or light) then you get to add your wisdom modifier to cantrip damage (because, presumably, that is your primary attack). For other domains, you get the divine strike ability, which adds damage dice of some type to your weapon attack. This isn’t a bad thing in and of itself, but I’m not sure it requires strict consistency, since it feels like a mismatch with, say, trickery.

So, with the exception of knowledge, none of the domains excited me the way that life had, but they’re still pretty good. I look forward to seeing more domains in the future, but the less formulaic, the better.

All right, break there. We’ll pick up tomorrow with the druid.


  1. I breezed past that initially because it made a vague sort of sense, and I sort of assumed that meant that you could theoretically get a Lute +1 that gives +1 to spellcasting rolls and DCs and stuff, because it’s the focus, right? And that might be true, but I realized that was an assumption and that, in fact, I had no idea what a Spellcasting Focus meant, mechanically speaking. It was not in the index (at least not usefully) and the entry directed me to the equipment chapter, which directed me to the spellcasting chapter, which is big, with no further direction. I ended up cracking open the basic rules pdf and running a search on the text to find the answer, and it is this: When a spell requires a non-consumable material component, the caster needs to either have a component pouch or a spellcasting focus.  ↩
  2. And may I ask, what the hell? What game would be hurt if bards could just use all musical instruments the way that fighters can use all weapons? This seems basically designed to screw Bards down the line when they hit level 7 and find the Enchanted Bagpipes of Olaf but oh, did you not study the bagpipes? Suck it, bardo!  ↩
  3. I am reasonably sure an all-cleric party (with different backgrounds) could work decently well).  ↩
  4. Which inspired me to go check – the Bard has no particular facility with languages. That’s odd. I guess that could be the basis of a college of diplomats.  ↩
  5. Basically works like a turn, except they become friendly rather than run. That one minute limit is still in effect, though.  ↩
  6. If you feel I mention that because it’s kind of a half-assed inclusion, you would be correct.  ↩

D&D PHB #1 – Cracking Open the Book

Ok, one ground rule on this. If I hit upon a topic that I already covered in the review of the Starter Set or the Basic Rules then I’ll probably gloss over it. No one needs me waxing rhapsodic on the virtues of Advantage/Disadvantage again.

Introduction

Short and sweet, with a lovely preface from Mike Mearls, this hist on most of the core ideas of the game, both mechanically (Dice, Adv/Dis, rounding) and conceptually (the describe environment -> describe action -> narrate result cycle, and the 3 pillars: Exploration, Social Interaction and Combat). There are also passing comments which make it clear that every D&D setting you can think of[1] is in scope, which is nice.

There’s a bit on specific rules beating general ones, which is no shock, but no mention of a general rule for handling bonus stacking. This is an interesting omission, because previous editions needed to have very specific baseline rules to handle stacking abuses. From what I’ve seen, the reason for this omission is that a lot of what previously would have been abusable bonuses is now handled gracefully under the advantage/disadvantage system (which allows no stacking), and that the rest of the cases are largely set up so that stacking won’t be relevant. Still, it’s the sort of thing that leaves me looking for edge cases and qualifiers.

Starting Character Creation

Ok, first off, that art: the painting is lovely, but is that dude a ghost? He’s paying for drinks, so I guess not, but if he’s just an elf, he is an elf of strangely uniform color.

This sets up the procedural basics – Race, then class, then stats, then FABB[2] (Alignment, flaw, bonds & background), then equipment. Core concepts like level, hit dice and hit points are explained, as well as the various methods of stat generation.

There’s nothing wrong with those rules, but there’s a bit of a procedural anomaly here – there are detailed chapters on the other steps (race, class, FABB and equipment) but none for stats. Instead, stat generation is presented in this introductory chapter, which means the procedure as read may seem more like stats, then race, then class, then FABB, then gear. I don’t think this is likely to create any confusion in an experienced player[3] but it’s a little bit weird if you’re going through the book and building your character based on where you find the rules. Of course, the stats rules are short enough that it would probably have been hard to given them their own chapter, so I suspect this is an organizational issue of necessity.

It’s also nice to see the sample character getting made throughout these steps, though the one time I looked to those examples for mechanical clarity (for the money rules) I did not find it.

There is an explicit call out to the tiers of play (1–4, 5–10, 11–16 and 17–20) but, interestingly, those tiers don’t actually get named. As presented, they are general yardsticks for adventure scope (local, kingdom, empire,world) but that’s a bit fuzzy.

I actually assumed that these would be the general “bands” for adventures, in the style of the old AD&D modules (so 5–10 is maybe the new 7–9), but the Hoard of the Dragon Queen adventure is for characters levels 1–7, so that kind of blows that theory out of the water.

I should note, here, that I liked the concept of tiers in 4e very much, even if they mostly mattered at points where the rest of the game got too cumbersome for me. it feels like they expanded this idea in 5e by adding another step at the bottom. That suggests that a level 1 4e characters feels about like a level 5 5e character, and while that’s not precisely true, it’s not completely off base either. 4e characters just started more badass. And as such, this was probably a good structural choice. But in the absence of names suggests that this may end up being a bit vestigial.

Races

Pretty basic stuff structurally – stat mods, size, move etc. It’s called out that most races have subraces, which we’d already seen, but is still noteworthy.

We start with dwarves, and I love the iconic art. She reminds me of Violet from Rat Queens, so that’s a great reference. Also, it implicitly communicates that dwarven women (and perhaps dwarves as a whole, thank you Varric) need not be bearded, though nothing says they can’t be. There’s just a little bit of color to them (they have clans! and hate boats!) but the description does a nice job of framing dwarven longevity as important, something which is often overshadowed when compared to elves.

Mechanically, we’ve got the Hill Dwarves and Mountain Dwarves from the basic rules. They’re still pretty badass. Mention is made of the Dueregar, but (unlike the drow) they don’t get their own entry.

Folks who know me will realized I utterly cringed when I hit the elf section, as who is the iconic? Frickin Drizzt. And in case you weren’t sure, they actually put his name on the picture, something they do for none of the other character images.

The color is ok, and the wood and high elves are presented as expected, but we also now have rules for drow. And I should add, setting aside my unfondness for Drizzt, this is the first time I’ve been mechanically ok with the drow as presented, partly because this is the first edition of D&D where the sunlight sensitivity has more teeth than two weapon fighting has awesome. Specifically, they call out that the penalty (disadvantage to attacks and perception) applies if the drow or the target is in sunlight, so a deep hood won’t save you.

The popularity of Drizzt also reveals another unpleasant side to it, in the writeup of drow culture. It is so important to the character that he be a rebel that it basically means that there’s no chance for any consideration of adding more nuance to Drow culture than “eeeeeevil”. Of course, the idea that they’d reconsider that without Drizzt is probably purest optimism, so I probably can’t blame him for that. Much.

On to halflings. There has been some sort of decision in the art direction that halflings should have giant heads and spindly legs, and the net result looks a little bit creepy to me. Beyond that, though, they’re basically what we’ve seen.

The iconic human art is pretty badass, and they have actually found an interesting hook in the human color. There’s familiar stuff about ambition (because of short lifespans) but the hook I liked is that the distinctive thing about humans is that they build institutions. That is an interesting and thought provoking hook which makes a lot of pieces of generic fantasyland fall into place. It’s a little weird in the law/chaos sense, but I suspect that can be worked out.

Mechanically, the “Variant Human” rule is kind of neat – instead of +1 to all stats, you can get +1 to 2 stats, one additional skill proficiency and a feat. I have to admit, that’s a pretty amazing deal, and I’d be hard pressed to not take it if I, as a player, got to make those choices. Maybe too good a deal. It strikes me that it’s a great template for cultures in a setting, where each culture gets a different set of selections. That would make it a less overwhelmingly awesome tradeoff. And, hell, I wager that’s how it was intended originally, but cut for space reasons.

After these core races come the “uncommon races”: dragonborn, gnome, half-elf, half-orc and tiefling. This is interesting because these weren’t in the basic rules, so I’m curious to see the implementation. It’s also curious to see the implicit priorities that resulted in this list. A number of classic races (gnome, half-breeds) which got pushed out of the core 4e PHB are now back in prominence, along with the two races (tieflings & dragonborn) that had taken their slots. It’s a solid list, and probably covers the best range of races that people will start out interested in. Sure, there will be a few goliath or deva holdouts, but you can be sure they’ll be served in future products.

Anyway, we open with dragonborn, who have a lot of what made them fun in 4e: bonuses to strength and charisma paired with a breath weapon (and damage resistance appropriate to that breath weapon). They seem fun, but the most interesting bit about them is a piece of Dragonlance lore tucked into a sidebar, where they basically say that Draconians are Dragonborn with different magic in lieu of their breath weapon. That’s a significant retcon, but I admit it’s one that feels like it makes a lot of sense to me.

Next came gnomes, and they are always an interesting question, because they’ve never really settled in a niche. Are they more like dwarves, elves or halflings? Are they fae tricksters or crazed tinkerers? There are very strong examples in each direction.

5e solves this contradiction by offering two different gnome subraces. They share the bonus to int and certain saves, but after that, they’re radically different. Forest Gnomes are the fey tricksters, with a bonus to dex, illusion spells and the ability to talk to small animals. Rock Gnomes are artificers, with a con bonus, a proficiency bonus to tinkering and the ability to make small gadgets. I think this may be the biggest difference between two subraces in the game, but it’s probably the most elegant way they could have resolved the issue. So, thumbs up.

As with the dwarves, there’s a mention of deep gnomes, but no actual stats.

The half elf art is a little disappointingly bland, especially since the fiction is about Tanis. It woudl have been nice to see the half elf with a beard. That said, the color goes out of its way to emphasize that half elves are rare and mysterious, which is a nicely tolkein-y way to approach it THe mechanical elements feel a bit right, with some of the human generic flexibility (in stat and skill bumps) and eleven magic (darkvision, resistance to charm, immunity to sleep).

The half orc art is a lot more striking, but it’s very…pink. I think it’s supposed to be greyish (or so the description says)and it’s nice to have non-green orcs, but that particular grey just looks violet. Color wise, they very explicitly tie half orcs to marriages in an attempt to address the most problematic issue surrounding the race[4]. Making lemonade, I suppose.

Mechanically, though? Holy crap. Bonuses to Strength and Con, darkvision, intimidation for free, roll an extra damage die on criticals and, once per long rest, when an attack would drop you to 0hp, drop to 1hp instead. Does that sound terrifying to you? Because that sure sounds terrifying to me.

Not sure why, but the tieflings are purple too. Now, I’m a fan of the old DiTerlizzi tieflings, back when they had no unified appearance and rather all carried some distinctive mark of their infernal heritage. I was not terribly excited when 4e made them a unified race, but I had to acknowledge that the art looked awesome, and the rich red color was really striking. As described, they’re still red, but the example art really undercuts a lot of the goodwill that 4e had earned.

Mechanically, bonuses to intelligence and charisma, darkvision, fire resistance and some intrinsic spellcasting. All fun enough.

All in all, it’s an interesting chapter. Race is definitely designed to carry a lot of mechanical weight, maybe moreso than any other edition[5]. Every race feels like it has a compelling mechanical argument for why its cool, and that’s pretty hot.

Also, it’s very clear where the hooks go in for expansion material. Setting aside the addition of new races (which is a certainty) the ability to add new subraces and build mechanics that hang off the existing races is quite obvious. It is easy to envision a Complete Book of Smallfolk with extra subraces for Dwarves, Halflings and Gnomes (including the deep races) as well as other mechanical hooks (feats, class abilities) that are tied into race. You could fill a slim hardcover with that quite trivially.

Which is where the spectre of the license raises its head. These products will exists – the question is whether WOTC will be taking steps to keep them in house, or if they’re going to open it up to third parties.

Classes

To answer the most important question: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock and wizard. As with the race list, there’s some interesting implicit information with the list. As with the races, the popular favorites that 4e had shuffled off into supplement-land (the barbarian, monk, bard, druid and sorcerer) are back, front and center (at least in part because each class now takes up less page count). 4e’s warlock has returned, but the warlord has not[6]. There is also no sign of psionics, which is probably just as well for the core book.

The barbarian’s place in alphabetical order has historically been a little bit awkward, since it’s not always a great class to showcase the system. 13th Age solved this problem by making it the simplest class, and 5e takes a similar, but not identical, track. There are still fiddly bits, but the Barbarian is really well designed as “the smasher”, which is probably about right.

The “no armor” thing is handled by Barbarian AC being equal to 10 + Dex + Con (+ shield) when unarmored, which is pretty badass[7]. That’s not too unexpected, but the real question was, of course, “how do they handle Rage?”. The answer: pretty damn well.

Basically while raging, you get a bonus to strength checks, (not attacks, at least as I read it), damage and you have resistance to most weapon damage. Rage lasts a minute, and you can do it a few times a day. Notably, there is no downside to raging – it’s just a bit of extra badass. If you take the Primal Path that focuses on rage, then it becomes even more potent but you are exhausted[8] afterwards. Or you can just take the Totem Warrior path and never worry about it. More on that in a minute.

Most of the abilities are just more badass. Extra crit damage (hello half-orcs), more rage, faster movement and so on. That said, there are a few interesting mechanical bits. Reckless Attack" captures all the fiddliness of previous power attack rules in a nice, elegant resolution. Gain advantage on an attack this turn, everyone else gets advantage to attack you this turn. Clean and simple. Indomitable Might* is just clever – if your total for a strength check is less than your strength score, use the strength score instead. Slick way to set a floor on outcomes.

The totem warrior path is neat, but it feels a bit like “we need something that’s not just more rage…what have we got?” It lets you ritually speak with animals, but mostly it lets you choose a totem (bear, eagle or wolf) to gain extra abilities in and out of rage. That they are basically protection, fury and arms is not lost on me.

All in all, the class seems fun, and it gives us a heads up on what’s coming next. Specifically, a lot of the classes have two things in common. First, they have a choice. For the barbarian it’s primal path, for the Bard it’s Bardic College, for the Rogue its Roguish Archetype and so on. These are always called different things, but their general structure is the same – somewhere between levels 1 and 3, a choice is made in the character design which can differentiate it from other characters of the same class. For all intents and purposes, these are subclasses, and I will likely call them such.

The other commonality is a currency. Not every class has these, but most do – it’s a limited resource that recharges under certain conditions and can be used for a variety of things. The Barbarian has the simplest currency in the number of rages, which recharge after a long rest. Monks have Ki, spellcasters have spells (arguably its own thing), Bards have inspirations and spells, and so on. This currency management is something worth paying attention to when picking a class, and is also a reason that 5e is an absolute blessing for Campaign Coins.

Oh, ye gods, I think that’s enough for today. I’ll pick up again later with the Bard.


  1. Ok, they don’t actually list every setting, but they hit all the big notes, calling out the Realms, Greyhawk, Dark Sun, Mystara, Eberron and Dragonlance, as well as making a multiversal shout out which nods towards Planescape (which gets more explicit mention later on). This might be lip service. but I won’t be shocked if it’s not – 5e is well tuned to support multiple settings, and settings put books (rpg and fiction) on the shelves in a way 4e failed to.  ↩

  2. They don’t call it that, they don’t actually call it anything. This step is referred to as “Describe your character” so it also includes appearance, sex, stuff like that. Given that there are specific mechanical implications to the FABB four, it feels awkward to not have something to call them, and thus, FABB.  ↩

  3. Which returns to the question from the earlier reviews: is the target audience new players, or players who are “coming home”? Weirdly, the thought that went into the cover and didn’t go into the spine feels like a coming home argument (since its tuned to game stores)  ↩

  4. 4e’s solution, that they were basically their own race, was less problematic, but I imagine that it took away the dark edge that some people liked.  ↩

  5. Any addition that seperated race and class, that is.  ↩

  6. And based on some fighter stuff, I wonder if he’s gone for good.  ↩

  7. Obviously, I immediately started looking for the abuses for this. The most obvious one is “What happens if I multiclass with monk?” – Monks have a similar ability that uses wis instead of con. Thankfully, the multiclass rules explicitly say those things don’t stack. More curious are effects like Mage Armor and (importantly) the draconic sorcerer ability, which grants natural armor, so that their unarmored AC is 13 + Dex. But it’s not explicitly +3 + dex, it’s 13 in a specific situation, which could be read to say that you can calculate your AC either way, but they’re not additive. Or it could be interpreted as barbarian draconic sorcerers having an AC of 13 + Dex + Con. The book might answer this question somewhere, so I’ll be keeping an eye open.  ↩

  8. Looking at this, that really sucks. Exhaustion comes in levels – at level 1 (when you come out of rage) you’re at a disadvantage to all ability checks. If you were to gain another level, such as by raging again, then you go to level 2 exhaustion – same penalties, plus you move at half speed. It gets worse with each step, and at step 6, you die. To get rid of exhaustion? You need to take a long rest (with food and drink) to reduce your exhaustion by one step. That seems insanely prohibitive. Maybe this is intentional – the effect is pretty potent ( gain an extra attack while raging), but the price seems crazily high. Like, so high that maybe they shoudl have done something else.  ↩

PHB vs Hoard of the Dragon Queen

One more little thing about the physical products.

I noticed something interesting when I looked at the hardcover adventure Hoard of the Dragon Queen,  I noticed a neat visual flourish at the top of the cover.  Look at the comparison.

compare2

It’s a cool visual signature for the fact that this is an adventure, and which adventure collection it’s part of.  I dig it, especially since I assume they’ll have different icons.   It’s doubly clever because when stored face out, you are often only going to see the very top of the product, so it’s well-thought-out that the 5e designs put all the critical information in the top 6th or of the cover.

So I have no idea why that added that cool effect and did not reflect it on the spine – if these books are shelved spine out, there’s nothing that visually tells me which is a rulebook and which is an adventure (much less a connected adventure).  It would have been brilliant if there had been some manner of icon to distinguish this (possibly where the little red banner currently isn’t wrapping) so they’d look cooler on the bookshelf.  Feels like a lost opportunity.

It’s also worth noting that while the pages in the PHB are glossy, they are not in the adventure.   I suspect this plays into the price difference, but there may be another purpose.  @newbiedm points out that the non-glossy pages can be more-easily marked up by a GM tracking hits and making notes.  It’s a good point, so this is either well thought out, or a fortuitous coincidence.

 

EDITED TO ADD

I took a picture of the spines to illustrate and it was informative.

spine2

 

Notice the cool adventure stuff does not wrap.

This also revealed something interesting – the red banner scaled with the thickness of the book.  Because hoard is thinner than the PHB, the “flame” is narrower and shorter.

This worries me a bit, because if that fire is going to scale that way, it’s going to be a different height depending on the thickness of the book, so this may end up looking very ragged on the bookshelf.

Unopened PHB

Ok, the meeting I’ve been prepping for all morning just got postponed so I need a break, so I’m going to start up with the Player’s Handbook. I mentioned on Twitter that I have not opened it yet, but I have strong opinions about it. This is no hyperbole. And to illustrate this, I present you with my review-of-the-PHB-Without-Actually-Opening-it-(except-once-but-I-didn’t-actually-read-anything).

1. Binding

phb1Picking it up, I was a little nervous. The binding feels fat, which is not terribly technical, but I’ll try to explain. There are indentations between the spine of a hardcover and the actual covers which serve as hinges. Depending on how many pages have been squeezed into the hardcover compared to the size of the physical cardboard pieces, you can end up with a book that has a bookblock (the pages) that is not quite the right size for the hard cardboard pieces[1]. Those cardboard hinges give the whole form a little bit more flexibility, but you can feel the difference, and the PHB feels a little big.

This is noteworthy since it’s usually a red flag for binding issues. However, this is why I cracked it open once, and I’m not worried. They bound the hell out of this book. So much so that it’s almost too stiff, but I suspect that will age well. So thumbs up.

2. Branding

I talks about this when discussing the Starter Set – there is more art and less brand than I would expect on the cover of this. This is bold, but I suspect it’s predicated on the fact that, for all Pathfinder’s success. the D&D brand still owns the headspace. RPGs are D&D by default to most people, so they can afford to go very art-centric.

3. Binding, part 2: The Spinening!

When sitting edge out, you see this:

narrowside

The ampersand at the bottom is nice, but I’m boggled that the small red banner on the front doesn’t wrap.

4. Back Cover

Feel it. Feel it. They did a lovely texture trick that I’m fond of, mixing gloss and matte finishes on the back cover. It’s a small touch, but one that I love. Greatly improves the tactile element of the book.

5. Art

I expect the art to draw a lot of commentary, and lose looking for reasons to criticize it will have no shortage of options. Specifically because the style is more painting-like than the Pathfinder house style[2] (so it has brush strokes and less crisp detail) it’s goign to simply look wrong to a lot of people. It’s also very busy, and emphasizes the monster over the characters, which is an odd choice. I admit I wonder at its cropping, and the Starter Set does make me immediately wonder “is this a crop of a bigger image?”

But for all that, I dig it. It’s distinctive, the sense of motion is wonderful, and I’m pretty happy with the images chosen for the heroes. If I were to really criticize it, my big concern was that I wish the hellhound on the back cover popped more. Red on red makes it more boring than it needs to be, which takes away from my love of the back cover.

5. Price Point

$50.  At the thickness, I’d have guess $40 (Hoard of the dragon Queen, also hardcover, is $30), but $50 is not out of bounds for this level of production.  Also,  I imagine it’s necessary to round up considering how many will be sold at some manner of  discount, so a solid $50 makes a lot of sense.

 

Can’t wait to crack it open.

EDIT: PS – It does indeed fit inside the starter set box

inthebox


  1. Which is why softcovers largely don’t have this problem – the cover is sized directly to the bookblock. Hardcover construction is a bit more complicated.  ↩
  2. Because, basically, Wayne Reynolds defines this mental space the same way that Larry Elmore used to). That said, it’s in line with Magic’s general style, and that’s a non-trivial factor.  ↩

More Fun With Index Cards

So, I was working on a little side project that won’t be done quite in time for Gencon, and since that was the point of it, I figured I’d share the fruits of it.  I was dinking around with fitting Fate event generation on an index card.  I started out with simple two die tables, like this set for quick high concept generation – take two dice, roll once on each card, and combine:

card1 card2

 

Worked ok, but it didn’t seem like the most efficient use of the card.  Lots of wasted space.  So I tried a different format for some utility tables, inspired by Fiasco:

card8 card7

 

And that worked ok, so decided to make a set for plot generation, a la two guys with swords:

card3 card4 card5 card6

That, I think, worked pretty well.  it’s a fun format, and one I’m going to have to try to get a little bit more use out of.

Any suggestions for tables the world needs?

BONUS

This one is inspired by a question David Goodwin asked. Using it as a chance to try a slightly different dice presentation.

card9

 

FURTHER EDIT: NOPE.  Uneven border doesn’t work.  so much for the quick and dirty fix.

 

Dungeon World on the Isle of Spires (Spiders)

Another 8 person session of Dungeon World. Those are definitely, definitely hard, and this was no different. I made a conscious effort to make it something other than a non-stop action sequence, and the pacing suffered for it. The simple reality is that exploration with 8 people is hard. It did not help that the group had a surprise attack of competence, and the usual cascade of failures and near misses that drive our sessions was largely absent.

We had one new player, who picked up The Alchemist which gave the party a little more healing, which is nice given our general cleric deficit. I offered him a number of oddball classes[1] (Since Druid & Cleric are the only two core books left unchosen), and the Alchemist could throw bombs, so that was kind of the win. Class worked out solidly in play – the font is a bit too small on the character sheet, so it took a bit to sort out some details, but my only real complaint is that the move that lets you use potions on other people seems like it should be core rather than an advance move[2]. I can sort of see the thinking for why this is not so – there’s a lot of interesting mess-with-yourself stuff in the class, but the advanced move seemed like a must have. Thankfully, since I let him start at level 2, it was self-correcting.

Play started with a sea monster attack on the Sea Witch. On board we had Sanguinus, the Pirate Paladin, Tetra, the Dashing Hero, Dogan, The Fighter, Fafnir, The Barbarian, Lily, The Bard, Urv, The Wizard, “Doc”, The Alchemist and Jack, the Thief. There were giant tentacles, Doc ended up hanging from a boom over the ocean, a Shark with Bat Wings was summoned, and the monster was driven off after Jack and Doc combined skills to build an injector out of a barrel of chemicals, a large funnel and a length of pipe, and poisoned the creature (at least enough to drive it off).

The ship had been badly damaged, and limped to the nearest safe harbor Sanguinus could find. He rolled ok, so they got to a harbor on the Isle of Spires (their destination), but not the civilized harbor. They had to beach the Ice Witch to make repairs. Thankfully, the supplies were still intact, so the expedition launched inland while the crew worked to make the necessary repairs.

The isle of spires gets its name from the numerous spires on its surface. they’re huge, tall, covered in moss and vines, and immediately reminded Urv of Umulon. The goal of the expedition was the nearest spire. Problematically, there were also giant spider webs between some of the spires (which were half a mile apart at the closest).

The trip inland encountered a trio of gigantic (body about 25 feet long) spiders which resulted in violence. They rolled like fiends and especially between Jack & Dogan’s damage output, tore the damn things apart (Fafnir was less lucky, as his “Catapult me with a palm tree” plan worked out less well than hoped). Jack saw other similarly sized spiders in the distance, but after the death cry of the third, they returned to the mountain that was their lair. The mountain was in approximately the direction they were going, but they steered clear of it.

At the spire, they cleared away the moss and vines to discover a smooth surface that might be elderglass (the same material that the towers in Umulon, as well as Dogan & Lily’s weapons, are made of.) Urv wanted to test a theory, and had Dogan hit it with Bellringer.

This caused some problems, as the entire tower rang out with such force that it knocked several of the characters onto their asses. More importantly, it upset the spider web attached to the spire, and the mountain revealed itself to be a truly gargantuan spider, which climbed up to the center of the web, and unleashed the army of “baby” spiders on its back. Doc blew up the nearest threat to buy some time (as the spiders re-routed) and Urv managed to find a way into the spire, which the group managed to enter just ahead of the wave of spiders, who were too large to fit. Lily also used her bardic skills and Songblade to bring Dogan out of the fugue he’d been in since he rang the tower.

The interior of the tower offered a single staircase up or down. Lily managed to earn a hard choice, so I told her that the story that had lead her hear suggested that riches were up, knowledge was down. She opted nto to share this, and directed the group down. Some weirdness with the physics of the place followed, and at the bottom of the stair, by a single door, they encountered an odd looking individual, seemingly of a type with the one they’d encountered at the underground meeting (the one who no one saw enter). He was perfectly civil, answered a few questions about the place, and warned them to be careful about the door. He implied that the door could be used to come out in Umulon, but the group was unwilling to leave the Ice Witch behind.

Given that, he offered to show them how to get to a different spire, but at the cost of a future favor. They agreed, and he directed them through the door. Once they went through, I took each player aside individually, and the (name unrevealed) and had a small private negotiation with the guy. This resulted in some private arrangements and a certain amount of treasure handout, something I largely had no done to date, so we’ll see how that plays out.

As the one random aside, I feel this is the game that cemented Advantage/disadvantage as the right way to handle +/–1. With this many people, it still worked very smoothly, and it encourages Aiding quite nicely.


  1. Including the Immolator and a few of the Inverse World playbooks which were a bit more setting-portable.  ↩

  2. The alchemist uses similar rules to wizards and clerics, but with extracts in lieu of spells (so on a 7–9, you draw attention, take –1 forward or use it up). If you take the advanced move “Infusion”, other people can use your extracts, but doing so uses them up. My inclination is to make Infusion a core move, then make the advance move that you roll normally.  ↩

Advantage, Disadvantage, and Fate

I’ve been talking a lot about how much I like 5e’s advantage and disadvantage (adv/dis) rules[1] for how smoothly they flow from the fiction. It seems like a state that you can describe verbally or in text, and they simply have it reflected in the mechanics. It does not hurt that the die mechanic is nicely elegant, but it could just as easily be a +/–2 (the default modifier for winging it in past editions of D&D) or +/–1d6 or some other mechanic. That is, in fact, the point – the concept is clear but broad, so there is no mechanically correct answer, so the concept can be applied across multiple mechanics.

Thus, for example, the idea is easily translated to Dungeon World, replacing the +1/–1 forward rule. To echo the 5e mechanic, add an extra die to the roll if you’re at an advantage, and drop the lowest. If you’re at a disadvantage, do the same, but drop the highest. The math is a little bit different than +1/–1 (more like +/–1.5) but it feels pretty good.

The idea is a little bit tricker when you move to systems that produce less linear results. Consider, for example, the storyteller/storytelling system from White Wolf, or any similar. There’s no real idea of a “negative” success, so adding dice to the roll for extra effects would just be weird, and adding them for a bonus would be pretty normal. You could just say that adv/dis is +/–3 dice, and that would probably work ok, but you also might look elsewhere in the system. For example, since success is on a 7+ on a d10, perhaps adv/dis changes that to a 6 or 8 respectively[2]. That’s pretty potent, but it has the advantage of still producing results within the original curve, which is a heretofor unstated design goal.

Cortex solved this problem (under a different name) by effectively making adv/dis d4/d8. If you add a d8 to a roll, it’s pretty likely to bring up your total. if you roll a d4, it’s unlikely to improve the roll at all, and it’s likely to roll a 1 (a bad thing).

It’s interesting to me to be able to carry this concept across systems (for reasons which may merit their own post) so, of course, I wonder how this may be applied to Fate.

There’s an instinct to head straight to the Aspects system, since it seems spiritually similar, but that sits wrong with me. The least interesting part of aspects, to my mind, is their bonus or penalty, and the fact that it stacks is already a complicating enough factor to my mind. However, if one really wanted, they could stop right here and just say that the situation causing advantage or disadvantage is reflected as an aspect, and that would work just fine.

But I like the adv/dis terminology, and I’m happy messing with the guts of Fate, so I think I’ll mess with this a little.

Now, back in the day (pre-SOTC), the aspect bonus worked a little bit differently than it does today. Rather than a flat +2, it was “reroll or flip one die to a +”, and that had a number of interesting implications. The first time you used an aspect it was probably going to change a – to a + (thus the +2) but after that, you were going to hit diminishing returns very quickly as you ran out of -’s and had to flip blanks (for a +1) and you’d cap out at ++++, no matter how many aspects you had.

I confess, I like this mechanic better in general – it rewards aspect use without rewarding huge aspect stacks. However, our SOTC playtesting largely determined that die flipping was a little bit too fiddly for most players. This made me sad – I like dice flipping – but sometimes you need to toss out a mechanic you like based on feedback.

I don’t mention this because I’m looking to revive that mechanic, but because it’s the general space my head is in, trying to get a bump within the curve of the dice rather than outside it. With that in mind, the first options that occour to me are:

  1. Add a die, only count it if it’s + or –
  2. Add an extra die, remove one (high or low)
  3. Remove a die (high or low)

I instinctively want to discard #1, since it introduces the possibility of a +5 or –5, and it also required keeping track of which die is the extra die. I might be willing to track die colors if there was a specific mechanic to hang off it, but for this, it seems frivolous.

2 and 3 both appeal. Adding in an extra die is a little bit weird in a Fate context, since it violates the usual “4 dice per player” rule, so that’s a strike against. However, the action of adding a die is a bit of fun physical engagement, and allows it to be tossed in after the fact. Those might be a wash. In contrast. #3 is super easy to implement because you can just read it from the dice, but that’s also not terribly engaging (especially when it doesn’t actually impact the roll). So, when in doubt, let’s do some math.

# Default Bonus Die Drop Worst
–4 1.24% 0.40% 0.00%
–3 4.94% 2.04% 1.23%
–3 12.35% 6.19% 4.94%
–1 19.75% 12.27% 12.33%
0 23.44% 18.96% 20.95%
1 19.76% 22.64% 27.18%
2 12.34% 20.59% 22.25%
3 4.95% 12.36% 9.86%
4 1.24% 4.54% 1.25%

chart2

Looking at those numbers, I admit I’m leaning towards “drop worst”. The fact that +4 is no more likely (really, identically likely, but I suspect there’s a rounding error at work) is a plus, though in all honestly, that is a fine point that gets steamrolled by aspect invocation (a fact I will give some consideration to later). Given the impact of aspects, the somewhat smoother curve of “add a die, drop worst” might make more sense.

For the moment, I break the tie in favor of “drop worst” because it requires no extra dice, but I’ll be chewing on it for a little bit.


  1. : if you’re unfamiliar. in 5e you usually roll a d20 to do things. If you’re at an advantage, you roll 2d20, and read the better one. if you’re at a disadvantage, you roll 2d20 and read the lesser one.  ↩
  2. This same trick won’t work as well for success counting with smaller dice. In a well tuned game like Burning Wheel, that shift may simply be too big.  ↩

On the Topic of Dwarves

I was talking about halflings and concrete and it lead to this rattling around in my head.


The locations of dwarven cities rarely make sense on human maps, but on dwarven maps their positions tell the same story as human cities growing up around harbors and river forks. A dwarven city is carved out from stone, underground, in a location which is stable and strong, but also rich in the minerals and magics that Dwarves use to sustain themselves. Dwarven cities are vast, ordered metrolpolises where every space has been meticulously carved out an accounted for, and has its uses planned and detailed for the next hundred years. This precise balance allows for them to be virtually self-sustaining, requiring negligible contact with the surface. And that’s how they like it. Mostly.

The rub is that when most other folks think of dwarven cities, they have a very different image, one of a more traditional city, with magnificent stonework ruled by gruff, orderly folk. What most outsiders do not realize is that the city they see is, to the dwarves, the slums of the city below. It is where the outcasts and placeless are sent, to scratch out an existence, building their hovels (by deep dwarven standards) from the stone pulled out during the construction of the real city[1]. The upper city will often take on the trappings of nobility of its surroundings, establishing a king and a court, but these are not dwarven titles, and they carry carry authority, but little respect. Even in the slums, order is an aspirational value for most Dwarves, so they buy into this model of rulership as an improvement over the alternative.

Despite this division, nothing truly exists in a vacuum. While there is usually only a single connection between the deep city and the upper city[2], some trade goes through it. The trade is solely between dwarves, and wrapped in ritual and rules, and it is all under the auspices that only “true” dwarven goods may change hands this way. In reality, it often turns out that the the upper dwarves provide a patina of legitimacy to goods from other nations by reworking them to be suitably “dwarfish”. As such, the most powerful of the lower dwarves enjoy luxuries forbidden to their citizens under the auspices of legitimate exchange, and the leaders of the Upper city keep a hold on the wealth that comes up from the lower city.

While it is a rare thing, a dwarf of great talent or virtue may earn a place in the Lower City, rejoining the “true” dwarves. This is a great honor, the golden ticket, and almost every dwarf (especially those who remember the Lower City fondly) dreams that someday they will make the cut, if only in death.[3]

It a dream that inspires a lot of compliance among the populace, because a family’s status is part of the calculation, so the young dwarf who stains the family name is a real problem. The fact that this golden ticket is in the hands of the same folks propping up their power through their channel to the Lower City only helps reinforce this need to support the Status Quo, which has a lot to do with the dwarven reputation for being dour sticklers for the rules. A dwarf who isn’t a stickler will be socially punished by friends and family for fear of harming their chances, so most comply, though there are always a handful who leave.

These arrangements are sometimes problematic, and there have been schisms and disasters, these cities are largely very stable, lasting centuries at a time. However, every Dwarven city has an expiration date – at some point the lower city will simply be done. Resources will be tapped out, the reason for its existence with be gone. The currents of the earth may change. Assuming the expiration is not a violent one, the dwarves set out to find new steadings, places that may become cities someday. Much of this work is done underground, but upper dwarves may be called upon to scout the land above the steading to judge its readiness. In time, a steading will grow, and the populace of the lower city will migrate, abandoning the old city, and sealing off its connection to the upper world (often collapsing large parts of the city behind them).

This creates an interesting situation for the occupants of the old upper city. Losing the connection to the lower city is a blow to the dwarves living there. Practically, the loss of the support of the lower city weakens the leadership of the dwarves. Spiritually, it is a blow to the morale of most of the dwarves in the city, as there is no longer that lower city to aspire to. Politically, it means that a lot of the leverage that the leadership held has just slipped away.

At this point, things can go a couple different ways.

The first is civil war. This is exceedingly rare. Of the three documented occaisions of this, two ended in mutual destruction and the third resulted in the founding of the “wild” dwarven nation to the northeast.

The second and slightly more common is reclamation. Sometimes the dwarves of the upper city seek to claim the lower city for themselves. When this happens, it often takes on the characteristics of a crusade. To date, this has never been confirmed to go well. Usually it ends badly for the reclaimers – sometimes dramatically, but usually simply due to logistics. The Lower City was evacuated for a reason, and it simply can no longer support a populace. Of course, some reclamations have never been heard from again, so it’s possible they turned out well.

The last and most common outcome is the fading. The Dwarves remains, but their numbers dwindle with each generation. Usually, they go from being the dominant group in a city to being one among many, to being hardly there at all. Some of the empire’s greatest cities started out as Dwarven cities, though there is no record of those origins today (at least among humans). These are the dwarves most often encountered by other folk, and they are much of the basis for the idea that Dwarves are a race in decline.

Dwarven heroes come in many types, but they often have a strong relationship to their origin city, though the nature of that relationship may vary. Some have left the stifling order of it, others have been kicked out, still others seek to make a name for themselves in hopes of earning a place in the lower city.


  1. the lower city is usually the source of water for the upper city as well (directly or indirectly), usually via wells or other plumbing. The lower dwarves view most exiles as unfortunate necessities, not a death sentence, so they have no reason to be cruel.  ↩
  2. Many upper cities have substantial undergrounds, but they stop well before the lower city begins. That said, there is no real reason for outsiders to be aware of this distinction, and dwarves do not make it in languages other than their own. it is not truly a secret, but the nature of the division is not widely known.  ↩
  3. Burial in the Lower City is also a great honor in the upper city, though it might be less so if they were aware of the fact that the Lower City simply views it as “recycling”  ↩

Dungeon World: The Tale of Old Dogan

I forgot to pack my story cubes or plot twist deck for Friday’s game, so I was doing things entirely by ear. We had an interesting crew: Dogan the fighter, Sanguinus the Pirate Paladin, Tetra the dashing hero and Urv the wizard.

Things started in medias res with me asking Sanguinus why he was in a knife fight, naked. Turned out that the assassin chasing him had threatened nearby innocents, forcing him to strip, but he’d grabbed a knife when they were distracted, and they’d taken the fight outside. Meanwhile, Tetra spotted an assassin at a party, a bunch of guys had jumped Dogan and Urv was chasing someone who had stolen his spellbook.

Tetra’s assassin, I should note, was up in the trapeze under a big top tent, which lead to some immediately climbing, rope cutting, and fighting up in the air. Urv’s thief ducked into the same tent and ended up using one of the falling assailants to take down his thief. His sleep spell also managed to stop the assassin, but caught Tetra as well, leading to an awkward knife fight in the net under the trapeze, which we described as a knife fight in a giant hammock. Urv stabbed a guy from underneath, Tetra got free from her attackers, but that’s when Urv’s thief hit them both with a color spray, grabbed the book and took off again. Urv and Tetra pursued, with Tetra staying to the rooftops to keep the guy in sight as he made his way to the laughing gate.

Meanwhile, Sanguinus had managed to drive off his attacker (who proved entertaining enough to merit a face card) but came back to the tavern to discover his pants (and other gear) had been stolen. He procured an apron from the barkeep and headed towards the Laughing Market, the nearest place one might fence those kinds of goods at this hour of the night.

Dogan had finished off his attackers, and took off in pursuit of the figure who had seemed to be directing them. Fearing he could not catch up with the guy on foot, he tried for a shortcut through Umulon, but he blew the roll badly enough for an “I’ll get back to you.”

Now, the timing of this worked out interestingly, because Dogan’s player was pulled away from the table for a while, long enough that this ended up going from an inconvenience to a central point.

The pursuit of the thief passed through the Laughing Gate in time for them to pass a bare-ass Sangunius, who joined in the chase, allowing them all to catch the crook. Interrogation followed where curiosity was peaked by the young man (who was having difficulty speaking) revealed that he had stolen the book to save “the bellringer”.

Meanwhile, Dogan found himself someplace dark and dank, and ended up rescuing some human slaves from fungal-infected overseers (with an assist from a stone throwing 10 year old boy), but in doing so raised an alarm, and found himself facing a fungusaur.

Urv’s conversation with the kid revealed that he had been a slave to the “big hats” in another place, and that about 10 years ago, the Bellringer had arrived, taught them how to fight and had cast out their overlords, but was still trapped there with the people. It also revealed the young man was a tremendous natural talent with magic, having more or less taught himself what he knew.

While this was going on, Sanguinus and Tetra tried to recover Sangunius’s gear. and were largely successful, recovering his pants, weapon, armor and magical compass. However, they did not recover his holy symbol, so that’s now floating around out there somewhere.

Meticulous study of the Boy’s notes allowed them to make contact with “Old Dogan”, who had clearly tapped some additional power in Bellringer. Communication was difficulty, but he shared a map that looked like gibberish to Urv, but was clearly a battle plan to Sanguinus. It seemed that was Old Dogan was proposing was to take this plan to current-Dogan and win his war early.

The kid and Old Dogan had an enigmatic exchange, ending with the kid saluting and agreeing to something. He helped Urv re-open the way to the Black Crypt, but revealed that his blood was a key – he cut his hand deeply, set it on the marks, and urged them to hurry, since it would only last as long as he was bleeding.

The group entered this new way just in time to find Dogan defeating the Fungusaur. They shared the battle plan with him, and went into action.

Much fighting followed. Basically, the whole underground was a giant fungal growth, but Old Dogan’s plan called out exactly where the center of it was and what its weak spots were. In charging it, they saw many half-grown Fungusaur and not-yet-active mushroom soldiers, and they managed to burn down the central tower (at some cost of self-inflicted injury) before these things could be fully activated. Explosions happened, and the various human slave camps were hurried out the one known exit as the fire spread. Urv lead them out, while Dogan, Tetra and Sanguinus followed them out. The stone throwing kid came with Dogan at the very end, and as he did, the spellbook thief simply vanished (to no ones surprise – they’d done that math).

Urv permanently sealed the way (opting to do so safely rather than harvest its power) and the characters took the refugees up to the Antesian hillfolk (since they were near that gate) to get them somewhere safe and to give a chance to heal some unpleasant wounds and lay low while there were assassins (who tried one more time at then end) looking for them. Some ended up as crew on the Ice Witch, and the boy is now somewhere between the new cabin boy and Urv’s apprentice.


Takeaways

  • Advantage/Disadvantage has fully replaced +1/-1 to excellent effect. In this session, we had a number of debilities in play (the fungal attacks inflicted them like mad) and the disadvantage rule made them feel really toothy.
  • I’ve pretty much concluded that the Dashing Hero isn’t quite all there. Almost all of the class’s cool is front loaded, which has made advancement an ongoing pain for the player, since the only really fun options have been multiclassing. Combined with occasional weirdness in interpreting her key moves, it’s a source of frustration. We’ll stick with it, but I flag it for my own future reference.
  • Speaking of multiclassing, we may switch the multiclass spell casting rules from “current level -1” to “Half your current level”. The current model makes spellcasting an overwhelmingly potent multiclass move (if you take it early) and greatly disincentivizes waiting to pick it up. It also kind of flips the bird to those actual classes, since spellcasting is such an essential move.
  • More broadly, there’s a temptation to entirely return multiclassing by just giving each class a “multiclass move” which is what the multiclass moves learn. The best argument against it has been the coolness of Dogan picking up the Druid’s “Balance” move, so I’m still undecided.
  • I want to write up a set of moves, one per player, that can be used once per session to represent the influence of absent characters. So “Jack knows a guy” may allow the current game to hook up with a useful NPC when Jack isn’t at the table. I doubt this is something that many games need, but for my rotating cast, I think it’ll be a nice way to keep it feeling like everyone is in circulation.
  • We’ve only got one level 6 character so far, but we have several at level 5, so we’re solidly moving into second tier play. As we get closer to 10, I think we’re going to need more Compendium Class options to handle “higher level” play (since the current level 10 rules don’t appeal to the group much). It may not be too much of a big deal, since it may also be a sign that it’s time to go into endgame.
  • One advantage of throwing a lot of things and seeing what sticks is that unresolved threads (like the assassins) provide excellent fodder for future sessions.
  • There remain plenty of moments where I regret the inability to offer players’ Fate Points for particular twists and opportunities.  It’s not a huge problem, but I definitely feel the absence of that tool from time to time.