Showing posts with label Basic. Show all posts
Showing posts with label Basic. Show all posts

Thursday, July 24, 2014

3 Defining Features: Dungeons and Dragons 5th Basic



Here we are, presented with the 5th Edition, Dungeons and Dragons Basic set.  The Basic set is given free of charge from Wizards of the Coast's website, in a sort of generous but perhaps brilliant maneuver.  They realize people can play a stripped down D&D for free from a multitude of areas, but by giving away the Basic 5th for free, its more likely that the pool of 5th players will grow.  If the amount of people able to play 5th grows, then the paying customers will have more chance to use the material, and maybe buy more or grow brand loyalty.  Good stuff.

Defining Feature #1: D20 Base

This is Dungeons and Dragons that feels like Dungeons and Dragons.  This is accomplished by being rooted in 3.X's D20 system.  Grid combat and 4th Edition ability systems are thrown out and we go back to the evolution of 1st(through Unearthed Arcana), 2nd(through revised) and 3rd's game systems.  You have your 6 Abilities, you have saving throws(though now based on your 6 abilities), you have DC checks.  Your characters level, and have a class.  Combat is a round consisting of turns taking in initiative order.  You roll D20 to make your attacks, to make your saving throws, and to determine outcomes of various types.  You characters have hitpoints and fight with monsters to reduce one side's hit points to zero before the other.  You have armor classes and dexterity bonuses for avoiding damage.  If you've played Dungeons and Dragons, you pretty much know how it goes.

Defining Feature #2: Advantage and Disadvantage

When I read people's reactions to Advantage and Disadvantage at first, they think its just a simple re-roll gimmick.  They assume its a Savage Worlds "Benny" mechanic or some sort of Fate thing.  They are right to an extent, but what you're not prepared for is how pervasive the Advantage and Disadvantage system permeates the game.  Basically you roll 2D20.  If you have Advantage, you take the higher number.  If you have Disadvantage you must take the lower number.  You think this is mainly for combat, and you'd be wrong.  If you help someone with a skill, you give them Advantage.  If you get distracted, you get Disadvantage.  If another player inspires you, you get to use Advantage.  So much math and sub-system equations are eliminated by the use of Advantage and Disadvantage.  The best part?  It scales PERFECTLY.  In former games, if you get a +2 for helping, eventually you outlevel that, and a system has to be placed in so that at higher levels you get more.  At low levels a -2 to hit on a creature is a huge deal, but later you basically ignore it.  With Advantage and Disadvantage, they stay the same from level 1 to level 30.  Having disadvantage sucks just as much at high levels as low levels, without the need for modifiers.  Having Advantage is awesome no matter when you get it.

Defining Feature #3: Backgrounds

The new character creation system was invented to satisfy the old fans and the new when it comes to roleplaying.  A full new genre of games is very popular, and there's an argument that "story telling" games are a rejection of the miniature wargame style rules of D&D 4th.  Role Playing gets put back into the game with 5th.  When you make a character, you choose a Background.  These Backgrounds supply an origin story, a personality, an ideal to live by, and a flaw that hinders you.  Maybe you are a folk hero, a peasant that saved a town through your brave action.  Maybe you are a criminal, a forger of documents that guilds turn to for their services.  Maybe you were raised in a demon church and now reject their teachings.  Backgrounds are great and they affect your choices for skill and equipment use, and guide you in making your decisions while playing.  I can see companies making entire books of backgrounds with the random tables that help you create your character as presented in the Basic PDF.  I would buy it, and I know many others that would as well.   As presented, Backgrounds are more guidance than hard rule, but with a few tweaks you will have your Role Playing tied to your Roll Playing very easily.


Thursday, July 17, 2014

Dungeons and Dragons: Art Eras


With the new edition of Dungeons and Dragons, we come to the point of what I hope to be a new "look" to the game.  To me, Dungeons and Dragons' editions are represented by the artwork that was presented to me when I learned the system.  For me personally, there was the nebulous time where I had 3 different versions of the rules to cypher through.  It was when I inherited my cousin's extra book set.  In it were modules from 1st Edition, the rulebooks of 2nd Edition, and then I had my own set of "Basic Dungeons and Dragons".  The common thread to all of those was oil paintings.  In my opinion, the highest era of artistry in D&D was the 80's when the Dragonlance crew was making amazing artwork for the entire line.  Here are some examples:

The dragons in these paintings seemed real, and to this day, when I play, this is what I imagine in my head.  A sort of realistic style to a fantastic genre.  Look at the character designs.  They are rooted in what people would actually wear.  There is some historical accuracy to the pieces of armor, the clothing being worn.  Things seem to make sense(except for female armor, but at least its not metal bikinis).

When 3rd came out, I loved the artwork.  As you can see in the examples below, the team went a little bit JRPG/Comic style.  Characters wore stylish armors with buckles, straps and bags everywhere.  The weapons were very much not rooted in reality, being overly large and bombastic.  It was a huge change from what 2E was presented in the Revised edition(black books), which was encyclopedic and not very exciting.

With 3rd being as popular as it was, they continued with this art style.  We have had 15 years of this art dominating the industry now.  With 4th Edition, the art style did not get changed all that much.  With Pathfinder trying to tell everyone that they were where the 3rd Edition fans should be going, they used the 3rd art style.  In my opinion, much of what Pathfinder has put out has finally rivaled the Dragonlance stuff.

But that's 15 years of the same style, through technically 4 editions of the game(3rd, 3.5, 4th and Pathfinder).  While great, I think a change in art style really shows a fresh new start, something 5th Edition D&D desperately needs.  Here's some of the cover art.

Its got a solidness to it that reminds me of the oil paintings from the 80's, yet the character designs are still the exciting super hero kind of look to them.  There have been some scans of the inside artworks of these books, which I will not repost here, but the artwork inside is just as "solid" as the covers.  Textures, metals, stone, all look like they would feel instead of having a colored style to them like the previous.  I have to say, I approve of this.  It really is sort of blending the old with the new, which is the theme for this edition.

Friday, July 12, 2013

The Beginning(of the blog, of my RPG life, of modern geekdom)

(this is a reprint of mine from an older blog with more detailed history of the game added at the end, I figured this was as good a place as any to start)

Some people get a kick reading about how people come into a hobby, and some people get a kick writing about how they get into a hobby.  I was not going to do a post like this, but Wil Wheaton changed my mind.  Well not fully Wil, the new hip "old school revival" trend had something to do with it too.

I'll start with Wil.




If you do not know Wil Wheaton, he played the young kid on Star Trek: The Next Generation.  He's also somewhat of a geek celebrity now, and has thrown in his geek celebrity with Penny Arcade to make an even bigger geek celebrity and he's also "evil Wil Wheaton" on The Big Bang Theory.  Here is his personal blog, check it out: Wil Wheaton dot Net



He has been on vacation apparently(the blog told me.. I do not stalk Wil Wheaton), and in his absence he has been auto-re-posting some old stories of his.  One of them was about the death of Gary Gygax because he died on March 4th, ironically DM's day(it was DM's day 7 years before his death, they are not celebrating him on his death date as I once though and have a pet peeve of).  Anyways he says that his aunt gave him the red box Dungeons and Dragons Basic set.  The set printed in 1982(the year I was born).  He never got to play with anyone, so he made characters for himself and played through dungeons on his own, by himself, in his room.



My own story about how I got into Dungeons and Dragons begins at a yard sale.  Yard sale finds of D&D are the classic method of being introduced to the game.  Several people on podcasts I listen to, and a few on blogs I've visted retell this same beginning.  My own yard sale seems almost magical in my mind now.  I am not writing that to be all mystical and stuff, I did not think of the place all that much before this.  I mainly thought of the car ride home where I read through the book.  The house that we went to was not a place we frequently went to yard sales at.  I do not remember ever going there again.  It was at this house I found it.  The house was brick, with a huge flat front yard of grass.  You could barely see the brick though because hedges covered the walls up to the windows.  It was a sunny day, but you would not be able to tell at the sale table because two MASSIVE trees sprout up near it, shading the entire huge yard underneath.

*only accurate in my mind

Anyway, I got the book, I do not remember how much but it was probably fifty cents.  I was into reading lots of Greek myth and King Arthur was like the coolest thing I had ever read about.  Also I had played through the original Dragon Warrior as well.  This book blew my mind, and I know it took me a long time to read and actually understand what it was saying.  It was the player's book, and it would be years later that I would find a DM's guide.

Anyway, I do have one thing in common with Wil Wheaton's story: I never played Basic Dungeons and Dragons.  By the time I had friends to play with me, I had a Advanced Dungeons and Dragon's book.  Being kids, we saw "Basic" and was all "well we aren't kids anymore, we need to be playing Advanced.  It is more REAL"

Wil's story inspired me to read up about our Basic set that we never played.  It all started with a man named J. Eric Holmes.  He created a book(which I actually have a copy of from the 25th Anniversary Box) that is literally the original Dungeons and Dragons paired down a bit.  It was released at a time when AD&D was out, and is thought to hearken back to the "old days" of 1977(this was around 1980... so.. yea).  Its combat was more like the old Chainmail game and did not reflect the new changes to the game that Gygax had made.

This is why Tom Moldvay came in to do his version.  Moldvay made his "basic" version much more like AD&D, and reflected how the game had grown.  Fighting-men were renamed Fighters and different weapons did different damage, just to name a few.  By now, D&D Basic was its own separate game, and to reflect that there was a sequel called D&D Expert.  Now instead of just being a beginner's game, it was a graduated set of rules that reflected not the player's skill, but the character's skill.

Big changes came between Moldvay and Mentzer's eras.  Big changes in TSR management, the ridiculously stupid Satanic Scare of the 80's, and a re-dedication to quality of product.  No longer would D&D look like something put together in a basement.  Mentzer's editions lasted through to the 90's and it "feels" like that era's AD&D books.  The layout was done with thought and care.  The artwork was done by the famous Larry Elmore and friends.  Mentzer also took the last bit of "basic is for beginners" out of the game, and wrote the game to cater to Adults rather than a child audience.

Mentzer went past Expert and brought the characters even into the "Immortal" era of traveling planes and shaking hands with gods.  There were rules for such things as governing lands that AD&D did not even cover, and people used his books to help them GM such occurrences.

So that's the story of this funny thing, Dungeons and Dragons Basic.  What started as a small intro to rules(similar to the free starter rule PDF's of today) and evolved into its own game that is remembered by famous and no-names alike.