Showing posts with label 13th Age. Show all posts
Showing posts with label 13th Age. Show all posts

Friday, 14 February 2014

Pirated Mechanics

I cancelled my DnDI subscription this week.  It felt kind of sad, a more official end to the long journey I had with WotC through the fourth edition of DnD.  Now, we're parting ways - they are going on with their 'next' edition (come on, let's all just call it 5e, we all know that's what it is!), whilst I'm happy hanging back with the wealth of information and adventures left with 4e.

That's not to say we're going to continue playing as-written - we weren't really doing that anyway. That's one of the great things about DnD, adapting and mutating it as your group sees fit.  And that's going to happen moreso now, as we're left without the tools that many, especially myself, feel have become a stable part of the game.  But sadly, they have failed - whilst the online compendium certainly made games easier to run (I look back with horror at the many years I tried to run online games of 3e DnD, with only the SRD online, and everything else in a book on a shelf nearby - how hard it was to look up a power, a feat, or a spell! The compendium, and great sites like iplay4e, helped look up and understand rules so simply), they never fully delivered on their promises.  The virtual table never surfaced, the character portrait vanished without a trace, and even those tools that made it through were sickly and malnourished (Monster builder? Encounter builder?).  The Character Builder, arguably the best part of the package, is still slow and sluggy, in need of updating, and capped at an embarrassing 20 characters.  I have over 400 saved character files, and even though some are doubles (characters at various levels), the majority are unique characters.

And so it is that I have made the decision to stop my many years of my DnDI subscription.  Of course, it helped that they have stopped the Dragon and Dungeon magazines (and had many months of irrelevant content beforehand), and that no new books or information have come into the compendium for some time.  Much of what was offered has not been given, and a lot of the rest is sorely missing.  I can only assume that will get worse once 5e is finally released officially.  I would hope that they open the compendium up to the "few" folk remaining behind in DnD (at least, that seems to be WotC's take - not enough to merit continuing to support the product, not enough to shape the coming 5e?), or failing that, allow it to be downloaded and used at home.  The latter would save them server costs and allow fans to update it as needed.  But whatever they choose, the simple fact is that a whole lot of 4e games will need to start running without it, or pay an exorbitant fee for a fraction of what was originally promised them.

The big question is then, how do you run 4e without those tools?  Well, maybe you don't ask yourself that.  I do. I wonder how I will keep track of character powers without having to pour through books continuously.  How to look up rules when needed.  How to know which errata has been applied, and what the correct reading of that particular feature is.  Strangely, my engineering mind wants to simplify the game...at least, a little.  And so, over my home games this year, my group will be taking in some big houserules adapted from another adaptation from (or take on, or houserules for) DnD: 13th Age.

Simply, we are shortening character levels (by a third) to soften maths, but keeping the power level the same.  Less feats, more base damage.  Less powers, but the powers remaining are more impressive, being built up and strengthened.  Our aim is to have characters that are still of the same power level (or perhaps a little tougher), but are simpler to play, are quicker to run, and have less rules-baggage dragging behind them.  Now all that is left is to see how effective the change are!

Friday, 6 December 2013

A Sample of 13th Age: The Lich King's Crown

The Lich King has a crown, hidden away in his vault, within his skull fortress, at the centre of his city of the undead, upon his island necropolis, in the middle of the Midland Sea.  If it weren't such an important crown, if there were not so many great reasons to want to steal (or retrieve) it, the wise would simply let it be.

But the crown is not just a crown, not just a symbol of power. It is also the phylactery of one Baron Voth, and with the item in hand, Urquilla may well have some leverage over the Baron, and be able to track down where the legendary White Dragon is.  The barbarian, raised by the Takamak tribe since birth, longs to be able to enact revenge upon the three great dragons who decimated his village.

Of course, Stump wanted the crown, too.  He knew a priestess of the Priestess who would perform a much-needed resurrection, should he obtain the crown.  The cleric didn't want to work alongside the Priestesses underlings, but some times, such things were necessary.  Murdak would probably agree - after all, he had chosen to serve the empire and work against the Lich King instead of the other jobs he would be forced into - many no place for a scholarly wizard of his upbringing.  And Kelly? Well, the elven ranger simply jumped at an opportunity to work against the hated Lich King.


So, together, the four of them set out for Roachdale.  Murdak's research had shown only one individual who might know how to find their way through the maze-like necropolis; a half-orc treasure-seeker by the name of Jont Urner.  Roachdale was the location of his last sighting.

Kelly had been to Roachdale a number of times before, selling furs gained from hunting expeditions.  The village's economy was cattle-based, and they had little opportunity for the warm fur coats Kelly traded with them.  However, when last he visited, Urquilla noted that there was a deep sense of fear in the locals - something in nature was upset.

That something, it turned out, was a living dungeon.  It had erupted through the hillside, and had drawn a swarm of insects around it, blackening out the village with a cloud heavy enough to be easily spotted from a distance.  Stump took Kelly's hastily-crafted torch, and created a reasonable smoke-filled bubble of protection from the creatures, allowing the group to pass through.



The horrid spine of the living dungeon jutted out of the centre of the village, displacing and destroying a few houses and other buildings along the way.  As they stood before it, aware of the horrendous carved skulls, a section of the wall opened, and five demons walked out.  Murdak was about to try diplomacy, but Kelly had no patience for such clearly evil creatures, and quickly brought battle forward; though the ranger stayed at a distance, Kelly's arrows joined the others as they fought back the demons, slaying each and every one of them - and acquiring a silver key.

Finding their way through the maze of tunnels, whilst dodging the few remaining patrols, was no easy task.  Only together did they make it - Kelly used a fine shot and some sturdy rope to allow everyone safe passage across a deep chasm, and Urquilla saved them all from a long, cold swim by smashing through an unstable wall when they thought the only way ahead was into the pool.  As their passage ended in mid-air, Stump's faith revealed an invisible walkway across a giant cavern, and Murdak's magic kept the threatening storm at bay. 

Eventually, they made it to a room in which stood a solitary chest, its lock matching the key Urquilla wore around his foot. The key opened this chest, and within were an array of items - an elven cloak to hide Kelly's presence; an orb of power to replenish Murdak's magic; a potion to ward off the cold for Urquilla, and a vial of healing, straight from the Crusader's own stock for Stump.  Stump and Urquilla also picked up some magical oil, before continuing on their way.



The heart of the living dungeon was a large, circular room, with cages containing prisoners of varying levels of decomposition hanging from the roof.  The group thought they saw one that looked half-orc-ish, but had little time to check it out before Kelly notices spiders and other crawling creatures currying away from one of the doors.  Surely enough, the sound of footsteps followed, as the room grew colder, and the stench of sulphur filled their noses.  A large demon burst into view, and not even Murdak felt it possible to talk this one down!

With a well-placed blast of acid, he caused the demon such pain that handfuls of tick-demons leapt from its body like rats fleeing a sinking ship, and flowed over to those standing a little too close.  Gnawing and sucking, the parasites caused Urquilla enough injury that the vrock took him down - momentarily - the situation all the worse when Stump momentarily lost his ability to heal.
But eventually, the parasites were squashed, the vrock was defeated, and the prisoner rescued.  The only downside was that Jont was dead.  All was not lost - the adventurer had his map on him - literally.  The map to the necropolis was tattooed across the half-orc's back, and with Stump standing guard, no one was going to take a blade to obtain the instructions.  But - that wasn't all; they also needed a compass...made from dragon's teeth.  Fortunately, Murdak knew someone...



There was an adventurer, a demon-touched dragon hunter (semi-retired) by the name of Shez-a-kah.  She was said to know of a brood of white dragons living up on Gorogan's Maw, but she wasn't about to hand out their location to just anyone.  So, whilst Stump stood outside, disapprovingly glaring at anyone who dared to enter the Shadow Port tavern, the others challenged Shez to a game - should they win, she would tell them of the dragons' location; should she win, Murdak would cover her tab. 

Kelly and Urquilla tried to support Murdak's game, with distractions, insights, and stories of old (Shez was most impressed when Urquilla revealed that he was the baby found in the devastated village, ten years post destruction!).  He even tried his own hand at the match, hoping that his time with the Takamak tribe would help him - but it looked like it was a different game altogether, or there were some strange rules added to it since.  Despite their best efforts, Shez proved victorious, and grinned menacingly as Murdak struggled with the obscenely large bill she had racked up.  The only way he could afford to cover his end of the deal was to hand over the precious stone he had found within the dungeon...and so he did.

Moved both by Urquilla's tale of origin, and by Murdak's honesty and loyalty to his bargain, Shez ultimately was convinced to share the position of the dragons, and the party headed up the snow-covered, treacherous climb. 



True to her word, Shez's location proved to be the resting cave of not just a few, but seven white dragon hatchlings.  Fortunately, an older sibling showed up to defend them (poorly, as it turned out), for the hatchling's teeth would not have been enough for the compass.  After rising from the snow (for he had been knocked down again), Urquilla grabbed the large flying beast by the jaw, and, with a tremendous blow, sheared its head right off.  Letting the body fall down into the ravine below, the barbarian held aloft the gory trophy, knowing he was one step closer to finding those that destroyed his village so many years ago.

Friday, 18 October 2013

Dark Sun Marauders (Season 3, Appendix 2)

Now that we have finished our DnD group's latest game (a Dark Sun adventure revolving around the heroes defending the city of Tyr from an oncoming Urik army, setting up to make a siege; look back to read them all!), I thought I'd spend some time looking at some of the alternate mechanics I used in the game.  
The final night of our monthly Dark Sun game came after I had been reading a lot about 13th Age.  I'd grabbed the book, kicked myself multiple times after finding out that I'd missed an awesome Kickstarter for the second book, and thoroughly immersed myself into working out how these new ideas could come and change my games for the better.

The party had returned from Raam, three dray heroes alongside them, ready to break the siege on Tyr.  Even if it weren't the final session in the campaign arc, this was the time for a climactic battle.  Players wanted to see threads resolved (such as what had happened to the Orb of Dust, stolen from them many sessions ago); players wanted to wade through the Urik army, scattering the lower-level, inferior forces before their trained and honed might; and players wanted to take down the leaders of the force, focus on the top-dogs of the invading army, and fight against someone of their own skill.  In all, not too much to ask, right?


The Soldiers
I wanted an effective way for the players to feel like they were cutting through multitudes of enemy soldiers who were ill-equipped to stand up against their heroic might.  Well, 4e has minions, so I used them!  And, for what they are, they work...most of the time.  Minions are great for easily killing, but some classes clearly are more effective at minion-pruning than others.  The warlock (who had taken more of a controller role, had focused on having a few area / blast attacks) could easily wade through ranks of the enemies, but the barbarian took down one or two a round.

Expecting this to be the case, I utilised 13th Age's "mooks" for the second battle.  Liet might have been spectacular in part 1, but part 2 was all for Kuoroar!!  Even without criticalling, it felt much more like a goliath champion cutting through waves of inferior troops with his fullblade swinging wildly.

To change things up for the third encounter, I used a version of Pathfinder's Troops rules, modified for 4e.  Essentially, they are a swarm of large creatures (soldiers, in this case!), and moved as a mass.  They were sturdy as a group, no longer as easily dismissed as the first two waves were, but they still went down reasonably well (as they were meant to).

The general idea of the different soldier types was to experience different aspects of being "great big heroes" against waves of enemies.  Blasting through them, slicing five guys with one sword-sweep, and then one mul fighter standing toe-to-toe with twenty soldiers.  The heroes took a beating (which is only fair, considering how many they were fighting against), but they were always pressing onwards, always slogging through the enemy.  During the third act, I even stated that they had many more of the 'minion-like' troops running around, but they no longer even posed a threat.  The soldiers acknowledged the heroes' superiority, and moved about them to fight troops more their level, and the heroes didn't worry about the soldiers, looking instead to the movers and shakers of the opposing side.


Small Icons
Another idea I have taken from 13th Age is the Icon Relationships. However, as I was using the idea for one might only, and didn't feel like reinventing the setting, I linked them to the NPCs they had been rescuing.  And then changed the mechanics quite a bit.  Really, the only things I kept were the d6 roll and that they were about another NPC!

For the second encounter, each player would roll a d6 to see how the three dray champions were doing.  On a 6, they'd do something really great, which would help out the battle they were having (such as a fly-by lightning attack, or raising some of the dead into undead servants).  On a 5, they may do something helpful, but at a cost (eg the NPC would be 'out' for a while, or one of the NPC followers would be lost).  With a few rolls each, these added excitement and interesting story telling opportunities, especially as I continued to use the d6 rolls for each player to report on how another unit was doing elsewhere in the combat.  A few nasty rolls seemed to call for a couple of their allies to be left behind, too wounded to go onwards.

When we return to Dark Sun (and even before then, in our next campaigns!), I'll be sure to invest in the icon idea again.  I'm not sure I will create the icons for the players, but rather ask them who they think are the big important characters in the setting, and how their characters relate to them.


Movers and Shakers
Of course, the other big event they wanted was to deal with this "Orb of Dust" thing.  So clearly, I had it return...along with two other Orbs they knew nothing of.  The biggest surprise for me in this part of the game was how willing the PCs were to go along with the dray's commands.  After months (in game, and in real life) of hunting and wondering about the Orb, they finally had it in their grasp...and then handed it over to someone else.

Now, knowing your ally is a dray is one thing; knowing that they are an undead dray is surely more concerning.  But Liet had lost his Sorcerer King, and was still struggling for someone with whom to make a pact.  Beren was moments away from being killed (and reanimated) when the first orb was exchanged; by the time they handed over the second, he was working on the dray's side.  And Kuoroar!? Well, he was also pretty beat-up, and wasn't about to go against everyone else.

So even though I had the option of fighting the dray, it didn't come up, for they elected instead to go along with their demands.  Instead, they fought off the others, planning to survive long enough for the enemy army to be broken by the death of its commander - which they (and it) did.

The three Orb-holders (Thakok-An, Maetan Lubar, and the dray champion, Rhyleighi) each came with their personal elemental beast (Sandstorm Vortex for the Orb of Dust, and an Earth and Fire elemental for the Orbs of Flame and Stone).  It is only too apparent what happens to solitary enemies in DnD, and I didn't want an anti-climatic stun or dominate to end the night.

The elementals were huge, imposing creatures that kept the party distracted whilst not actually being the main threat. On the other hand, once Thakok-An's was relieved of her orb, her Vortex vanished, and she was pretty much out of the battle, which proved to be an added bonus for the PCs vanquishing her!  And as can be read about here, the Earth Elemental had a most interesting time whilst being dominated and stabilising a dying PC...moments before it came back to its senses, and pulverised the squishy mul.


Conclusions
In the end, I enjoyed taking some outside ideas and merging them with the system as written.  I look forward to using elements of 13th Age in future games, especially for the simpler things such as Mooks and Icons.  (Indeed, I will eventually get around to writing up another post just about those ideas!)  Importantly, the players also enjoyed the varied elements, and they all worked together to create a better story.

Friday, 27 September 2013

Grandolf's first foray: Protect Those Flowers!

I have read other blogs about parents playing roleplaying games with their kids - and particularly, with their daughters.  I recall one where the adventure seemed to be focused mostly around riding ponies and shopping, which, whilst I can accept that some might find that fun, I am thoroughly glad I don't have to partake in.  Indeed, when Ali and I sat down to take her character "Grandold the Hobbit Wizard" on his first adventure, her first two questions were right to the point: "Are we going to fight something?", and "What can we fight?"

Effort was made to tie in the oncoming desired battle with some form of story, but all Ali was interested in was hitting something - and, in short time, that 'something' became a green dragon.  With a little convincing, I scaled it down to a few green drakes, used the stats for the kobold mooks, and told her that she was after them because they kept eating her flowers.  Ali was on board with that, with an encouraging "yeah!", and so Grandolf and Denver (the dwarven ranger I built to accompany her character) set out to deal with these pests.

The first roll of the session was a natural 20 for Grandolf's initiative, to which she cheered and demanded a high five.  Strangely, from then on, it was the hopes that we would each roll the same number (not necessarily a high number) that excited her.  I am still playing around with how to balance 13th Age combats, so this first battle was decidedly easy; the three mooks did not stand long against two characters and their friendly wolf.  That in itself wasn't a surprise - I didn't want poor Grandolf to go down on his first outing.  And it was most likely a good choice, too, as Ali's grasp of tactics didn't really match up to her eagerness for battle. It's not every day you see a wizard leap into melee, zap the enemy once, and then turn to bludgeoning them over the head with his staff...

Ali was keen to heal up again once the combat was over, even though Grandolf had barely been scratched. Again, she called for battle, and her desire for the green dragons had not been quenched, so I grabbed a large mini, and looked up the stats for a real green dragon.  Level 4...it could be dangerous?

The second skirmish started with us both rolling natural 4's for initiative...so of course, Ali had to run around the house, telling everyone how wonderful it was that we both rolled the same number.  She had no care that it meant the dragon was able to bite us before we could react - we had rolled the same number, so more high fives were called for!

As it turned out, low rolling was the flavour of the encounter, and I was beginning to wonder if the green dragon had any bite, when it finally started triggering all of its special abilities.  It's definitely an interesting mechanic - instead of being able to choose between a number of actions, the dragon had one attack, and three triggered follow-ups.  The way it played out for us is that it did minimal damage for the first three rounds, where it missed or barely hit, then on round 4, it almost ate poor Denver alive!

Having no experience of fighting green dragons, Grandolf's first attack was his Acid Arrow.  The aim was botched, but there was a slight hissing as the splashback dissolved a few scales.  The rest of the battle was back to thumps with his staff, whilst Denver and his wolf focused on keeping the dragon off the wizard.  I did get the benefit of the "reroll-on-a-2" Two-weapon-fighting rule, which I enjoyed, but also brought up an interesting rules question I will have to research: is it the initial natural 2, or the new, rerolled score, that triggers the ranger's second attack?

With the dragon's saliva burning our skin (Ali then quizzed me as to what effect her mucus would have on the dragon...eww...), it was looking dire indeed, when a marvellous series of deft strikes (including one staggering critical) from Denver weakened the dragon enough that Grandolf's next clobbering knocked all the fight out of it.  " 'I surrender!' ", I had the dragon say, and described to Ali how it now cowered before her, respecting her power.  "What do you do now?" I asked her.

"I beat him up!" came her reply.  Hrmm... it would seem I need to teach her about accepting a surrender.

"No," I tried to clarify, "He is giving up - he is saying sorry, and that you win.  What do you want him to do?"

"Fight us!!"  Even after all her previous calls to battle, the violent call was still a surprise.  I guessed I just had to make the dragon seem even more weak and grovelling!

" 'No, please, I won't bother your garden any more - just let me go...' " The dragon made a final plea for mercy before the all-powerful and enraged wizard.

Something must have finally made it through, because her next response was a simple "OK, we go home."  And with that, the adventure was complete.

Ali enjoyed her time, and I managed to learn something about the system from the two minor encounters. Hopefully, next time will not be so focused on dragon-slaying; but for now, the good thing is that there will be a next time.  Already, she has been asking me "Daddy, when can we play that game with Grandolf and the dragons again?"  It's definitely a hit for her, and it's a fun thing we can share together.

Friday, 20 September 2013

On 13th Age (My Initial Thoughts, and My Daughter's Character)

There have been many things said on 13th Age so far, and many in-depth and useful reviews about it, so I am not delving into areas that have already been poured over many times.  In short: if you have not yet done so, take some time to read about what others have said, and if you can, try it out through their Organised Play events.

The best one-line summary I have read was that 13th Age was what DnD Next / 5th Edition should have been; without the hate for 4e players, and without the teary apology letter to Pathfinder fans. That is, where many 4e fans have felt 5e has ignored what they enjoyed, 13th Age has kept similar options.  It has been made from the houserules and home sessions of Rob Heinsoo (lead designer, 4e DnD) and  Jonathan Tweet (lead designer, 3e DnD), but has moved onwards, taking elements from each edition and forming something new (instead of simply rolling back to past editions, ala 'Next').

They have some great tricks, some of which can be found in other 'indie' games, but which would work well and be easily implemented in a 3rd or 4th edition game.  The Escalation Die is one I see the most talk about, but after backgrounds, I'm not sure I ever want to return to using skill lists!  4e simplified the skill lists of 3e, but Backgrounds makes them a whole new, easy to use, creature!

There are parts that I am still not too sure about - the "simple" classes (Barbarian, Paladin, Ranger) seem too simple on paper.  I am withholding judgement until I have seen more of them in action, but the latter two in particular have the feel of 'not enough choice' mixed with 'choosing from the same pool again'.  4e ran aground of this with their 'essential' fighters.  You have a pool of powers, and choose some from them.  Then, as you level up, you choose another, from the same pool.  Then another.  Ultimately, despite you gaining levels, the items you choose are getting worse, for all the best (be that mechanical, flavour, or however you chose them) were taken earlier.

But for every element of doubt (Constitution modifier to HP again? +1 to your constitution has huge differences at higher levels) is outweighted by many elements that are great (choosing middle modifiers for defences, more even scores, class and race getting stat bonus options).  Even the whole 'Vancian magic' problem has a simple, if not complete, solution, in that instead of 4e's at-will / encounter / daily slots, each spell slot can be filled with a spell of any kind, thus allowing a purely 3e wizard to be created alongside a wizard matching one from 4e.

When I received my 13th Age book, my daughter (currently 4, at least until the end of the year!) was eager to play this 'new game' with me.  So we sat down with the book, and talked about what she wanted her character to be.  There were times when her attention wavered ("How To Train Your Dragon" was playing in the background), but by dinner time, we had arrived with this:


Clearly, she was heavily influenced by "The Lord of the Rings" and "The Hobbit" (she's only seen the first bit of The Hobbit, until they leave the Shire, and none of the LOTR movies...but she's played through the LEGO game, and I have a ...reasonable... collection of the LEGO figures).

Her character was "Grandolf, the Hobbit Wizard" (I wasn't going to go into the hobbit / halfling distinction), and it was played by a Sauraman figurine, because she liked his cloak.  Through some questions, she allocated her stats (10 / 8 / 16 / 18 / 14 / 12) and noted down her defences and hit points.

Ali decided eagerly that one of her backgrounds was going to be that Grandolf liked to breed spiders from eggs (watching the eggs with a telescope (!) to see when they cracked open, and the babies came out). He even carried a spider familiar! 

Strangely, the second background was a lot harder to pry out.  Every question as to what else Grandolf had done or likes to do kept coming back to those spiders...but eventually, we worked out that he also is an avid gardener, having the most colourful garden in the village.  These things turned out to be equally important, and so both gained a +4 bonus.

She then told me that Grandolf grew up on the clouds, which I quickly tied to the Overworld.  It seemed to fit that he should start with 2 points (positive) with the Archmage, and one point (positive) with the high Druid, because of his gardening.

By the time we reached spell choices, I think Ali was wishing she had chosen a simpler character (she did keep eyeing off my Fíli-the-Dwarf-Ranger and his Warg companion. I was making this character alongside her, so that she didn't have to adventure totally alone.).  But with some simple drawings, I described the spell options to her, and she chose them - but the only ability she wanted to write down was "Evasive".  The rest of the numbers were causing her to get a little distracted.

So now Ali has her character sheet, she has a card with her spells written onto it (made by me this time), and she has some dice - this weekend, I foresee some adventuring happening.  And I'm looking forward to it!