Showing posts with label 5E. Show all posts
Showing posts with label 5E. Show all posts

Wednesday, October 30, 2019

Halloween '19: A Winged Necromancer in Avernus





Thought of this idea on Monday; but life got in the way. Details of which are beyond the scope of this blog. This is a sequel blog entry to my blog post on whether to play an aasimar or tiefling during Season 9 of Adventurers League.

I've come to loggerheads over the aasimar PC largely because I can't quite figure out, which Xanathar's sub-class to select for the PC. Right now, there's about five. The diversity of abilities intrigues me especially because I think I can emulate some feat abilities without needing feats. However, we're talking no ability score increases or feats until after 13th level at the earliest. Not much in power level above third level in any single class too. More of a novelty character.

But I digress...

The winged necromancer whose the subject for today is...

A tiefling.

Not just any tiefling though.

A tiefling based on my very first tiefling PC.

My tiefling PC who ran around Sigil fighting Paladins from the Prime when he wasn't attending to the Mortuary as a member of the Dust Men. He also was Specialist Wizard focusing on the study of Necromancy.

Yes, a tiefling Necromancer from the days of AD&D 2E Planescape!

Since Season 9 of Adventurers League is a tie-in to the Descent into Avernus Hardcover Module during which the PCs travel to the first layer of the Nine Hells, I decided it would be a hoot to recreate the old Planescape PC for a story arc that occurs on another plane and utter obscure, to the other players, Planescape references!

Not to mention playing a winged character to boot.

The aasimar concept was winning out though. I really hadn't brushed up on Planescape Cant though. Playing a mere tiefling character felt too generic; and I wasn't sure I wanted to create a single classed necromancer. We're talking five to six levels before the concept can come to life (ha! life!) here. The novelty aasimar concept depends on playing the character during Season 9 too in order to use Xanathar's. Playing a necromancer - even a winged one - isn't too unusual to win the novelty war.

Planescape tieflings didn't have wings./

However, on Monday, the proximity of Halloween must've served as a stroke of inspiration.

He'd be a descendant of my Planescape Tiefling who grew up on the Prime, i.e. Faerun. He'd hold many of the Dust Men beliefs; yet wouldn't be a Dust Men. Like his ancestor, he'd be an evil Necromancer; but a lawful one. Not saying he wouldn't be a member of a faction. Adventurers League mandates faction membership for evil characters. The Zhentarim is the obvious for such a macabre character.

His name or what he's called is: The Mortician.

Like his Dust Men ancestor, The Mortician takes care of the dead. He also holds many of the same Dust Men beliefs such as the True Death. He's a necromancer because necromancy aids his task since animating dead bodies eliminates the need to hire help to move them. The Mortician is much too weak to move them otherwise. The Faction Agent background will be modified to include to the Medicine skill, as he's familiar with anatomy, and alchemical supplies due to knowledge of embalming and the like.

Once The Mortician is high enough in level, he'll employ an army of the animated dead against the fiends from Avernus. Just imagine a group of skeletons or zombies dogpiling one! So what if it's a local's deceased loved one? The Mortician is taking care of the corpse albeit not how they envisioned. He is Lawful Evil after all - and one step closer to True Death.

A mortician of fiendish heritage flying with leathery wings commanding a squad of undead when is about as much a Halloween concept as it gets! Commanding them against fiends from and on Avernus itself is the D&D equivalent of Creature Commandos!

Halloween is tomorrow.

Happy Gaming!


Tuesday, September 3, 2019

Five Take-Aways from the new Season 9 Adventurers League (D&D 5E) Rules


Decided not to participate in Adventurers League (D&D 5E Organized Play) tonight; however I did do something Adventurers League (AL)-related. The season 9 Adventurer League organized play documents debuted today. While I won't share the link here (either visit the AL homepage or download the documents from DMs Guild), my Five Take-Aways is a fitting format to discuss some of the rules changes.

So long Seasonality, welcome starting seasonal unlocks

Well, Seasonality didn't last long beyond its announcement. For those unaware, Seasonality would effectively encourage creating new PCs each season all while boosting the seasonal flavor of each season's PCs. Only PCs created for a given season could unlock that season's magic items and receive story awards from that season. At my FLGCS's Tuesday Game Night, Seasonality would not have as much impact than at a convention. Once a Season's modules are ran, they're not repeated often. Many gamers, myself included, have created new PCs to accommodate the varying character constraints prior seasons imposed. The biggest hiccup would only occur during the off chance a repeat mod is ran while a player is playing a Legacy character. Convention Created Content modules are ran more often so it wouldn't have been too much of a problem. CCCs would be featured more often.

However, conventions are the life-blood of AL. There was backlash. Plenty of backlash.

As a consequence, Seasonality is no more. In its place, is extra character creation options available to PCs who begin DURING and FOR that season, e.g. Season 9.

Considering the season-specific character options were what I really liked about Seasonality, it is a good change. I will still forge ahead with creating either an Aasimar or Tiefling PC although it'll likely be Aasimar as purchased Volo's Guide to Monsters recently. Although the rules were vague as to whether Volo's still counts as a PC's "+1".

Heck, a couple season-specific options are cool enough that I would be willing to start my "Elf PC" during Season 9 too!

You get a level, you get a level, and you, and you, and you!

Experience Points required bookkeeping. Plus, not all modules were calculated equally XP-wise regarding challenges. Advancement Checkpoints were much simpler. However, Advancement Checkpoints punished some groups more than others. Modules created without Advancement Checkpoints in mind ran into the "one does not simply finish a two hour module in two hours" problem. A two-hour module that ran a couple hours longer only gave two checkpoints. Four hour modules didn't have bonus objectives so they could effectively award more Advancement Checkpoints than a module designed with them as groups could miss the bonus objectives.

The solution: PCs acquire a new level upon the completion of a module.

We're talking complete ten modules to go from first level to tenth level.

Incredibly rapid character advancement!

Now, character advancement can be slower while playing a hardcover module (for the higher Tiers). We don't know if all Season 9 modules will be four hours long nor how many. A player can choose to not advance the PC in level. I don't forsee too many new players abstaining from proceeding to the next Tier. Which may cause problems on Tuesday Game Night cause if you miss a week or two, AL loses the attendance flexibility it allows.

Acquiring Gold is more immersive but requires an extra level of bookkeeping.

Longtime AL players have learned to not record the gold a PC receives until the end of the module, based on what the module states. Season 9 will be more fluid with not only how gold can be acquired, but the DM can award it to a PC immediately. DMs are given leeway to creative in how the gold award is administered. The only caveat is there is maximum amount of gold a PC can receive per hour played and per level. Suppose the hour cap exists to prevent behavior such as looting and avoiding the rest of the module.

I like a more immersive method of dispensing gold as it's more new player friendly. Keeping track of the maximum amount awarded during the module may be tricky especially if the PC is spending gold. 

Guess, PCs who don't advance at module's completion are adventuring for free during subsequent modules until choosing advancement...

No longer need to track Renown!

For the longest time, Renown really didn't serve much of a purpose beyond tracking how many modules a PC completed as well as any faction tasks completed. Then, it became tricky because Advancement Checkpoints impacted the amount of Renown received. Season 9 does away with all that. Much as with lifestyle during Season 8, a PC's Tier will determine which Renown category a PCs falls within. Any Renown award is based upon Renown category and thus Tier.

Approve 100%. Most pointless thing to track on a Logsheet ever.

Trading Magical Items for Costly Spell-casting Services

Despite Faerun being the setting for AL, the campaign has always been a low magic item campaign. Magic Items are very incredibly special. Either only one PC received a magical item or several modules were spent accumulating resources to acquire one. Therefore, it makes sense that dweomered (magical) items could be used as currency for spell-casting services a PC couldn't otherwise afford. Since magic items are finite reward, trading them in such a manner not only reinforces how valuable but enables PCs to acquire services they couldn't otherwise afford such as a True Resurrection.

Another welcome change.

Happy Gaming!

Next time.

Tuesday, August 20, 2019

Five Take-Aways from My First Tier 3 D&D 5E AL Session


Shucks! August is almost over and I hadn't blogged yet? Guess what I haven't blogged in for a much, much longer time? My five take-aways. Haven't wrote a five take-aways in MONTHS. Part of that is by design. I decided only to do so whenever I experienced a game session unusual from others.

Tonight during the FLGCS's Tuesday Night Game Day, I unexpectedly played in my first Tier 3 (levels 11 - 16) fifth edition Dungeons and Dragon Adventurers League module.  I'd say that's very unique occurrence, wouldn't you?

YMMV, my very first Tier 3 module was with my 11th level Bear Totem Warrior Half Orc Barbarian so my perception is colored some.

Eleventh level Barbarian isn't very much different from Tier Two Barbarian

Maybe it's cause I play time has been erratic (I hadn't played my barbarian since early July) so I hadn't fully mastered the character. Thus, all the improvements to the character isn't readily apparent. It could also be because as a half orc, the PC already has ability to shrug off one attack that would drop him. Granted, my barbarian didn't get dropped to zero multiple times so I didn't get a chance to appreciate the opportunity to avoid that with a handy save. On the other hand, I am more likely to remember the half orc's Relentless Endurance more often now...

Single-classed spellcasters (particularly wizards) make the difference in battles

Played two battles. During both battles, the single-classed Wizard cast a spell locking down the opponent(s) enough the battle was effectively over. Sure, Tier 2 had those moments too. However, you could Conan (no primary spellcasters) your way through Tier 2 module. It would be rough but doable. At Tier 3, based on both combats an all martial party would have a very, very rough time. The knockout punch of the single-classed spellcaster (namely the wizard in this instance) does make the challenge of slugging through extreme challenges of surviving Tier 1 worth it. This is the Tier when wizards truly begin to outpace the other classes.

On the other hand...

Anti-Magic fields suck and seem baked into the modules

For every action, there is an equal and opposite reaction. The Wizard begins emerging as king of the PC types; however anti-magic fields begin rearing their heads. We lucked out in the anti-magic field was more an environmental obstacle as opposed to a challenge to overcome. Furthermore, it wasn't just the wizard who was impaired but everyone had some magical goodie or trick suppressed. Want to watch a party of PCs lose their swagger. Suppress their magic. I swear it was like we became Tier 1 again! Since my PC had a stat-boosting item suppressed by the anti-magic field, I came to fully appreciate the impact of...

Ability Score Improvement (ASI) can be equal to choosing a feat

When I created my barbarian, my original plan was should the PC advance to the point when I'd choose to improve ability scores versus a feat that ASI's are the choice. Yeah about that... I went the feat route instead. My half-orc barbarian had acquired gauntlets of ogre power. Gauntlets of Ogre Power eliminated the need to improve Strength. Any easy decision, right? Not in hindsight when you're bumping around within an anti-magic field. Not a huge loss, mind you, but I really appreciated ASI much more once I was contemplating any potential combat.

Double Treasure Points is pretty sweet

This take-away is more Adventurers League-related than D&D 5E rules-related.Season 8 of Adventurers League handles both experience and treasure differently than the core rules. I had become used to treasure points equaling advancement checkpoints. Since I had no Tier 3 nor Tier 4 PCs, I really had no need to familiarize myself with those guidelines. So upon completing the module, it was a pleasant surprise to see twice the number of treasure points than I expected. Of all the take-aways from today, this is one may be for one night only. Adventurers League is changing how treasure and gold works in Season 9, which starts during September, so this may actually change.

Happy Gaming!

Next time.


Sunday, June 30, 2019

Emulating The BECMI Elf in D&D 5E: Leather vs Chain Mail




What better way to end June than the way I began it: by contemplating equipment for an Elf PC.

Recently, I decided to finally create an Adventurers League PC following the BECMI Elf Class emulation I blogged about back in December. While 5E character creation is almost as simple as BECMI days, I ran into a stumbling block. Deciding which piece of equipment to select. One of the few decision quandaries players needed to make back in those halycon days.

I decided to break my decision into two sub-categories. Debate between longbow versus shortbow was the first. Now, I didn't blog in a vacuum as I turned to the wisdom of the crowd, i.e. social media.

The response did not disappoint. There were discussion on archery in general and back in medieval times. Folks talked about shooting a long bow indoors versus outdoors. Same with a short bow. Then, there were the aspects of BECMI rules, which as a 2E gamer I learned about for the first time, i.e. minimum damage via weapon mastery in short bows.

Edition agnostic concerns such as range and money were raised. Got to say range and money are huge concerns in 5E too. Well, yes and no. If you take the standard package... but more on that later.

To my one chagrin, no answered my question itself: what is more iconic, the long bow or short bow?

The lack of response is more likely a sign of more symbolic thinking than what anyone playing BECMI would have worried over. When you're playing D&D for the very first time, you don't go 'Hmm, really need the Elf bow...'

Cause what is the elf bow? I suppose if you saw this picture you'd think this is:


So a short bow. I mean if the masses, those who played BECMI far more often than I, didn't have a particular bow they felt their Elf NEEDED, then art is the key.

By golly, short bow it is!

Except D&D 5E has the standard package of equipment.

Yes, long bow is an option - with leather armor.

The next ranged weapon is a light crossbow. Simple enough fix. Just swap out the light crossbow for a short bow. Easy. Right? Except, then chain mail is the armor available via the package. Certainly, doesn't look like the elf pictured is wearing chain mail...

Furthermore, I will likely play the Elf PC while the gold rules for Season 8 are still in effect. No gold until reaching 2nd level. How much gold? Enough for either a long bow or suit of chain mail. Uh why is chain mail an option if your basing icon status on the picture?

Easy. The Elf PC could wear any armor such as plate mail. While I don't plan on my PC donning plate mail, the character will eventually don the best armor suitable. Plus, the prior question is still a concern, do I go for range, i.e. the long bow or settle for a short bow?

If I choose a long bow and thus leather armor, then I could select the fighting style for wearing armor and gain a bonus. Upon reaching 2nd level, spend all the PCs gold to chain mail. The Elf would be able wear the chain mail for an upcoming battle and possess a slightly better AC. If stealth is required, just don leather armor and hope the fighting style more than makes up for it?

On the other hand, starting out with chain mail frees up 75 gp. Who knows when 75 gold will come in handy down the road? Maybe buy a long bow? However, I've already settled for a shorter range. One more level later, the Elf will become an Eldritch Knight and have access to attack cantrips. A long bow is only really helpful past the range of those cantrips. Attacking with a penalty though... So how much wiggle room with gold do I need?

What did players during the BECMI days do? Wait, I own a copy of the Rules Cyclopedia. What are BECMI players doing now? When they play an Elf PC, do they prioritize armor over weapons?

Select the best armor type available via funds or select the best weapon? Ditch the leather or go for the mail?

Go for flexibility in armor types depending the situation or go heavy and save gold?

Either choice will impact my Elf PC emulation. Decisions, decisions.

Happy Gaming!

Next time.

Friday, June 7, 2019

Adventurers League: Longbow or Shortbow for An Elf?


Never thought I would reach this point while playing Adventurers League; but it finally happened. None of my PCs are Tier One (levels 1 - 4). Therefore, if on Tuesday nights to improve table flexibility I am going to have to create a new PC. It's a long time until Season 9 begins so I'm stuck in the old seasonality.

Why the question about bows used by elves? A picture is worth a thousand words.



A while back I provided my quick emulation for adapting the Elf Class to 5E. In it I gushed about my desire to play a version of the iconic BECMI class. Seasonality doesn't harm the concept so now is as good of a time as any other.

However, I don't need to create the 'Elf' PC by Tuesday. My schedule isn't movie-going friendly. Really want to see both the latest Godzilla and X-Men movies before they leave my local cinema. Missed out on Shazam! and Hellboy cause of gaming, which frankly kind of bothers me. So I've got time to deliberate more on a 5E PC than I would otherwise.

There's two conceptual problems. The first problem, the topic for today, is kind of caused by the second problem. However, I'll leave the second for another post. Simply because the first feels more iconic.

Which type of bow is more iconic for an Elf PC? Which was more iconic for an Elf PC back during BECMI? I am talking the longbow versus the short bow.

Longbows do more damage and can shoot farther. However, gamers felt some degree of realism was important back then. The historic longbow didn't lend itself very well to the feats of mobility we envision today. Legolas's feats of acrobatics would be incredibly difficult with an actual longbow. They're also expensive. Buying a longbow limits armor and other weapon choices.

Meanwhile, short bows are inferior in the damage and range departments. They are much cheaper. Furthermore, none of the gamers I played with back in the day had any problem with archers equipped with short bows roaming about heavy forests, while shooting at their foes.

Nowadays, the reflection of realism in archery doesn't seem important. Image is king. So it really does come down which choice is more iconic.

The long bow or the short bow?

Once again, just blogging out loud.

Happy Gaming and Next time!

Sunday, May 26, 2019

D&D AL Season 9: To Play an 'Angel' or a 'Devil'?



Disclaimer: Players won't be able to play angels or devils during the ninth season of Adventurers League.


Yep, I remember the Satanic Panic. Can't be too cautious.


Yes, I am aware that during 3.X edition of Dungeons and Dragons players could.


Talking about fifth edition here. Angels and devils aren't playable races in 5E according to WotC sourcebooks.


How can you...?


Back when the Dragonborn were unveiled as a playable race one of the taglines was "if you want to play a dragon."


Well, in 5E, Aasimar and Tieflings are the angel and devil equivalent.


I am not so sure about that...


Season 9 rules allows PC Tieflings and Aasimar to grow wings upon reaching 5th level.


But you have to sacrifice something...


Neither race option doesn't count as your +1 beyond PHB supplement. You can emulate those lost abilities with class abilities.


You can emulate an angel or demon PC!


Knew the lure of a winged PC combined with Xanathar's Guide to Everything would convince you! Cause it convinced me.


I could make the angelic concept character I've been thinking of: a multi-classed combo of Paladin, Warlock, and Sorceror using sub-classes from Xanathar's for an aasimar PC.


On the other hand, I could play a winged tiefling. Never played a tiefling before.


Heck, never played an aasimar before.


Don't own a copy of Volo's Guide to Monsters.


So I'll have to buy a copy.


Just blogging out loud.


Decisions, decisions.


Happy Gaming!


Next time.



Thursday, January 24, 2019

Hey, Multiclassed 5E Druids Could You Please Not Wear Metal Armor?



When I was new to Dungeons & Dragons fifth edition, I spotted a potential loophole regarding druids. Back in the old days, druids were prohibited from wearing metal armor such as plate mail. D&D 5E had a curious note regarding armor. Merely, druids choose not to wear metal armor.

One could surmise the taboo would extend to single-classes druids and those from races without armor proficiencies. What about Fighters or Paladins with heavy armor proficiency who later multiclass into druid? After all, they all ready are proficient in plate mail. A fighter-druid clad in plate mail! While in previous editions armor hindered spell-casting, Fifth edition (5E) ties unimpeded spell-casting to proficiency. If the caster is proficient in the donned armor, the caster suffers no ill effects casting spells. Ergo, there really is nothing in the rules mechanically forbidding a druid from wearing plate mail if proficient.


Wait, multi-classing is an optional rule. Must every core class account for character multi-classing into it from another class?


Okay, you've got a point there.


What about dwarven druids wearing metal armor? Mountain dwarves have a history of crafting exquisite metal items, armor among them. Not only do they craft metal armor, they wear it as well. In fact, mountain dwarves are proficient in medium so they can don quite a number of metallic armor. Granted, not plate but you get the gist.




However, someone posed the question to WotC's Jeremy Crawford, the de facto rules guru for 5E, Twitter. His answer is an emphatic no.


Neither multi-classed nor dwarven druids can wear any sort of metal armor; because of the setting of D&D. Should a druid with requisite training buck the taboo, the DM is encouraged to take DM action.


I'm old timey gamer so saying my Fighter-Druid can't wear plate mail; because druids just don't do it is enough of an excuse for me. Furthermore, enough of the DMs I play will enforce the taboo either by fiat or by imposing some form of penalty.


Still, even Paladins suffer a mechanical consequence for violating their oaths significantly enough. Why only an honor system approach to the druid?


I guess I am just grumpy that cunning rules exploit, a druid wearing plate mail, is foiled by fluff without a 'this is what happens if you break taboo'. Fifth edition expands Dungeons & Dragons in  many ways.


Just don't break any of the role-play assumptions.


Happy Gaming!


Next time.








Monday, December 31, 2018

12 Blog Posts of December Day 12: Nuno and the Crypt of the Dark Kiss Part One



During my 12 Blog Posts of December I gave to thee: an End-Of-Year Appraisal /Goals for the New Year / a Star Wars Unboxing / a tribute to Stan Lee / a Tribute to Steve Ditko / Converting the Elf class to 5E / A Christmas Day post / A Christmas Eve post / Outside of the Season X-Mas posts and Star Wars radio dramas / Final 5 Takeaways of 2018 / 5 Takeaways from playing a Tier 2 Monk / 5 Takeaways from Final Tier 1 Mod of 2018


As of today, I blogged consecutively for nine days straight! Whew! As I promised yesterday, I am writing the session write-up from Adventures League session that took place during the events hinted at in the Final 5 Takeaways of 2018 post. While this isn't the first time I've blogged the adventures of my PCs, it is the first time I've inserted pictures from the session itself!


However, the process is quite time-intensive. With 2019 minutes away, I've decided to split into serial format. Three parts in fact.


Crypt of the Dark Kiss Part One


Cast of characters
Vladis 10th
 Grog 6th
 Dancer firbolg nature cleric  5th
Striker dwarf 7th
Nuno 5th





Our intrepid band of adventurers were tasked to destroy all undead found within an underground complex while learning everything we can about the silver earing found during the events of the previous mod (hinted at during the 5 take-ways when I played Nuno the Ninja tortle monk at Tier 2 for the first time). All we knew was that earing was composed of shiny blue beads representing the symbol of  the diety of Savras. The dwarf Striker opted to carry the earing.


Sidenote:

DM awarded candy to foster the holiday/Midwinter spirit along with the Midwinter Elk Figurine of Wondrous Power cert Out of Game.



Standing at a doorway inscribed with Dwarven runes, the dwarf Striker reads them aloud while explaining what they mean. He made a 16 Religion Proficiency check and declares it represents the Dwarven God of Celebration. Nuno nods his head. He will recall none of it most likely. As a precautionary measure, Striker ritually casts Detect Magic. To his now enhanced senses, the door glows faintly. Pulling out his flask, he dribbles ale near the door and is greeted by the sound of the door clicking open. With a grin, he sips from his flask.


The door reveals a hallway with walls covered with graffiti praising mistress of the night.






 Grog strides boldly down hallway taking massive steps trying to over entire thing. Ten feet down the hallway...







A sizzle and flash erupts out of the ground when Grog triggers a lightning trap. Fortunately Grog evades some of the blast. Steps forward to the left and triggers another lightning trap. Not quite so lucky this time! Examines the floor.


Grog " I don't see anything."




Steps forward and is hit by another.


Dancer then examines the floor.


Meanwhile,  Striker glancing at the floor can see where each glyph upon the floor radiates with magical auras due to his concentration of Detect Magic ritual.


Proclaims "Hold it! I can see where there is a trap and where there isn't! I will go first. Step where I step.


 Grog second winds, while Striker proceeds down the hallway gesturing where to step to avoid the glyphs.






We follow his steps and enter a room that reduces the effectiveness of our light sources such as bright light becomes dim light. Dim light becomes totally dark! Nuno performs his hand symbols he was taught by his old ninja master to gain the abilities of the spell Darkvision.


Grog looking at the symbols along the walls and readies to smash them. Striker doesn't want such symbols important to his people, stops him.


Striker approaches a statue and removes gunk covering it. Glancing at three doors, he proclaims they have  symbols of Moradin, Flaggedon, and Thermikal placed individually upon them. Casting minor illusion to mimic laser pointer, Striker proceeds to give a boring lecture for each diety. Nuno nods his head. He will remember none of this.


Vladis then moves about the room using  prestigidaton to clean the gunk from each of the four statues when...








Stepping on a pressure plate,  Vladis is struck by a 15' necrotic flame emitted by a  nearby statue! Vladis and his owl investigate and find four pressure plates.


Vladis 'Anyone have Thieves Tools?'


Nuno 'I know how to use them.'


Vladis 'You have Thieves Tools on you?'


Nuno '... uh no...'


Vladis 'Sighs.'


 Vladis opens the door bearing Moradin's sigil to see room of forges operated by skeletons.





  x's are pressure plates and the figures around forges are dwarf skeletons. Fire snakes hiding out in corners.


Vladis sends owl into room. Hovering over forge through his owl's eyes, Vladis sees within forges hammers being manufactured. His familiar flies back. After discussion, we decide someone should enter the room. Dancer elects to do so. Striker casts Protection from evil on Dancer. Dancer, in turn, hands Striker her pet squirrel for safe-keeping. Grog stand behind her in case the skeletons attack, while the owl hovers over her head.







Entering the room, Dancer casts Thornwhip. Hitting a skeleton, she brings it toward her. Then Dancer steps aside so others may enter. Grog gleefully enters the room and readies to attack whichever skeleton attacks them. Striker fire bolts the thorn-whipped skeleton, crumpling it to dust. Two skeletons converge on both Dancer and Grog. They miss with their attacks. The readied Grog crits and destroys one!








Vladis enters room, hexes, and Eldritch Blasts a fire snake. Owl aids Grog. Snakes converge on Dancer & Grog. Dancer is crit! Grog is hit by tail. Nuno enters room between Grog and Dancer only to miss the fire snake with every strike except a kick
.





Dancer smacks with staff, casts Spiritual weapon, and hits the fire snake with it. Grog aided by the owl hits the snake with his magical great ax. Striker using his  wand of war mage destroys skeleton with a Fire Bolt.


Remaining skeletons continue working their respective tasks at their respective forges. We remember we are to destroy all undead.


Vladis kills his hexed snake with Eldritch Blast, then Elritch blasts another. Steps back into the romm from which we came. Fire snakes miss Grog. Nuno engages fire snake hitting with his ninjato twice and missing with a kick. Grog kills it then swings into another. Striker reacues doorway. Snake fails Wis Save and dies from his Toll the Dead spell.  Dancer  pops out! (The player had to bow out)


 The other skeletons continue working their forges. Vladis examines forge but is clueless. The dull Nuno does so with a 19 Int roll and deduces they are hammers for hitting chimes. Striker declares the dwarf skeletons should die again. Grog  'Are you sure?'






Grog approaches a forge attracting attention from two. They only land one blow upon him. Striker tolls the dead one of the skeletons destroying it. Remaining skeleton engages Grog and misses. Vladis hexed a far skeleton while his owl aids him. Then hits it with an Eldritch Blast destroying it. Nuno engages the skeleton on Grog, stabbing and then critting with a kick inflirting 14 damage! Gone. Grog moves down toward a far skeleton and destroys it. Moves back to Nuno and hurls a hand ax hitting a skeleton on opposite end.







Striker toll till the dead the hand axed skeleton. It saves. Vladis hexes nearest skeleton then destroys it with an Eldritch Blast. Nuno engages the left skeleton and glances it with ninjato. Grog kills it with great ax then hurls hand ax at the remaining skeleton. Hitting it. Striker fire bolts the skeleton destroying it.


Afterwards, Striker discerns corruption caused the muck.


To Be Continued...


That's it for my 12 Blog Posts of December!


Next time.







Wednesday, December 26, 2018

12 Blog Posts of December Day 7 - Adapting the Elf Class to 5E Is Simple



On the first day of my 12 Blog Posts of December... Egad's it's almost midnight by me! I've got to crank out my Day 7 post if I want to achieve twelve blog posts in December! No time for such a holiday related opening.


So what's my topic for Day 7?


Yesterday, I received a copy of D&D Rules Cyclopedia for Christmas.


Of late, the desire to play an Elf, as in the Elf class from BECMI, has been strong. While I do own a digital version, there's nothing quite like holding a physical book in one's hand. Weirdly enough conversion work is easier the physical work as opposed to reading it from a monitor or tablet. Believe there's been studies highlighting the phenomenon too. I'm not the only one!


By conversion, my intention is to emulate the BECMI Elf class in D&D 5E. Flipping through the pages of the Rules Cyclopedia I finally understand how to do it. Like a light bulb being lit!


First, forget everything you've gleaned from the AD&D 1E > AD&D 2E > D&D 3E > D&D 5E tree. Oh, both elf trees fit.


It's just that the BECMI Elf ISN'T a master of stealth. The Elf class isn't a junior ranger. Not by stats anyway. What the DM allowed the Elf PC to do was simply arbitrary. Note: I haven't read the skills section within the Rules Cyclopedia; however, I am sure the Stealth isn't a skill.


Second, select Fighter as class. The Elf class was primarily a fighting type with spell-casting. Ergo, Eldritch Knight will be the Martial Archetype.


Third, or maybe this should be second, select High Elf as the subrace. None of the other options fit the BECMI Elf more. However, the extra language does emulate three extra languages (other than elf) the Elf class knew. Select either orc, gnoll, or goblin.


Fourth, customize a background to acquire a couple more languages if you really want the three.


Fifth: The find secret doors ability can be reflected by having the Investigation skill. So select or customize a background to have said proficiency.


Voila!


A BECMI Elf emulated in D&D 5E.


Really was much, much simpler than I thought!


Happy Holidays!


Only 5 more blog posts to go.


Next time.

Monday, December 24, 2018

12 Blog Posts of December: Day 5: Baum's Santa Stories Are Perfect Fodder For RPGs



On the first day of my 12 Blog Posts of December I gave to thee, my take-aways from my very first halberd-wielding D&D PC. On the second day of my 12 Blog Posts of December I gave to thee, my five take-aways from the first Tier 2 Season 8 module. On the third day of my 12 Blog Posts of December I gave to thee, a polymorphed PC fighter smashing things as a triceratops.


Told you, I would begin with a more festive opening!


Tonight's Christmas Eve.  It's also Day 5 of my 12 Blog Posts of December.


Through social media, I've learned a gamer on Patreon is adapting the characters from L. Frank Baum (the creator of the Wizard of Oz and other Oz stories) Santa Claus stories to fifth edition Dungeons & Dragons stats.


Admittedly I've never Baum's Santa stories. I do have fond memories of watching the 1985 Christmas special adaptation of The Life and Adventures of Santa Claus as a kid. Compared to other Christmas specials for kids it was dark and sophisticated. Santa along with his supernatural and mundane (if you count a lioness as mundane) companions contended with goblin-ish and demonic-like creatures in order to spread cheer to the children of the Laughing Valley. They had to use their cunning and their wits against a more formidable foe culminating in an epic battle. Perfect inspiration for Table-top role-playing games!


Found out after years of playing Dungeons & Dragons that the creator of Oz wrote the story that inspired the special that enthralled me as a kid.


It's been a long time since I lost saw it. The copy I enthusiastically watched was on VHS; and I never picked up a DVD replacement. Alas, I've only found a couple clips on YouTube. Here they are:


Opening credits:








Another clip featuring dialogue:








Pretty epic stuff!


There's also a clip featuring the song 'A Child'; but I never cared for the segment and the one lone weakness of the special in my eyes.




Despite not being able to watch the 1985 special, the story is available in the Public Domain. If you're not picky about formatting, you read the story and a sequel short story on Gutenberg for free. Here are links for The Life and Adventures of Santa Claus and A Kidnapped Santa Claus. File choice is left open to you.


Now that I've referenced the source material, time for the links to D&D 5E stats.


I have never sponsored anyone on Patreon before. However, reading an example of Armies of the Christmas War, which adapts the Immortals (Santa's allies) and Awgwas (the bad guys) to 5E stats both as monsters and PC races attracts my interest. For instance here is the Nymph. Baum's nymph differs from the Greek mythology and D&D nymph as you can see. Based on my memory, the adaptation seems to fit the material. The stat block appears complete enough. The PC race looks cool although based on what's been provided for free more fleshing out is needed. For nostalgia's sake, I am definitely interested in this. Cause as an Adventurers League player, I am unlikely to ever use the PDF collecting everything...


If on the other hand, you only want to use the Awgwas as traditional D&D foes and you're not quite willing to shell out the money for the Patreon material, there is another way. The very same author has provided re-skins (adapting existing D&D 5E monster stats) simulating them. Just hop on over to EN World. As aside, I am an old, old, old member of the forum dating back to Eric Noah's D&D 3E spoiler page! I haven't frequented the page in a very, very long time partially because I forgot my password and stubbornly refused to re-set it. The site went through a complete overhaul. Note: it's not an https site if you're concerned about security...


Here is the Santa War: Army of the Awgwas.


Overall, I am quite pleased with the re-skins. Never read the story? Never watched the special? No worries. Each foe is described. Following the recommendations, the PCs can match sword and spells against the Awgwas!


Should I become a Patreon supporter and thus download the PDF, I will provide a review.


Therein ends Day 5. Only seven consecutive days more of blogging to go.


Merry Christmas Eve!

Tuesday, December 18, 2018

12 Blog Posts of December: Day 3 - The Final Five Take-Aways of 2018



Last couple years, I would endeavor to do a twelve days of blogging to mirror the twelve days of Christmas. Sure, I would count Star Wars-related posts among them - cause there was a Star Wars movie that December. The posts would, in theory, potentially last until January 6th (the final day of the Christmas season); however, they would acquire a New Year's theme more often than not. My plan this year was to keep X-Mas blogging separate from other types. Well, Christmas is about a week a way. Clearly, I am not blogging twelve X-Mas themed blogs until then. Other than any potential reviews related Christmas, I don't forsee a reason to continue a '12 days of blogging' theme past December. Nor is there a Star Wars movie this year.


However, I've been in a blogging funk. I still want to continue my X-Mas themed blogging. Doing a twelve post themed strand appeals to me. It's just other than my two Five Take-Aways blog posts, I haven't blogged at all during December.


Then it hit me.


Why not do a '12 Blog Posts of December'? Mirrors the '12 days of Christmas', while not being beholden to a Christmas theme. Plus, I won't churn out more than twelve blog posts during December to fulfill some sort of quota. Granted, twelve posts does seem like a lot considering I haven't blogged anywhere near as much since October...


In any case, counting the other two Five Take-Away posts, this will be the third '12 Blog Posts of December' post. Just official now.


If you're eagle-eyed enough you'll notice I stated 'other two Five Take-Aways'. That's cause my FLGCS ran its final Adventurers League event of 2018. Store is closed on Christmas Day, which is the final Tuesday of December. Ergo,


Here is my final Adventurers League and final Five Take-Aways of 2018 period!




Christmas/Yule/Midwinter is a mood


Christmas is next week. Much like during Halloween, Adventurers League is doing some special things for Midwinter, Faerun's version of Christmas/Yule. We didn't play the midwinter module today. However, we did receive from our DM the certs for a special one-time use Midwinter 'magical item' usable until February. A figurine of wondrous power which is an elk. Not quite a flying reindeer but it'll do. Plus, last week, the AL folk released a one-shot candle which expedites short rests to 10 minutes. Also usable until the 1st of February. Wonder if the AL organizers will release more seasonal gifts new week? Expect to see many candles burning and many elk romping about during January!


To cap, it off, my DM dispensed candy contained within plastic holders shaped like candy canes. A little bit of giving to brighten the mood.


Lightning bolts and Fireballs damaging opponents as much as a Champions criticals


No, we didn't time travel back to fourth edition when those spells dealt low damage. The spell-casters consistently rolled below average damage. The Champion (Fighter 3+) would roll very high results when he rolled a critical hit. It was extremely funny when they player remarked he was doing more damage than the lightning bolts being cast. Kind of reminds me why I don't gravitate toward spell-casters. Although if I break out my Shadowrun dice, which tend not to roll too many 1s...


And the Champion polymorphed as a triceratops gores, gores, gores!


The aforementioned champion took quite a bit of damage. Reduced down to 1 hp  amount of damage. Healing magic would have been in adequate. Fortunately, one of PCs knew/prepared Polymorph. Sidenote: While I encountered Polymorph as far back as AD&D 2E, I hadn't yet encountered the spell in use in AL, let alone 5E, until now. Player wanted to polymorph him into a dinosaur. Alas, the Champion's level limited him to triceratops. Regardless, the new form gave the fighter more hit points - and one attack. The player was chagrined by the one attack but decided to use the triceratops gore. Proceeded to destroy two opponents with two gores. Couldn't help but remember the old 'gore, gore, gore' cries whenever the (now retired) Pro Wrestler Rhyno would gore someone.


Okay, I give up I cast Darkvision


Once again, I was playing my tortle monk following the way of the shadow. We were once again underground. This time, however, there were effects reducing the quality of any light sources. Being fifth level, I decided my PC would still have plenty of Qi points remaining. Took advantage of being a Shadow Monk *cough Ninja cough* to cast Darkvision. Didn't need to worry about visibility from then on as time certainly didn't exceed the 8 hours of the effect's duration. Speaking of which...


What? We've entered three combats without a short or long rest and my monk is frontlining?
 
First combat, didn't need to spend any Qi points. The combat was that easy. I had already used two to enact darkvision.


Second combat: Was a doozy. I burnt through all three Qi Points either disengaging or attempting a Stunning Strike. Unfortunately, the Stunning Strike failed leading to the Qi disengage after attacking the next round. The earlier Qi disengage did position my ninja out of the way of the other PC's fireballs. No regrets there.


Third combat: Wait, we didn't short rest! I got to frontline as the only other frontliner was the Champion. Thank goodness for Extra Attack, Martial Arts, and being a Tortle (high AC)! Okay, he was serviceable but I appreciated the combo more after tonight.


There you have it. The final five take-aways of 2018.


See you for my fourth day of December blogging.



Tuesday, December 11, 2018

Take-aways From My First Tier Two Season 8 mod



My FLGCS ran the Tier Two (levels 5 - 10 ) Season 8 Adventurers League (D&D 5E) today. Since I don't attend conventions, it's my first Tier Two module of the eighth season of Adventurers League. While I played a Battle Master (Fighter 3) the previous three modules to finish the final Tier One trilogy of Season 8, I've elected to play Nuno (ninja) tortle monk 5 whom I used during a replay of the first module of the season. It's the first time I've played a 5E monk at the next tier. Also breaking my previous practice of coming up with Take-Aways from scratch, I came up up with some questions before the session, which the five take-aways will address.


What is my impression of Season 8 mods at the next tier, ie tier 2?


Love how the Tier 2 Season 8 modules carry the same open feel as the Tier 1 modules. This module felt more linear; but the DM decided to run the module in such a fashion. We were a very strong table yet the combats weren't incredibly difficult. Furthermore, the module had character elements interwoven into the fabric of the module so NPC's personalities shined through. Antagonists weren't just Villain-of-the-encounter. When I ever do write a game session write-up, I have my work cut out for me on that front! Finally, the DM planned for four objectives (ie a four hour module under Season 8 guidelines). We finished within four hours. Give or take. So the Tier 2 module continues the Season 8 trend of bucking the 'One does not simply finish in AL mod during its allotted time!' of past seasons.




How did feel to play a Tier 2 monk? Was is easy and intuitive? Did I struggle?


In past blog entries, I've remarked how I felt inadequate playing a monk PC in 5E. Either everything just wasn't clicking or I didn't feel I grasped everything. Playing a fifth level monk for the first time hasn't changed those feelings. A tier 2 monk isn't difficult play-wise. Just don't feel I've grasped how to play a monk correctly in fifth edition Dungeons & Dragons or my play-style is too conservative. Caveat: my Tier 2 experience is limited so that may be a reason why.


On the other hand, I did remember to take advantage of an impeding short rest to have my Way of the Shadow monk cast Darkvision. A player sitting next to me remarked it was the first time he'd heard someone cast the spell at an AL table so there's that.


Thoughts on Extra Attack and Stunning Strike?




Sadly, I never was able to used Stunning Strike during the module at all. Status effects and NPCs unable to be harmed by my attacks/high Con saves nullified the opportunity for the ability. A discovery for another time.


Since I have both a Paladin and Barbarian whom are Tier 2, I am no stranger to Extra Attack. Unlike those occasions, I had no trouble forgetting Extra Attack this time. Pretty nice.


Did any big surprises occur?


How much of role the cantrip Mending served during the course of the module.  The player was amazed he was able to use Mending at all not to mention how much of game-changer the cantrip was.


The nature of the Big Bad, which the DM disguised with both language and atmosphere - with a dash of secrecy regarding game mechanics thrown in too. Plus, I was too much immersed within the moment to notice the odd tactics. Granted, my relative unfamiliarity with Tier 2 and beyond also contributed my being swerved. New players could potentially enjoy the big reveal immensely.


Learn anything new from tonight's experience?




More exposure to third level spells (ie, haste and conjuration/summoning), which Tier One PCs are unable to use. Quite frankly, comparing editions, I've encountered Haste as much as I did playing AD&D 2nd Edition as much as the later editions combined, all of which changed the mechanics of the spell. Was pretty cool to see a summoning in use on the PC during a fifth edition session for the first time.


One of the other PCs was a great weapon master, sentinel, pole-arm master glaive wielder. After tonight's session, should my halberd-wielder survive as long, he'll probably follow the same feat chain. Too potent a combo.


While I feel Slow Progression is best regarding my monk in order to learn the class more, reaching 6th level ASAP strikes me as essential.


That's it for tonight.


Happy Gaming and see you next time/Tuesday.




Tuesday, December 4, 2018

Final Adventurers League Season 8 Tier 1 Take-Aways of 2018



My favorite local comics and games stores hosted the final module Season 8 Tier One (levels 1 - 4) module tonight. While there will be a Tier One table available during the remaining D&D Adventurers League events at the store, most likely they'll be replays or CCC's as Tier Two modules of Season 8 will be focus. Tonight also marked my first time playing a Battle Master fighter archetype in D&D 5E. So here's my final tier 1 take-aways of 2018.


You can play a Loki-type PC in 5E!
By Loki, I mean the Loki as portrayed by Tom Hiddleston in the MCU. Trickery domain? Check. A splash of Rogue for Sneak Attack and Cunning Action? Check. The PC had them both. However, the crème de le crème was the use of Channel Divinity to create a duplicate. While MCU Loki rarely uses a duplicate to force his opponent to 'fight double' in the movies, I have a feeling 'fighting doubles' would be more frequent if the special effects budget allows. D&D on the other hand isn't hobbled by a budget. Ergo, the tactic of 'fight me and my duplicate' was employed. Also, the PC possessed a hat of disguise and would try would be opponents. Antics all befitting of Loki.


I am the City Watch!
What's better than pretending you're a member of the City Watch? Being a member of the City Watch 'performing City Watch' functions. My city watchmen diffused a situation by 'arresting another PC'; but also could have swayed another situation because of his role. Alas, I rolled a one...


Season 8 modules possess a more open-world feel
Just enough information seemed to be given to the DM that we could have approached the modules in a number of different ways and via different play-styles and accomplished our goals. Which was good, because the Tabaxi Rogue really loved sneaking around and inadvertently causing mischief such as the incident that led to my PC 'arresting' him.


Treasure Checkpoints and Advancement Checkpoints Both Allow for Murder Hobo style of play yet renders that style moot.
We, ahem, triggered much more combat than we should have. The module seemed set up for 'what happens if the PCs fight so-and-so. Which is good. However, D&D experience points have long been based on what you killed, how many did you kill, and was it a challenge. Advancement Checkpoints renders any combat not related to accomplishing your goals superfluous. Sorry, murder hobos. No extra XP for you. On a similar note, the aforementioned rogue loved looting stuff. DM loved exaggerating the rewards only to end by stating 'and you keep none of it'. Sure, PCs can loot as a character trait; but there'll be no game mechanical benefit for doing so. So there's less reason for a 'kill and take their stuff' mentality. I can't think of a better way of discouraging murder hobo behavior than rendering it meaningless other than increasing the chances of PC failure, ie death or failure of objectives.


My first taste of Battle Master Combat Maneuvers was limited but satisfying.
Never played a battle master before. Therefore, I've never used combat maneuvers in 5E prior to this evening. Believe I only used them about three times and it was the same maneuver every time. There was an attempted fourth; but I missed the attack role only to discover the maneuvers are worded along the line '... the hit...' implying they're like Divine Smite and don't need to be called beforehand. Absolutely loved the discovery because I felt dejected upon the miss. Didn't get to experience the effect too much because the damage dealt dropped the opponent to the kill/unconscious condition on two of the occasions. The one successful use occurred during movement phase so tripping the opponent didn't have quite the impact. Other than that I loved the flair of tripping opponents. Still, I enjoyed the extra combat option enough that I feel pursuing Slow Progression with my fighter to experience combat maneuvers more will be more than worth it.


Happy Gaming!


Next time.

Tuesday, November 20, 2018

Visual aids, Old-School Thief Role-Play, and Other Take-Aways from 11/20/18 D&D AL Session



Gosh, after weeks and sometimes months between Five Take-Away posts, it's incredibly surreal to be blogging another a week after the previous installment. Gaming regularly beats knowing you can game regularly. While late November into December is the time of year where weather and the holidays can put a crimp into gaming, it's nice to game on consecutive evenings. Just finished a Tuesday night Adventurers League (D&D 5E) at my favorite comics and games store. As much as I stated I felt I could keep blogging my five take-aways on regularly basis last week, didn't feel as confident earlier today. As fate would hold it I managed to come up with some.


What the dice gods giveth, the dice gods taketh away
Last week, I remarked how my new halberd-wielding fighter was an engine of death. Hitting and rolling maximum damage consistently. Ability checks, only high DCs were the problem. Tonight, the dice were against me. The die roll would frequently result less than ten. Multiple tries were needed before a single success. Fortunately for my PC, the module wasn't too die roll dependent so he wasn't hurt too much. Except maybe his pride. Maybe serving on Waterdeep's City Watch isn't so bad?


Sometimes dialogue and incremental character development is the best role-play
When you're participating in an Adventurers League session, you're under a time crunch. There isn't always time to engage in deep immersive role-play. Hate to admit but my role-play suffers as a result. However, after a new player (and another new-ish) player, distinguish their PCs by dialogue (both how they said things and what they said) I realize I was mistaken. There's always time for dialogue. After all, characterization occurs more frequently through dialogue.


Another role-play consequence of Adventurers League episodic nature is there really isn't much room for character development. Not only is there not enough time but like the good ship Enterprise the PCs find themselves on a new adventure each module. Character development is hard under those circumstances. However, not if it occurs incrementally. PCs don't have a patron diety? Well, in a module where dieties are discussed, you can elect to have your PC declare his/her patron. Tonight, a couple PCs not declared their patrons but made known what they thought of a specific non-patron diety.


New players enhance game play in ways experienced gamers don't
I sat at a table with a player brand new to the game. Several other players probably haven't played table-top RPGs for more than ten sessions. There's a degree of openness to experience and less reliance upon the rules that simply isn't present with experienced players. Rather nice to witness someone going 'I do this' versus 'because of this rule chain my PC is...'. Always great to see new players learn the game, while challenging preconceived notions...


Speaking of which....


The 1st level Rogue was played like an old-school Thief!
The newbie played a rogue. Anyone who's familiar with old-school Thief rules (pre-third edition) could tell you actually succeeding at one's Thief's skills was tricky in itself. You were lucky if your 1st level PC had greater than 50% chance to succeed. Odds are your thief had less than 50% to pass the check! I played a thief PC in AD&D 1E whose top thief skills were around 30% if I recall correctly. With such a low chance of success, you only used your thief skills when you either absolutely had to or felt confident you'd succeed given the circumstances. Otherwise, the thief player role-played themselves out of situations using cunning, wit, and charm. Tonight, the new player of the rogue pretty much did that exactly. Granted, it could've been the module itself. However, quite a bit of humor and ingenuity were deployed tonight. Furthermore, much of the action was propelled by the rogue much like the thief of old would do.


Visual Aids Enhance and Immerse Players During Puzzles.
The module was a puzzle module... They were the kind of puzzles where verbal descriptions would complicate the puzzle more than it really should be. Furthermore, my table included quite a number of players, who like myself, hate puzzles. There's a puzzle? Oh I suck at puzzles! Normally, once a puzzle starts stumping us, I lose interest. Unless the DM forces my involvement, my mind wanders and it's up to everyone else to solve it. Fortunately, the DM had a solution to both. He created a visual representation of the puzzle AND allowed us to take notes. A picture is worth a thousand words. Much of the time, I can't visualize a puzzle and lose interest. The DM's visual representation gave me something to focus on. Plus, since we could take notes, we could decipher where we were wrong. Quite frankly, if you module contains puzzles and time is limited, please incorporate visuals. Enhances the play experience immensely.


Happy Gaming! See you all next Tuesday Night!

Tuesday, November 13, 2018

Pole-arm Thoughts and Other Take-Aways from D&D 5E Adventurers League Session 11/13/18



Huzzah!!! That O' reader is the exultant shout of an excited gamer who experienced an exhilarating gaming session marking the return to regular gaming. Not only that but it's the excitement that arises from trying a new concepts that I haven't done before playing the fifth (official) edition of the world's most popular table-top role-playing game. A concept I haven't used during my entire time playing Adventurers League. Heck, I've never created a PC based on this particular concept during my entire D&D gaming experience. Entire table-top role-playing experience too. Very exciting installment of my Five Take-Aways!


What is the new concept I've never played before?


A Waterdeep City Guard who wields a pole-arm. A halberd, to be precise.


Yep. I've never played a city guard before in an RPG session. Not to my recollection anyway... When I first spotted the background within Sword Coast Adventurers Guide, my reaction was... meh. The Investigator was kind of nice; but why would you play the regular watchman? Since Season 8's setting is Waterdeep, the city guard background was very appealing from a role-play standpoint. When else would you pick the background while playing in the Adventurers League Organized Play campaign? A background which fits like a glove.


Pole-arms? They've never quite fit what I was playing nor appealed via rule-wise to me. Back during AD&D 2E, the weapon speed was too slow and impaired the high damage die. The way we played never quite supported the benefits. Plus, the pole-arm wielder didn't fit my visage of a D&D adventurer. Third edition: the rules were much better; but D&D has always been too much in-your-face. Most pole-arms would become a liability with my play-style. Although, I did witness some gamers use pole-arms well with their PCs. Fourth: Never played long enough. My experience with B/X was more hodge-podge combo with AD&D. Didn't play a pole-arm wielder in that game. When I played AD&D 1E, neither PC was a fighter-type.


Over the years, I learned Gary Gygax was a huge pole-arm fan. I've also come to appreciate the historical significance of the weapon. Coupled with D&D 5E rules having what appeared to be the most pole-arm friendly D&D rules I've ever seen, I've felt a desire to play a pole-arm wielder. Particularly a halberd wielder.


With Season 8 fresh and the urgent need to create a new PC, it was time.


So without further ado, here's my Five Take-Aways from tonight.


Imps make great impactful and flavorful familiars - Disclaimer: my fighter does not have a familiar. However, I have yet to write a Five Take-Away and not comment about what another player does. Been participating in Adventurers League for several years now. Most of the familiars are... birds. Really haven't seen many imps. Heck, I don't think I'd choose an imp! This session changed my mind. For starters, the DM insisted the imp had its own personality role-played by the DM. Familiars have been more like add-ons so it was nice to have an NPC follower/henchmen/hireling dynamic present. Especially in D&D 5E where the dynamic doesn't exist. Least not in AL. Furthermore, the heavy lifting was performed by the imp familiar. Searching and a pivotal plot involving in action the familiar was untrained. The table waited with baited breath as the player rolled the untrained check... and... succeeded! Don't get more D&D than that!


City guard background enhanced the experience - No die rolls were impacted. Nor were any major scenes affected by the city guard background. However, it lent a RPG hook and influenced role-play where I do not believe I would've role-played my PC within the manner that I did. The guard aspect was played up as well as the PC's connection to Waterdeep. Plus, NPC references to my PC held a minute measure of note. Sorry spoilers....


Pole-arm reach is nice and not a hindrance! - In 3rd edition, an opponent closed with a pole-arm wielder the PC had to 5' step away if possible. Not required within 5E. Never had to sweat when an enemy closed the gap. Furthermore, the ability to attack an enemy more than a square (5') away was an incredible feeling. Positioning my PC more than a sword's distance away was a nice feeling.


Pole-arm Master is Awesome - An opponent moves within 10 feet (2 squares) of my PC? I attack them. I attacked once with the halberd blade and hit? Cool. Time to swing the blunt end of the halberd at the opponent or a different opponent. The halberd wielding pole-arm expert opened a range of tactical options I normally don't play with. I can whack an opponent before it reaches my PC and then on my turn effectively attack twice. Absolutely love the feat!


Rolling max halberd damage, great weapon fighting, and low level led my PC to being an angel of death - I don't often roll maximum damage. Rolling 1s or 2s is more common for me especially when rolling d4s (such as when the blunt end of the halberd is swung). Furthermore, PCs don't remain 1st or 2nd level long in Adventurers League. So I've forgotten what it's like when a PC downs an opponent with one blow. Well, tonight, I believe I rolled maximum halberd damage (d10) multiple times! If the halberd damage didn't drop an NPC than the blunt end would. Felt nice replacing the 1 or 2 rolled on damage with a 3 or a 4, alright. Swathes of NPCs fell from the ends of the halberd. If only damage scaled with level! Regardless, my 1st-level halberd-wielding fighter was an engine of destruction. As opponents' hit points increase, the effectiveness will diminish. Still the feeling of rolling maximum damage along with feeling minimum damage can be rectified was a glorious feeling indeed.


That is my latest installment of my Five Take-Aways.


Until next Tuesday, happy gaming!

Thursday, November 8, 2018

Converting Adventurers League PCs From XP to ACP Was A Snap



When I played D&D 5E at my FLGCS Adventurers League night on October 30th, I sort of fudged my PC's qualifications to participate at a Tier 1 table. According to experience points, my PC was still 4th level. However, the PC could've been fifth level and unable to participate in Tier 1 modules. Why? Cause Adventurers League switched from experience points to advancement checkpoints as inspired by Xanathar's Guide To Everything. Originally, Shadowrun Missions was scheduled for that day so I wasn't planning on converting any of Dungeons & Dragons PCs to the new system. Despite knowing plans changed, I didn't convert any of my PCs and guessed...


Beginning this upcoming Tuesday, I'll have the option to game as much as I have the entire 2018 so far to date! Home game, it wouldn't be a problem. However, the majority of the gaming will be via Adventurers League. Can't really not convert any of PCs to the new advancement checkpoint system if I want to game, now can I?


Fortunately, the conversion is more tedious than complex. Felt more of throwback to doing homework in math class!


Now before the Adventurers League police cuff me for not convert my tortle monk to ACP (advancement checkpoints), I had perused the conversion rules beforehand. The number of advance checkpoints a PC possesses after conversion is a ratio multiplied by the number of checkpoints required to advance in level. Since a player decides whether to round up or round down, I chose round down. Nuno the ninja tortle monk would not be automatically bumped to level 5 upon conversion.


Nuno did level though as he leveled upon the module's completion. Despite rounding down, Nuno had enough ACP to raise a level even if I had chosen slow progression.


Cool,


Now, I had to convert the other characters.


Grogg - another PC I could've converted to a higher level. He would be eighth level (character and class) and eligible for another feat or ability score improvement. Remain undecided on what options I want yet. Round down it is. One more module to decide...


By the time I converted my third PC, Morland Doyle, conversion was a breeze. Won't be able to play Morland any time soon though. Following conventional rounding practices seemed sensible to me. Rounded down.


Tor - really love playing my Tempest Cleric whom I've patterned after Gaiman's Sandman and what I've heard is Apotheosis's interpretation of Thor. I wanted Tor to remain Tier 1 a little while longer so I rounded down. With Slow Progression, two modules should be the minimum for Tor to reach Tier 2. Honestly, don't know how my play-style will fit the upper tiers...


Last but not least was my very first Adventurers League PC, the Dragonborn Paladin Ser Rhogar. Conversion was a snap. Pretty much converted him to one ACP almost exactly. Maybe I'm old school but you don't round to 2 if it's 1.13... Frankly, the hardest part was determining whether it paid to convert Ser Rhogar as I hadn't played him since Season 7 began. The PC died right a month prior so I had to determine if he had enough gold to pay for a Raise Dead spell-casting service. Suppose not playing a Tier 2 PC in over a year influenced my decision to round down as well.


Overall, the hardest part of converting my Adventurers League PCs was repeating the process four additional times. I began playing table-top RPGs back during the days of AD&D 2E. I'm used to character advancement taking a little while longer. Rounding down was an easy decision. After all, I can participate in both Tier 1 and Tier 2 modules longer than otherwise.


Wouldn't hurt to create a new level 1 PC though...


Happy Gaming!


Next time.



Tuesday, October 30, 2018

Halloween '18: An Unexpectedly Howling 5 Takeaways D&D 5E AL 10/30/18



If I waltzed into my FLGCS to discover, Shadowrun was cancelled the sole Halloween connection would've been feeling akin to a trick. Except I knew more than a week in advance I'd be playing D&D 5E. I had also made known in advance to the table musterer (the person who organizes the tables at organized play events provided the players don't do so themselves) I would love to play the first module in Season 8, DDAL08-01. What I didn't expect was anything remotely resembling Halloween within the module. Since I've lumped a costume party into a Halloween-type module, an event that did occur for us definitely qualifies. Normally, I don't mention the module's name in my five take-aways but I make an exception here because of the impact.






Spoilers past the first three take-aways if you haven't played DDAL08-01 and don't wish to be spoiled:






Five Take-Aways:


Never really  though a D&D PC could mimic the Iron Man villain Whiplash until now - Ignoring the armor suit wearing Whiplash in the Iron Man two, Whiplash is a Marvel Comics villain who dual-wields two whips. Never in my wildest imagination have I EVER conceived of a PC who dual-wields two whips in D&D 5E. Heck, ANY edition for that matter. Tonight, I witnessed a Human Fighter PC with the Dual Wielder crack two whips in combat. The character was surprisingly effective too. As it's only Tier 1 (levels 1 - 4), I don't know how effective the PC performance in upper tiers will be. In Tier 1, the PC was a badass. Plus, the puns about flogging took on a whole level in conjunction with Waterdeep's punishment for some crimes.


Fey Presence is an excellent situational power - While I've played D&D 5E situationally for a number of years now, my gaming has been situational and inconsistent. If anyone's used Fey Presence, I've forgotten it, the power was used in a way none of my PCs benefitted, or the power failed. That being said, one of the PC concepts on my bucket list is a character with a strong connection to the fey, which includes a warlock with the archfey patron. During one of the combats tonight, Fey Presence was used successfully to maximum effect where the entire party derived benefit. No longer do I view the Warlock power in the abstract; and I have an idea how to use it.






SPOILERS for DDAL 08-01 Await


My Ninja Tortle Had the Potential to travel in sewers for the first time - It's no secret my tortle monk is inspired by the Teenage Mutant Ninja Turtles. While it feels like a waste at Tier 2, mimicking knowledge of the sewers with the Dungeon Delver feat is a concept feat too good to pass up. Heck, I almost took it at fourth level! However, sewers travel never came up during the entire time I've played my tortle. Either that or I forgot... Regardless, I've never had the chance to view travel via sewers as a regular thing. Until now. We almost went into the sewers. Joked about doing so. Didn't. Not sure if it was the right decision. Suppose I could've placed this above the spoiler section but then I would've been stating the module is set within an urban environment.




Loved the sandbox feeling of the module - Sandbox gaming and Adventurers League are not two things that normally go together. I loved how the table pretty much got to decide how it would address the flow of the module. Depending on table make up, how the players play, and DM fiat, the module will change. Heck one encounter played out completely different from how a player experienced it his previous TWO times.




Halloween Spoilers


Ambience and monster type can make the difference whether a module has horror elements - We had a wise-cracking, pun-flying table. Any attempt to amplify the horror moments would have fallen flat. However, a more serious table or a table willing to let itself be spooked would find the encounter fitting for Halloween season. D&D simply isn't a horror RPG. There is non-mainstream horror mechanic that either forces your PC to flee or freeze up with terror. Entering a room filled with extremely morbid art depicting bloodstains, death, and a cemetery is a page right out of a horror RPG. Provoking the shopkeeper/artist to attack you in a fit of rage while transforming into a werewolf in the process in such a place is as Halloween as you can get. The party wasn't  heavy magic nor armed with magical/silver weapons! With the right group, the mundane becomes the horrific. A day away from Halloween and the connection is right in your face.


There you have it my unexpected Halloween-related Five Take-Aways.


Halloween is tomorrow.


Later.

Monday, October 29, 2018

Halloween '18: Horseman of the North Converted to D&D 5E Stats



On Dave Arneson Game Day (and first Halloween post of 2018), I stated I would convert a fellow blogger's creation the Horseman of the Northern Downs in Blackmoor to D&D 5E stats. My caveat was I would convert once I understood Savage Worlds more. Eh? Just making it more complicated than it should. Instead, I'll use the Savage World stats as inspiration and go from there.


The Monster Manual is full of different kinds of monsters. Instead of creating the Horseman of the North from scratch, modifying an existing monster is the order of the day.


Paging through the Monster Manual, the Revenant catches my eye. Conceptually, the revenant matches the Horseman nicely. Like the revenant, I conceive of the Horseman as CR 5 foe. A tough foe for Tier 1 (levels 1 - 4 ) party; but Tier 2 and beyond shouldn't troubled by the Horseman too much. After all, the Horseman is inspired by the Headless Horseman from Sleepy Hollow. Ichabod Crane is no match one on one with a CR 5 foe as it should be.


However, the revenant doesn't fully emulate what's presented within Savage Worlds stats of the Horseman of the Northern Downs of Blackmoor. Ergo, a modifying I will go. Note: I am not going to sweat adjusting the final CR as this'll be more sausage-making than a fine-tuned conversion.


First, pretty clear the Horseman is a rider created out of the ether. Both rider and mount are the same creature. For simplicity, the mount will only enhance the speed, while providing a charge action with the lance. A centaur's speed and charge ability are perfect fit.


Leading to the second change, no Multi-attack. Damage output decreases substantially from the standard revenant as most of the damage will come from a lance charge. I'm only picturing one attack during a round with the saber. Since there's no stats for sabers in D&D 5E, scimitars match my idea of a saber. Horseman of the North may be a bit week for a CR 5; but it balances out the upcoming change to a standard revenant...


Third, Revenants aren't immune to non-silvered or non-magical bludgeoning, piercing, and slashing weapons. According to the DMG, modifying a CR 5 creature in such a way practically doubles the CR. Since the Horseman attacks those travelling the Northern Downs, the damage immunity doesn't trouble as much as a dungeon encounter would. In my mind, this is a solo encounter meant to induce terror. If the party can't deal with the damage immunity, then they should take advantage of the terrain at night to flee.


Leading me to the fourth change from a standard revenant. Conceptually, the Horseman of the North attacks random travelers because it doesn't know whom the object of its hatred is. Whatever vengeance it seeks to enact is blind. Therefore, the Horseman can't declare vengeance against anything. So it's attacks aren't augmented in anyway. Now, the Savage Worlds stats doesn't possess a Vengeful Glare trait from what I can ascertain. However, I like my headless horseman intimidating its quarry holding up a jack o' lantern. Think, I'll keep the frightening effect from the glare by having the Horseman tossing a jack o' lantern at the chosen quarry and using some of the mechanics to emulate the fright inducing effect.


The fifth change is the Savage Worlds Horseman wears chain. I'll just say the Horseman of the North 5E wears a chain shirt increasing the AC to 15.


And with that I give you the (Headless) Horseman of the North D&D 5E:


AC: 15, HP: 136, Speed 50 ft


Str & Con 18, Dex 14, Int 13, Wis 16, Cha 18


Saving throws: Str +7, Con +7, Wis +6, Cha +7


Damage Resistances: necrotic, psychic


Damage Immunities: posion, non-silvered or non-magical slashing, bludgeoning, and piercing weapon attacks.


Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned


Senses: darkvision 60 ft., passive perception 13


languages: understands but doesn't speak Common, Elvish. (I'm picturing a silent monster except for maniacal laughter)


Charge - see Centaur in Monster Manual.


Regeneration, Rejuvenation, Turn Immunity - See Revenant in Monster Manual


Actions:


Attack: +7 to hit with lance 1d12+4 piercing or +7 to hit with scimitar for 1d6+4 slashing. I'm old school and prefer rolling for damage.


Frightful Glare: The Horseman of the North hurls a flaming jack o' lantern at its chosen victim. Wisdom save (15) or be frightened of the Horseman of the North for 1 minute. At the end of each its turns, the frightened target can repeat the saving throw to end the frightened condition. Disadvantage is imposed if the target sees the Horseman of the North.


CR: 5


Ah, my very first D&D 5E monster I converted from another game system. Once again, I would like to thank the blog, The Gnomish Embassy, for inspiring today's blog entry.


Shucks, Halloween is only a couple days away now.


Happy Gaming and next time!

Saturday, October 27, 2018

Halloween '18 Edition of Official D&D 5E Rulings By Tweet



Months have passed since I last compiled official rulings on D&D 5E rules via Crawford's Twitter. Lack of rulings hasn't been an issue. I just haven't blogged about them. Instead of random rulings, I plan on lumping them according to a theme. Since Halloween is days away, the theme for the latest installment is Halloween.


Anyone who's glanced at Appendix N knows the works of H.P. Lovecraft inspired Gygax. As did the works of A. Merritt. Horror is an entrenched element of D&D. What separates D&D from those sources of inspiration is the protagonist have a chance, eventually, maybe, to defeat the horrors. The downside is some of those horrors... become mundane... as a result. Another thing is Dungeons & Dragons has evolved to the point where PCs could become the source of the horror as well, ie Necromancer & Warlock.


As such, I ignored anything from a PC perspective. If the ruling pertains to warlocks or necromantic powers, not included here. Furthermore, as much as I like Lovecraft, his influences aren't used along their original horror roots. Ergo, only mainstream Halloween monsters will be referenced here. Like vampires, werewolves, zombies, and the like.


So here ya go:


Levels don't influence stats of Animated Dead - The dreaded Necromancer casts Animate Dead on the corpses of a level 0 peasant and a level 20 fighter? They both rise and use the stats of a normal zombie. So no worrying over the 20 hit die zombie!


Vampire bite is unlikely to tranform during combat - Here's clarification stating hit point max must be reduced to zero before transformation occurs. Combat must really be proceeding poorly in an unorthodox manner for the victim here...


Reincarnate can't be used on undead - You encounter an undead creature. Hey, wouldn't it be cool if I cast Reincarnate on the undead creature? What will it come back as? DM: Spell fails. Undeath changes creature type. Depending on how other bring-back-from-the-dead spells work, this ruling may nullify them as well.

What if you really want to bring a zombie back to life? True Resurrection is the solution. Normally, I am used to Crawford referencing the books themselves. This particular answer is found within the errata.


Is tracking a vampire in mistform to its lair and staking it the only way of dispatching it once it becomes mist? - Many times Crawford will say 'read the text' but by using jargon.


What comes first? The vampire's bite or the grapple? - No, a vampire doesn't automatically hit if their grappling their target. However, the bite comes after the grapple.


What happens to Vampire Spawn when the Master is Destroyed - We destroyed the Master Vampire? All the Vampire Spawn go poof, right? No. They become free-willed, full-fledged vampires now. An instance where targeting the Big Bad right away may not be the best strategy...


Dead and Undead Attuning Items - Dead is a condition. Undeath is a creature type. So yeah, the vampire can attune magic items.


There ends the Halloween edition of Official D&D 5E Rulings By Tweet.


Happy Gaming and Halloween is four days away!