Showing posts with label Five Take-aways. Show all posts
Showing posts with label Five Take-aways. Show all posts
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.
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 27, 2018
Final Shadowrun Missions Five Take Aways of 2018
Every last Tuesday of the month at my FLGCS there's a Shadowrun Missions organized play event. Looking back, 2018 has been a horrible month for it. In a perfect world, Season 9 (Neo-Tokyo) modules would be starting next year. Instead, two or three mods remain of Season 8 (Chicago). Unfortunately, too many events were cancelled. We already know December won't work out. The last session of the year would have fallen on a holiday, chummer. So tonight was now or never.
We didn't have the full compliment; but we decided to game on once there were four players in attendance, myself included. Alas, the pre-game discussion led to the conclusion that tonight was the final Shadowrun Missions session at my FLGCS for the year. Ergo, this is my final Shadowrun Mission Five Take Aways of 2018 too.
As always, our infrequent Shadowrun gaming meant we were rusty throughout the evening. Hopefully, we can remedy the rules rustiness during 2019.
Reagents + Edge re-rolls Is Powerful Combo when casting some spells
Yeah, I've covered using drams of reagents to augment spells here before. However, I never used to Edge to re-roll failures. Furthermore, I hadn't used them to augment to limit of spells where Force didn't matter mechanically except for drain if the limit had been increased. Tonight, I verified reagent-amplified direct combat spells backed by Edge failure re-rolls fulfills what I have felt combat magic has been missing in fifth edition. Combat magic simply doesn't possess the knockout punch it had in prior editions. This combo solves that.
GM forewarnings and clues improved game quality substantiallyThere are times we can be quite destructive as a group. Due to GM hints we avoided several nasty ramifications throughout the module. Considering Shadowrun Missions hasn't been established despite running several years at my FLGCS, I feel this was a wise course of action. Plus, this was easily the best Shadowrun Missions session of the year; and without these I don't think everyone would have enjoyed it as much.
Loot!
Over in Adventurers League, there's much gnashing of teeth over loot. Shadowrun Missions doesn't really have a hard fast rule over plunder. Was your group lucky enough to acquire some? Do you keep it all? Do you sell it? SRM turns a blind eye; and the campaign is better for it. On the side, we've gotten better regarding to time management fencing it.
Prepped visuals and narrative enhanced and improved game flow
One benefit of the delays is the GM had plenty of time to prepare visuals and decide how narrate some portions of several mass combats. Either that or experience is paying off as Season 8 has required many combat encounters to be narrated in order to speed the game along. I'm a theater-of-the-mind guy but I have to admit miniature use made the session.
Use of the full complexity of first aid/heal spell rules were used
First aid rules have been glossed over quite a bit too the point we often forget tables exist. We also haven't had too many encounters where magical healing was significantly needed afterward. Not so tonight. Really did impact the game.
That's all. My remaining Five Take Aways will be D&D 5E related.
Happy gaming!
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!
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.
Tuesday, September 25, 2018
Five Take Aways from Shadowrun Missions on 9/25/18
Huzzah! After months passing without playing my Shadowrun Missions character Nox, tonight on Tuesday Night Game sessions at my FLGCS we finally did so. We were a little rusty especially with a couple of relatively new players. Yet, not as rusty as we've been after past the hiatus or two. The eighth and final season of the Chicago arc is definitely heating up. If the next mod or two were to begin In Media Res (start with action), I wouldn't be surprised. Learned the hard way that not preparing for any eventuality leaves my character at a disadvantage. Well, I am kind of exaggerating there as only my play style was impacted...
If you read yesterday blog entry, I did use reagents quite a bit this session. My combat mage did attempt to bind a couple elementals spending a Middle lifestyle's worth to do so. The one elemental played a pivotal role... Boosting spell limits with reagents had a moderate effect. Nothing too earth-shaking; but the original limit imposed by the spell's force was exceeded on both occasions.
Now the follow-up to yesterday's blog entry is out of the way AND the focus is off me, here's five take-aways from tonight's session of Shadowrun (5E) Missions.
Never leave home without grenades or an ambulance-rigged with autodoc - If you ever saw the series Firefly/movie Serenity, there's a scene involving Reavers when Jayne says to Mal 'Don't you wish I brought some grenades!' Shadow runs involve discrete missions. Setting-wise, grenades are a bad idea. A very, very bad idea. However, once again, without one of PCs carrying grenades (and a lot of C4!) we wouldn't have gotten far in the module. A different PC's character drives a converted ambulance equipped with autodoc (a device that's kind of like bacta tank from Star Wars), which helped quite a bit and could've helped more.
So if I attack an opponent while moving past, my opponent can't attempt to strike me and halt my movement?! - As D&D 5E rules, we're well aware of opportunity attacks when opponents moves by. Furthermore, some abilities grant the ability to halt movement. Shadowrun has an interrupt action called Intercept whereby a character can spend a portion of initiative to melee strike the moving character and potentially halt their progress. We've used that to great effect against NPCs as have NPCs done so to PCs. Well, there's a loophole to that rule. Very first sentence states that if a moving character doesn't attack them then... Major revelation.
If a blow knocks me prone, my wounds can prevent me from standing?! - Speaking of another rule we discovered tonight, we learned the potential difficulty inherent in standing prone when injured. After a PC was knocked prone by a sniper's bullet, we learned not only is it an action to stand but an attribute test modified by wound penalties is required to stand! Really affected the tempo of the scene...
A one-two combo of spending then later burning the same point of Edge leads to a heroic feat - One of the new PCs had to spend a point of Edge in order to carry a downed NPC out of a dangerous situation. Unfortunately, due to the Intercept interrupt action, said PC was placed subjected to a potential attack which would have impeded his progress with the hapless NPC. The player burnt the PC's spent Edge point to NOT be hit by the attack. By the game mechanics, the PC would not have evaded the attack otherwise. Very cool indeed.
Narration is a great way to speed our progress through the module - Its hard to tell if our rust and/or experience is what slows our progress through modules. Coupled with increasing epic scope of Season 8 Chicago modules, our table simply won't complete a module within a four hour time limit. The GM bypassed many encounters by narrating the outcomes based on input given by us. We'd easily spend multiple sessions if we played out every last scene. Not an option for us.
Once I actually blog my game reports, I did something new. Using my smartphone, I took photos of some of the combat scenes as we weren't using theater of the mind. Really should have snapped pictures sooner as describing the action can be a pain otherwise.
That's all.
Happy Gaming!
Next time.
Tuesday, August 28, 2018
Five Take-Aways: D&D 5E AL 8/28/18
If you recall, on Sunday I stated tonight's Shadowrun Missions event was cancelled yet would be willing and look forward to playing a session of Adventurers League using the fifth edition rules of Dungeons & Dragons. Well, the session is over and in the books or logsheets to use the AL vernacular. While I didn't planned to when I arranged to be able to game, it means I was once again able to play D&D for an unexpected fourth time during 2018. Without further ado, here's my fourth installment of my Five Take-aways for Adventurers League (AL).
DM makes or breaks puzzle modules - I played tonight's module with a different character (PC) previously. Quite sometime though so despite recording notes for a game session I've procrastinated on blogging, there really wasn't much meta-gaming on my end with any of the puzzles. The stuff I did recall through sheer circumstance my foreknowledge didn't alter my play albeit partially cause my PC had reasons to extreme cautious by that point. Heck, I almost repeated a foolhardy move I did prior! All told I enjoyed this repeat more than the first because of how the DM ran the module and the puzzles. Many of the puzzles/traps were more obnoxiously dangerous because the solutions required dumb luck or happenstance. All while being worn down in the process. The DM provided a sense of urgency by either upping or decreasing the threat urgency and thus motivating problem solving. However, we still finished a two-hour module after three hours though
Placing the PCs into faux-initiative order during tense situations keeps the pace going - As players whenever we roll initiative the game signals, 'hey this is a fraught situation!' and we act accordingly. This is an example of how a scene was played faster this time than the last time I played through it. Granted, the DM created an atmosphere where the clock was ticking so that helped too.
First time I sat at a table with an AL illegal PC - Adventurers League forbids Neutral Evil and Chaotic Evil PCs. The forbidden evil alignment PC didn't break the game largely due to the gross misunderstanding many have over alignments. Despite the player's grumblings Lawful Evil would have sufficed. What was really frustrating was being demanded to furnish proof! Which kind of leads me to...
May very well have encountered the first player that I would prefer not to play or DM for - Full disclosure: the player in question has probably every week so far this year. Compared to my whopping four times, I understand why he wouldn't consider me authority. However, I knew the alignment restrictions before I began. Downloading or reading online the player's packets isn't difficult. Also, I did get rules issue wrong. After checking, I apologized for my error. However, I shouldn't have to provide concrete sources while he doesn't have to! He also struck as very belligerent. Maybe we just don't click. However, I don't want to deal with someone that I must operate professionally with to play a game. If we were mustering ourselves, I wouldn't muster with him. While I haven't DM'd for Adventurers League yet, I already know I wouldn't want to DM for him. I am a stickler for some things... Maybe DMing in AL isn't for me...
Arcana skill is more often than not a must in Adventurers League - No skill comes up in Adventurers League play requiring proficiency as the Arcana skill. Sure, you can stumble around without it. However, if a table doesn't include one PC with that skill figuring out the solution to some magical traps/puzzles become difficult if not downright impossible. Could be the modules I've played but Arcana proficiency is among the few consistently enforced.
Happy Gaming!
Next time.
Tuesday, July 31, 2018
Five Take-Aways: An Unexpected D&D 5E Adventurers League End of July Session
Tuesday night. The final Tuesday night of July. So Shadowrun Missions at my FLGCS Organized Game night, correct? Unfortunately, the misfortune plaguing Shadowrun during 2018 strikes again. Hopefully, next month we play once more... Emphasis on 'we' as I've missed several modules over the last year and a half.
Fortunately, the open RPG game night the final Tuesday of the month long since morphed into a replay day for D&D 5E Adventurers League Modules. Since we advance warning Shadowrun may very well be cancelled, I brought my D&D PCs. Meaning I got to play D&D for the first time in months. March 6th to be precise. Hadn't played Dungeons & Dragons in roughly five months! Feels good. Also means...
Here's another installment of my Five Take-Aways for D&D 5E AL! My third such during the year 2018. Wow, I have only played Dungeons & Dragons three times all year! Yep, no home games when not playing Adventurers League.
Five Take-Aways D&D 5E AL July 31st, 2018
1) Looking forward to Season 8 doing away with tracking experience points - The table I played at was Tier 2 (levels 5 - 10) with a potential of six players. One player hoping to advance a PC to Tier 3 dropped out and joined the Tier 1 table because with six PCs not enough XP would be awarded. A player hoping to advance to another TIER delayed PC advancement because a table of 6 deprives too much XP. Xanather's Guide to Everything introduces an experience point-less system of character advancement, old-timers would recognize it resembles the story award concept, and beginning Season 8 AL adopts a variant. A subject for another time; but tonight serves as another example why changes need to be made especially as regards mustering tables for AL events. The participants at my FLGCS aren't too picky; but still...
2) A party comprised mostly of a single class can be quite fun in an AL mod - Before the evening started, a regular remarked how fun having a table comprised of a single class could be. Coincidentally, my table comprised of four barbarians (granted none were alike but all shared the same class) and a sorcerer/warlock is fairly darn close to a table of all barbarians! Fortunately, the module didn't punish us for being mostly barbarians. A group of raging PCs was quite fun to play indeed. Furthermore, everyone got a chance to shine.
3) Appreciate sorcerers Twin Spell much more: Whether it was on Haste or Dragon Breath, the sorcerer player used Twin Spell metamagic to effective use. Other players have twinned spells quite a bit before. Just sunk into the ole noggin the tactic/ability is all.
4) Despite practically four or five months not playing D&D 5E, I didn't lose a step - Rather surprised I didn't forget much of what I knew about playing the latest iteration of D&D 5E nor how to play my Tier 2 PC after months not playing D&D. Yes, I've been a gamer for decades. Not what I am referring to. Sometimes you miss a step or two when you don't play a game for awhile. Didn't. Really speaks to the accessibility of the fifth edition rules. Once you grasp the fundamentals of the game and your PC you're golden. Sure, I had a hiccup with some rules. Not because I forgot but because I really haven't spent much time reading and mastering the rules. Kind of a throwback to when I started in the hobby when I didn't own a Player's Handbook. Does explain why I enjoy 5E so much...
5) The DM gradually revealing the "dungeon" was nice touch - The environment our PCs were exploring was such our characters would have no clue the nature of each location or how they relate to each. A dungeon exploration module in a nutshell. Just not framed that way. Rather than describing the dungeon or drawing the dungeon as we went along, the DM covered the map and gradually revealed portions as we explored. Don't see the approach often so it merits mentioning.
That's all.
Happy Gaming!
Next time.
Tuesday, June 26, 2018
Five Take-Aways: Shadowrun Missions (5E) 6/26/18
Last Tuesday night organized play gaming event at my FLGCS I attended was back in March. Shadowrun Mission events were cancelled the last couple months. After a two month delay, there finally was another Shadowrun Missions event at my FLGCS. Tonight, not only was able to play Shadowrun, but participate in playing on Tuesday night at my favorite local game and comics store!
Know what that means?
Another installment of my five take-aways!
Experience level gap isn't detrimental - Many among my group of players have been participating in the Chicago for all 4 seasons now. A couple PC's karma totals qualify them for Prime Runner status. Neither of us (yes, my combat mage is among the two) considers our characters Prime Runners cause of choices made although I could see our characters potentially become unbalancing if they were involved in the Neo-Tokyo arc. There a PC who've been used in multiple modules. Tonight, a new player with a brand new PC not only started this module but thrived. None of the less experienced characters burdened the more experienced ones. Really can't claim that with D&D.
Smoke sucks for human spell-slingers - My human combat mage's attack spells were countered because one combat occurred in a smoke-filled area. Rolling half my dice, or close to, hurt my PC's effectiveness substantially. Unlike previous combat encounters, may character didn't have the time nor was it advantageous to bypass the situation visually by using astral perception.
Couple abilities led to some feel-good impact - Back when I selected the metamagic technique of spell shaping, the table consisted of several close combat fighters. One module afterward and the table shifted to 'bring a gun to a knife fight' crowd. Other circumstances there were too many friendlies. Tonight, spell shaping meant a PC who really couldn't afford any friendly fire didn't catch any. Later on, my hermetic magician used the last service of his bound water spirit's illusion power of concealment to aid the group sneak by in a tricky situation. The GM adjudicated the power as aiding a test. Otherwise, the situation was written mechanically that the power's influence was superfluous. Still, the concealment power boosted our confidence anyway.
Composure was taken for granted - Up until this module, Composure tests were infrequent and the result didn't feel like they made or broke a module for PC or table. After tonight, no more! I suspect Composure rolls will continue to be of importance as the Chicago arc finishes for us. May have to increase the corresponding attributes...
Mages and spirits are truly anime-watch-me-build-up characters - The decker really was ineffective for one pass until he could hop into hot-sim and deal with the more Matrix vulnerable characters. Okay, the opposing decker's failure to mark the decker PC aided substantially so perceptions could be colored. The ranged characters whom are built like snipers lived up to one shot, one kill mantra. Our troll tank could just tank and pull out a LMG to drastically tilt things. Okay, the face adept didn't decisively impact any of the battles but everything meritorious didn't require much time. My magician and summoned/bound spirits required time to buff up so to speak. Visual penalties? Do I have time to spend a pass astrally perceiving? Is it worth the risk? Many spells work best with prep time. Spirits? Did I have the spirit called to me? Is the spirit on the appropriate plane (physical or astral) to engage an opponent in combat? Would the snipers kill the opposing NPCs before I could go through the command protocol or the spirits have time to act? Spell-slinging/spirit commanding magicians are literally like the anime character standing there powering up.
Anyway, those are my Five Take-Aways from tonight's Tuesday Night Game.
Happy Gaming,
Next time.
Tuesday, March 27, 2018
Five Take-Aways: Shadowrun (5E) Missions 3/27/2018
Once again, the final Tuesday of March came meaning my FLGCS hosted its monthly Shadowrun Missions event as part of Tuesday Night Gaming. Furthermore, tonight my FLCGS Shadowrun Missions group began the first installment of the final season of the Chicago arc. An apocalyptic beginning it was. So without further ado, here's the third Shadowrun Missions Five Take-aways of 2018.
My Epiphany from yesterday was more prophetic than I thought - Yesterday, I blogged about how PCs possessing both vehicles and vehicle skills is a must in Shadowrun Missions. This Tuesday night we learned that lesson in spades. Either a gearhead or vehicle rigger would've been much appreciated tonight. Thankfully, the GM didn't impose a crash test as a consequence of the one failed role.
Learned when auto damage occurs when critters Engulf - My combat mage's summoned and bound spirits have Engulfed opponents several times. Until tonight, I must've glossed over the portion of the text that states during each action phase until escape. Otherwise, the spirits were inflicting engulf damage on their turns. May want to brush up on the exact definition of action phase...
We play SRM mods as if they were D&D 5E AL mods: This Tuesday really brought home the realization that we've been playing as if we were playing in Adventurers League. In Adventurers League one can shamble along without any significant consequences. Not so with the eighth season of Shadowrun Missions. The final season of the Chicago arc will burn you hard for it. We've been lucky so far. Spoilers, we succeeded but at cost to our PCs storyline-wise (and for some point-wise too).
Background count, drain, and my slow learning the process regarding 5E magic rules have hindered my proficiency playing a magician - In hindsight, quite a bit would've developed differently if I played my combat mage like I role-played my magician characters in third edition. Admittedly, I developed character quirks that make my combat mage less effective so that's part of it. However, astral rules elude me. Just don't have the confidence with them that I used to. Granted, the combat mage template doesn't jive well with the astral rules either. In third edition, drain was mitigated much easier. I'm lucky when Nox doesn't take drain damage during an entire session when he would resist drain. Background count has also deterred me from taking actions that I may otherwise try. And my PC has Cleansing metamagic too!
During Season 8 expect the possibility of PC death at anytime during a mod - Previous modules from earlier seasons of the Chicago story would follow a pattern. You never had to worry about an encounter potentially killing your PC during the beginning. Sure, some combat could have gotten nasty but nothing too bad. Tonight, we avoided our a TPK during what we thought was a role-play encounter. We're talking early in module.
Thus ends my latest edition of Five Take-Aways.
Until next time I game on Tuesday.
Tuesday, March 6, 2018
Five Take-Aways: D&D5E Adventurers League March the 6th
Finished my second Dungeons & Dragons fifth edition session in the organized play campaign of Adventurers League for the year at my FLGCS tonight. So without further ado, here's the second D&D installment of my Five Take-Aways!
Don't often spend as much time discussing PC builds as playing a module - I'm fond of paraphrasing Boromir in that one does not simply an Adventurers League module in the time allotted. Two hour modules simply aren't completed within two hours. Ditto with four hour modules. Tonight's module was a rare exception. We finished the module within two hours. I'll repeat. The module ended after two hours of play. Quite astonishing! Was going to call it a night. Instead, another player and myself spent roughly another two hours providing advice to a new player on relatively unique PC build. Unique to me anyway as I've never encountered such within AL. Granted, I haven't played many Tier 2 (levels 5 - 10) and up modules so that may be my limited experience.
A New Respect for Ray of Frost - Prior experience with the cantrip Ray of Frost didn't involve opponents with very low speeds. Tonight, we encountered such and repetitive use of Ray of Frost locked the opponent down. Changed the tempo dramatically.
Witnessed my first extensive use of the spell Witch Bolt - Prior to tonight, Witch Bolt would occasionally be used. However, I've never seen anyone base their entire battle strategy upon it. Frequently, the spell would be disrupted or the player would drop concentration. Also, the PC rarely moved around. As such, I didn't know there was a tether-like effect limitation. Gained a new appreciation of the spell.
Never knew Kobolds had a grovel ability nor how it worked! - I've sat at tables with kobold PCs before. Pack Tactics is the bomb. Don't recall ever seeing the ability groveling used. Perhaps it was because the kobold PC at the time was busy using its action to attack. Thus, too busy to grant others advantage? Difference between Tier 1 and Tier 2? The PC was also first level too...
Think every Ranger I make whom uses Xanather's will prep Zephyr Strike... - Bought a copy of Xanather's Guide to Everything shortly after the book came out. During that time, I barely looked at spells. As Ranger hasn't been a class I've anticipated creating a PC in the near future, ranger spells certainly haven't been on my radar. As such, the spell Zephyr Strike escaped my radar. After witnessing the spell used to devastating effectiveness tonight, the spell is a must for pretty every ranger I would make that uses Xanather's as its +1. My very first exposure to the D&D ranger was Drizzt Do' Urden from Salvatore's novels. Highly mobile rangers, especially front-line rangers, is how I view the class. May revist my Drizzt clone now haha!
Gibbering Mouthers can be used in creative and evocative fashion - I remember Gibbering Mouthers since the days of the AD&D 2nd edition Forgotten Realms box set. While quirky, I never quite got them and considered the monster bland. After tonight, not the case. Not only can they used in a unique and creative manner, such as a wall, but convey a more epic ambience from their utterances.
That's my Five Take-aways from Tuesday, March 6th playing my second D&D AL session of 2018.
Oops, lost track of the number take-aways! Provided six take-aways and not five. Got carried away I guess!
Happy Gaming!
Next time.
Tuesday, February 27, 2018
Five Take-aways: Shadowrun Missions 2/27/2018
The 27th of Tuesday, was the final Tuesday of the month. Final Tuesdays are when Shadowrun Mission events are held at my FLGCS. So with another Shadowrun Mission session out of the way, here's the second Shadowrun installment and third overall installment of my Five Takeaways.
Shattershield is an awesome spell - My combat mage only knows spells from the core book. As such I am mostly familiar with those spells. While own a legal PDF of Street grimoire (SG), my knowledge of the spells is minimal at best. Tonight, a new player played a mage with the spell Shattershield from SG and used it to phenomenal effect. Really elevated the spell in my eyes.
Spirits are what make magicians formidable opponents - Spirits played a pivotal role in two combats. Two combat encounters would've ran different otherwise.
Hard to see a bound spirit go - After three SRM seasons, the final service of the fire elemental bound to my combat mage was finally used tonight. Rather touching. On the other hand, the fire elemental went out on a high note.
The seasons of Shadowrun Missions end on an epic note - Every season ends on a bang. We finished the 7th season and wowza!
Mana barriers don't affect living things unless something magical is about them - Actually learned we may not have been running mana barriers correct this entire time. Really changed the outcome of one battle.
That's it for this session.
Happy Gaming!
Next time.
Thursday, February 22, 2018
Belated 5 Takeaways from 1st D&D AL of 2018
On the first Tuesday of February 2018, I participated in my first D&D 5E Adventurers League (AL) module, and first D&D session, of the year. So this second Five Take-away, but first for AL, is being blogged much, much later than planned. In my defense, I was busy...
Wait, Bards Rely on Being Heard?! - In hindsight, Bards relying on their targets hearing them makes perfect sense. Yet, I didn't realize just how much a Bard relies upon their opponents attack spells in order to hurt them until this session. I learned this for reasons I will elaborate upon later...
I Have Access to Night Vision spell, Will Use Torch Instead - My tortle monk whose level 4 follows the Way of Shadow (he is a ninja after all). As such he has access to the spell Night Vision. Once again, he used a torch instead of casting it. Difference this time is I forgot to cast it as maybe only one or two other PC needed light to see. So the ninja was carrying a torch. Made an interesting visual when he tried hiding holding it aloft...
Monks Like Short Rests - I wasn't playing the only monk at the table; and both characters had Qi points. Qi points we used. Qi points we realized we could have would have should have refreshed entering the final battle. At the point I told the new player 'Oh yeah monks regain Qi after a short rest.' Not one of my finer moments as a more experienced player...
Eagle Totem Barbarians Should Not Recklessly Attack When Moving About
As far as I can recall, this was the first AL mod I played when the totem barbarian followed Eagle and not Bear. During combat, the barbarian seemed to follow the strategy of Reckless Attack All The Time. The exception was when he moving past or away from enemies. Considering doing so would negate the ability of Eagle, it makes sense.
Way of Shadow Spellcasting Played a Decisive Role in a Battle!
Much like this was the first time playing an eagle totem barbarian, this was the first time that the Way of Shadow abilities played a pivotal role during a module! As we began our final battle against what he suspected was a spellcaster, my ninja casted Silence upon them. Thus, their spell-casting was neutralized! The DM made it well known the complexion of the battle was altered significantly due to this. Oh yeah, remember the first takeaway about bards? Yeah, this is where I learned that... All worked out in the end. The Bard got to do some cool bard stuff after all. Plus, did we die?
Should be more on time with the next installment of Five Takeaways, which I will blog next week.
Happy Gaming!
Next time.
Tuesday, January 30, 2018
Five Take Aways From 1st Shadowrun Misssions of 2018
Tonight marks four milestones. First, this is the first installment of my Five Take Aways for 2018. Leads to the second milestone, which is first table-top role-playing session during 2018. Today's third milestone is playing fifth edition Shadowrun via Shadowrun Missions (SRM) organized play for the first time during the year 2018.
All leading to final fourth milestone and most important in terms of this blog. What you may ask? Why tonight is the very first Tuesday Night Game session that I have both played and blogged about in years. Since 2010 in fact. Every time I've gamed, it either wasn't on a Tuesday nor was it a part of regular gaming session held on Tuesday. As such, there was no Tuesday Game blogging at all. Tonight that all ends. For the forseeable future, all organized play events, whether AL or SRM, at my FLGCS will occur on Tuesdays. For me, the Tuesday Game is back. Just in a radically different format.
Moving past all the milestone talk, here are my five take aways from the first Shadowrun Missions session I participated in during 2018.
We are never going to give a SRM module justice within a four hour window
As organized play occurs at a FLCGS during evening hours, we're limited by how long the store will allow us to play. In addition to moving the day to Tuesdays, the store decided it will firmer on how long organized events can run. SRM modules are billed as four events which include extra material for home games. Shadowrun 5th editions is a once a month game. As such, our group and GMs don't possess the mastery of the game to accurately gauge what can be cut, what can included, and what can be sped up. Basic rules mastery just isn't there. Tonight's GM stated he cut several things yet that wasn't enough. Several events toward the end required simplification. Otherwise, we never would have completed the module.
My understanding of the magic and spirit rules weakens magicians
Frequently, I jest how little my magicians can do under the current rules. I'm starting to suspect much of that is due to both a limited knowledge of the total magic system and regimented interpretation of those rules. My strict interpretation may be too restrictive. Plus, I still need to reference basic rules. Unfortunately, I am the expert within my group. Really think the rules would benefit from more examples.
Need to bring my other rulebooks on either tablet or smartphone
In addition to the core book, I own both Rigger 5 and Street Grimoire as PDFs. However, neither Street Grimoire nor Rigger 5 are accessible on either tablet or smartphone. Only on computer. Which is at home. Not at game. So when I glance at a spell I am not familiar with I pretty much have to guess what it can do. Such as tonight.
Game play didn't suffer until we started rolling dice regularly
Reflecting on tonight's session, the game went much, much more smoothly when we weren't rolling dice as much. More role-playing. Less rules reference. More immersion. Then we started rolling dice and referencing the rules. Game slowed down. Arguments cropped up. We started what I would call the final combat encounter with an hour and half of game time remaining. Most of us got were cracking jokes about how important our characters were once the module was finished. Looking back, I feel the both the rules and dice roll results were a deciding factor in the 'my character didn't do much' perception.
Why not prep the modules as a four hour done-in-one-session home campaign fashion?
Once Lone Star reinforcements arrived (yeah the drek hit the fan chummers), I was like we're done for. Since we were short for time and the GM really didn't like the dancing on razor blades nature of the module, the scene wasn't ran as harsh as it could have been and much was glossed over. While driving home, I couldn't shake the sensation our group would have too much difficulty playing these modules at a convention. You know what's different between our group and a convention? One we play once a month and Shadowrun is an experimental game for us. We're not hardcore fifth edition Shadowrun players. This is once a month for us. Second, our group is fairly consistent and includes roughly the same PC mix. The GM knows the players, their play-styles, and the PCs. GM can adjust in advance for how we'll play and roughly what our PCs can do. As we're a close knit group, the GM isn't going to have the attitude of 'Oops because you didn't succeed at this one roll, you've failed the mission.' If something seems ridiculous to the GM about NPC opposition, then modify or don't use it. Double if the GM isn't sure how something works. On the other hand, failure and PC death/removal from game is a part of Shadowrun...
Those are my 5 take aways from tonight's session of Shadowrun Missions.
Monday, December 18, 2017
Not Quite 12 Days of Blogging: 5 Takeaways from Final Shadowrun Missions Event of 2017
Took yesterday off from blogging but I am back for the second installment of my Not Quite 12 Days of Blogging. Today's won't be Christmas-themed but I never said every post would fit the Yule mold. Tonight, we played our final session of Shadowrun (5E) Missions at my FLCGS. Time for another segment of 'Five Takeways'. Both the first and last for Shadowrun Missions (SRM) during 2017.
Happy Gaming!
Next time.
- SRM Street cred assisted item availability assumes long-term play - Through the grapevine, I heard the new SRM arc after the Chicago arc will lead to players starting over with new PCs to play non-prime runner modules. However, if you peruse the FAQ, PC can use their adjusted Street Cred to reduce the Availability rating of items. Street Cred mechanic already mandates the PC has been around for a while as it's base equals total karma divided by ten. SRM's adjusted Street Cred used for item purposes rule divides that result by another ten. We're talking runners with total karma in the hundreds here. Prime runners in fact. Going into today's session, I was going to use Nox's Street Cred to reduce the availability of Illusion Spell Formula then buy hits to simplify purchase. Upon discovering the math wouldn't be as simple as I thought, I abandoned the idea.
- Straight Combat PCs suck at non-combat modules - Today's module was pretty much a non-combat module. The parameters of the run were such that any combat would ultimately lead to failure. Both my combat mage and the drone/wheels/decker-assister rigger didn't contribute much...
- Binding Your 1st Spirit in Missions Feels Special - If you've read the rules for binding in Shadowrun 5th Edition, Binding is difficult for PCs well-skilled in it. My combat mage began the Missions with no skill in Binding whatsoever. Going into this session, I finally improved Nox's Binding skill to 5. Before the start of the module, I attempted Nox's very 1st Binding test. He succeeded Binding a Force 6 spirit. With 4 net hits too!
- Using Spirits in Creative Ways is pretty fun! - Speaking of Nox binding his first spirit, he actually used the spirit this very session. Remember how I said it was a non-combat mod? The spirit wasn't used in a manner where die rolls were needed. Rather intuitively obvious manner too using the elemental's create element power too but one I would never think to do if combat was the option. Other buying a couple minor items that other PCs used to dramatic effect, this was Nox's major and virtually sole contribution to the success of the run during this session.
- A more liberal use of buying hits would have sped up play considerably - Buying hits is basically dividing a PCs dice pool by 4 to acquire one hit. Doing so foregoes dice-rolling speeds up play. Previous SRM sessions generally lasted quite awhile. Ironically, our final SRM session of 2017 was placed under a serious time constraint compared to previous sessions. Plus, we had a late arrival whom required debriefing. Towards the end, the GM started allowing buying hits, which the sped the game up during crunch time. Think our sessions would proceed much faster if our group incorporated buying hits more. Although I suppose less poker face with challenge difficulties would encourage buying hits more often too...
Happy Gaming!
Next time.
Tuesday, December 12, 2017
5 Takeaways From Final D&D 5E AL Session of 2017
Monday, December 11th holds the honor of being the final Dungeons & Dragons 5E Adventurers League session that I will participate in at my FLGCS during the year 2017. Not only will this be second of my 5 Takeaways for AL (and in general) but my last such for D&D. Everything goes right, barring winter related hiccups, next week's will be Shadowrun-related.
Five Takeaways for 12/11/2017
- DM Adjudication and Flexibility Made the Session - Was a fun game to play in. Much of that was because of how the DM adjudicated the rules and rules related to the session itself. Plus, the DM altered the nature of one encounter such that it followed the preceding encounter much more organic than otherwise.
- I Love Being a Tortle!- As an example of the first takeaway, the DM allowed my PC's using his tortle ability retreat into his shell to have a much, more positive impact than the encounter's rules would have allowed. Coolest tortle moment for the PC yet!
- Firbolg-Tiefling pile - Following one of the coolest ad hoc moment of the module (all to due PCs except mine coming up with ingenious solutions), the tiefling hanging from an overhead rope bridge dropped down into the arms of the firbolg PC underneath. Both failed their Athletics/Acrobatics checks and tumbled into a pile. Table erupted into laughter. Fun times.
- Tiefling-Demon-hunting Paladin rivalry - This may be the second or third module both the tiefling and paladin adventured together with. The paladin has a problem with tieflings. Meanwhile the tiefling enjoys antagonizing the paladin. At one point, the tiefling tossed a child (who had caused trouble for the paladin) from a rope bridge down toward the paladin to catch. Later on during a combat the tiefling pretty much saved the paladin. During another fight, the paladin dispatched some foes that were battling the tiefling. Swear once I blog the game session re-cap, half the write up will be devoted to these two.
- Feeling better about basic monk abilities but not much the more ninja-related ones - Yep, my tortle is indeed a monk following the way of shadow, ie ninja. Felt I had a better grasp of and utilized the basic uses of Qi during this session. Didn't Flurry of Blows when I should have dodged or any such. Didn't feel I used an unnecessary Step of the Wind. On the other hand, I haven't used any of the Way of Shadow stuff yet. Playing next to a rogue, I feel it pales in the stealth department. Even choosing the Skulker feat, I'm not quite feeling the shadow warrior concept yet...
That's it for now. Happy gaming!
Next time.
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