Showing posts with label Organized Play. Show all posts
Showing posts with label Organized Play. 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.

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.



Tuesday, April 30, 2019

Does the Threat of Imminent TPK Define Cyberpunk Gaming?



This is it. Tonight should conclude the Chicago arc for Shadowrun Missions at my FLGCS.


After playing four seasons of the Chicago arc, roughly five to six modules per, tonight those of us who've been playing the same character for years will play those characters for the final time tonight. Except as Prime Runners in Prime Runner-only mods - ideally... Next month, we create brand new characters for the Neo-Tokyo arc.


Sure, we received forewarnings the final season would be rough and the conclusion BRUTAL. As we began playing season 8, it certainly HAS. While previous seasons contained rough patches, overall there was sense of coasting. Season 8 has been 'will this frag my character?'


The visuals of each encounter have become quite the sight too! Like how some of the photos turned out too. While I was planning on blogging the session events sooner, I will actually blog them chronologically. Will be a fitting memorandum. Telling the adventures of Nox the Combat Mage and Co from their beginnings to their fiery end.


Cause I don't know if, let alone how, our PCs will survive the final module. Heck, the entire module feels like you're in the drek now. May you not get fragged.


If we were playing a level-based game, we'd just run away or avoid until we level up to confront the threat. Or we'd be level appropriate. In a storytelling game, this would be climax. Will our protagonists emerge victorious?


In Shadowrun, or any cyberpunk game, it's pretty much  you're hip-deep in drek. Accomplish your mission chummers and don't get fragged in the process. Oh, by the way, some poor PC will get geeked (i.e. killed). Can't have a dystopic future without PC deaths. Plus, TPK (total party kill) does fit the neo-noir vibe of Shadowrun.


Without the TPK vibe. If the gaming experience was more rose-colored, it wouldn't be cyberpunk.


Honestly, I wouldn't have realized this important revelation about cyberpunk gaming if I didn't feel my Shadowrun Missions Chicago PC along with the other PCs would ride into the sunset after tonight.


Now excuse me. I've got to update my player character.


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.







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.



Monday, October 15, 2018

SRM Combined FAQ ver 1.2 Is Like an Ad for Kill Code and Other Thoughts



After Tuesday, the next Shadowrun Missions Organized Play event at my FLGCS is mere couple weeks away. Chicago arc is winding down for us. The Neo-Tokyo rapidly approaches for our group. Catalyst released a Shadowrun supplement or two. Oh, the latest Combined FAQ released today. Among its highlights is enabling players of both the Chicago and Neo-Tokyo (yes, folks are playing Season 9 right now. We're a tad... behind.) arcs to incorporate the new combat and matrix splatbooks, Street Lethal and Kill Code, into their PCs.


For those who want to take a peek, here's Combined FAQ Ver 1.2. Since shared courtesy of Google Doc, I have no idea if they update the location with a different PDF. For all I know, my previous FAQ entry links to this version as well...


Thoughts


Reading the Kill Code section does a great job encouraging me to pick up a copy of the book. Or download as it's a mere ebook at the moment. Plus, it's not just for deckers and technomancers too. Wonder how cyberware such as Wired Reflexes is enhanced by something from a matrix book?! The prospect of  Technomancer groups similar to magical groups is pretty cool too.


Other changes of note...


The FAQ does point out Missions must deviate from Core Rules from time to time.


There's Shadowrun dice?! Sweet, my physical books count as NERPS!!! Awesome. Will come in handy in two weeks! Hmm, our group should make our own Shadowrun shirts...


Palming is addressed. Glad it's default-able in Missions.


Ways don't cost double Karma once play starts? Good change since PCs are confined to specific arcs.


Finally, PCs do have a specific list of chemicals they can use. Considering Neo-Tokyo's no gun policy the list may receive much use...


There's an errata for a Season 5 module too.


A nice incremental change here. Nothing earth-shattering but does expand options.


Happy Gaming!


Next time.



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.

Monday, September 24, 2018

SR5: Drams of Reagents Are Deceptively Expensive



If everything goes to plan, I will play Shadowrun Missions for the first time in months tomorrow. What better way to prepare than by updating my PC, Nox the Combat Mage, right? Yeah, I should've had Nox updated sooner but it beats updating the character tomorrow. How does that relate to tonight's topic?


Part of updating a character is spending nuyen. I've long come to the conclusion that magicians really should use reagents in Shadowrun, fifth edition.


Reagents are magical components by the way, which enhance magic or are required for specific magical skills such as spirit binding.


Normally, a mana-slinger won't need a ton of reagents to bolster spells or aid in summoning spirits. Improving the Force in drams on reagents won't drain the credstick. They're like pocket change, chummer. Spend more nuyen getting dirt from a contact.


Binding spirits, on the other hand, cost double digits per Force of the spirit bound. A magician's credstick won't be worth drek if multiple high force spirits are bound. A Force 6 spirit costs more than a low lifestyle in credits!


The summoner/binder magicians with multiple bound spirits can easily spend a High lifestyle worth of credits in reagents.


Mighty costly considering one dram is 20 nuyen.


Certainly explains why there aren't more than two bound spirits encountered at any given time too.


Definitely won't happen in Missions. Nox can afford it because the PC has been low cost maintenance.


So I have a new appreciation for the value of reagents and bound spirits.


Happy Gaming!


Next time.

Friday, August 31, 2018

Adventurers League: The Old Order Changeth!



Anyone who is followed the Marvel Comics series the Avengers is familiar with the phrase "The Old Order Changeth!". In all frankness, the same could be said of each season of Adventurers League. Starting yesterday, the 30th of August, Season 8 set in the urban sprawl of Waterdeep initiates the biggest change of them all.


Season 2: The adventurers go from Phlan to Mulmaster.


Season 3: Hillsfar replaces Mulmaster as the primary region. Oh, sanity loss is a major concern as the Madness rules are used a lot.


Season 4: Not only do the adventures leave the Moonsea area; but they leave Faerun altogether. PCs stumble about within the Demi-plane of Dread. Barovia to be precise. They're stuck there and can't leave until completing certain quest points.


Season 5: The focus of adventures leave Barovia unless they're unfortunate enough to be stuck there such as one of my PCs. I'd have to DM a couple modules to garner enough Downtime Days to free the PC. Been going on a couple years... but I digress. Anyway, the PCs operate within the Sword Coast. Region is dictated by level Tier.


Season 6: Regions, bah. We don't need to worry about a specific region. Let's go dungeon crawling instead!


Season 7: Bye, bye European environment! Jungle adventurers here we come! What, there's a death curse?! Death, pretty much means death unless you've reached Tier 3 Season 7 modules with a PC... Egads! Sure, came January, there was an opt out clause. However, you'd have to swear off much of the Season (Tiers 1 & 2). CCCs became... questionable.


Season 8: Huzzah! Resurrection magic is back again! Furthermore, plus PCs are once again operating on the Sword Coast. Waterdeep to be precise. However, Waterdeep is an urban sprawl compared to the Moonsea and is home to the mega-dungeon of Undermountain.


That, however, only scratches the surface of the changes. The experience, treasure, and gold system is changing. For example, under the old order, I wondered how a 5th level PC could afford to cast Revivify. 1,000 gold pieces is a luxury in Tier 1. After playing Tier 2 modules, the material cost is within reach. Under the new system, forget about it. You'll be lucky if a PC cleric has the resources to cast to Revivify!


A topic for another blog installment. I've only skimmed the rough draft of the new rules. Much reading awaits. Yet, a mammoth change invites further thoughts. So I will be blogging my opinion on them in the future.


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.



Sunday, August 26, 2018

SR5: So Magicians Can Now Shut Off Other Magician's Foci



We're nearing the end of the month so Shadowrun is on my mind again. After all, Tuesday Game Night at my FLGCS hosts a Shadowrun Missions event. More on that later...


Recently, I read portions of the magic section in the Core Rulebook that I really didn't bother too much with. The Enchanting section in particular. My Shadowrun Missions PC, Nox, doesn't possess any of the skills within the Enchanting skill group. Alchemy was strange, new, and something I wasn't quite ready for. As the Missions storyline progressed (and as I bought modules I had played during DM Day sale at DriveThru RPG...), I learned a magical trap was an alchemical preparation. Quick skimming conferred an Enchanting skill was required to disarm such a trap. My knowledge of Alchemy and Dispelling skills in a nutshell. Then with advent of Season 9 and the Neo-Tokyo reboot I embarked on a deeper dive...


Alchemy is neat but requires too much to worth my combat mage's karma at this stage. Unless there's a spellcaster at the table, I am not confident how well an alchemist would perform in Missions play. Although considering how I consider Sorcery is weakened in 5th edition, I may be overthinking Alchemy's apparent weakness too much.


Using Dispelling to disarm alchemical preparations set up as traps is cool. Much better than relying upon Counterspelling when the drek hits, eh? Can be used to shut off another Awakened's active foci within line of sight...


Can be used to turn off an active focus within line of sight?!


What a nice sustaining focus or weapon focus you have there, would be a shame if someone turned it off...


Yes, there's a contested role. Yes, there's drain involved. Yes, dispelling a focus is only a mere debuff. No, a threat won't be taken out directly.


However, I don't recall Magicians being able to shut off another's focus in prior editions of Shadowrun (Maybe they could in 4th...). Dispelling a focus is a means for a magician to deal with a magical threat in a fashion other PC's can't. You're summoned spirit is whirling dervish of death except against the adept with a weapon foci? The poor chummer better possess the power Killing Hands once you've turned it off. There's a magician with an active foci who has multiple magical effects going on? The sustained spell dissipates once the focus is dispelled. Their spellcasting isn't as potent you've target their power/spell foci.


The prospect of dispelling foci is a nifty enough trick that it's worth pumping karma into for my combat mage who in all practicality only has four more modules of play left. The conjurer PC, well a PC who summons and binds spirits better than my current PC, I am considering for the Neo-Tokyo arc would love to disarm antagonists armed with weapon foci to prolong his/her spirits' longevity.


Honestly, I wish I discovered this particular use of the Dispelling skill sooner. Hindsight's 20/20 I guess.


Back to the reason why Shadowrun is once again on my mind, Tuesday Night's Shadowrun Mission event? It wouldn't cancelled three consecutive months? Yeah... See August 30th marks the beginning of Adventurers League's eight season. As a consequence, all the DM's participating in DM's Quest rewards program have this week to finish up Season 7 modules. One of the players is among that number. Unfortunately, Shadowrun is pushed back another month. Again.


At least, I will be able to play D&D 5E AL again though!


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.