Posts tonen met het label 4th edition. Alle posts tonen
Posts tonen met het label 4th edition. Alle posts tonen

maandag 9 januari 2012

DnD Next: A new edition of Dungeons and Dragons

The word is out, Wizards are working on a new edition of Dungeons and Dragons. After Basic Dungeons and Dragons, Advanced Dungeons and Dragons, 2nd edition, 3rd edition, 3.5 and 4th edition, the stage is now for DnD Next. Below are some of my favorite comments on the news (will add new ones when i find new favorites): Personally, I'm excited to see where this goes. I'm a big fan of 3rd edition (and Pathfinder for that matter), and never really cared for 4th edition. I'm excited to see where the player input is going to take us. I'd love to see at least the following points:
    to see a rule set that is very basic and sparse, and that is expanded with extra, optional rules. This would set back the trend of overregulating in pathfinder and 4E, and still satosfy groups and DMs who like to play with a large body of rules.
  • Respect for the content of previous editions.I understand that support for settings as Al Quadim and Ravenloft is not commercially viable, but I would like to be able to integrate the stuff into my campaigns with not too much effort.
  • I'm a big believer in the OGL. I think that the major revival of RPGs in the last 10 years is thanks to this mechanism. I hope Wizards bring it back
  • I hope they let go of the tight integration with a battle map. I don't like playing with miniatures too much, and to my taste this gets too much emphasis in 4E
I like the following quote from the original wizards article:
Our mission is to ensure that D&D enters its next 40 years as a vibrant, growing, and exciting game.
A great positive thing about todays news is the amount of commitment that Wizards shows to the future survival of Dungeons and Dragons. If you want to join the discussion, Twitter is on fire at the moment. Look for the hash-tag #dndnext. And look at the #5Erumors hashtag for the more humourous contributions UPDATE: Enworld is collecting al the information about the new edition on a single page

vrijdag 15 april 2011

Review: Kobold Quarterly 17

This month, the 17th number of Kobold Quarterly was released. For those of you unfamiliar with Kobold Quarterly, Kobold Quarterly is a quarterly magazine focussing on Pathfinder, Dungeon and Dragons 4th edition, Dragon Age, and system neutral materials. Since the demise of Dragon, it is the sole torchbearer of quality RPG magazines.



Kobold Quarterly 17 is packed with ideas and resources for your games, review of fiction, and questions and answers. A few highlights of issue 17 are:

Rules for archenemies
This article from Michael Kortes describes a series of rules to make the recurring villain in your campign even more memorable. A really nice approach is to give characters certain benefits, such as improved diplomacy when aquiring information on the villain, or an extra 5 foot step to represent the extra mile characters are willing to go to slay the villain.

Interview with Jeff Tidball
The interview with Jeff Tidball (twitter) focusses on the practical aspects of game designing and working as a freelancer in the games industry. Very valuable to see a little bit of the inside of the industry.

Secret of the Four Golden Gates
This article describes new societies and new items for monks. A monks weapon that is presented in the article is a magic prayer wheel. Somehow it's a funny thought seeing a monk beating the living daylights out of a drow using a prayer wheel.



Fireworks
Jonathan McAnulty writes an article on fireworks, and the magical effects they can have. These effects range from being blinded to sustaining damage, and finding the way north in the wilderness.

Kobold Quarterly shows that there is an important place for print or PDF magazines in addition to all the online content that is out there. The articles and artwork in this issue generally are of a higher quality and higher editorial standards than blogs and other online content.

Kobold Quarterly is available in print and pdf

maandag 14 februari 2011

Review: Soldiers of Fortune by Matt James

Soldiers of Fortune* is a new book by Matt James, written for the Midgard campaign setting, for Dungeons and Dragons, 4th edition. The book is published by Open Design LLC, also known as the publisher of Kobold Quarterly. The topic of the book is warfare, a topic the author, a decorated Army veteran, is intricately familiar with. The book provides you with anything you need to play military characters or to run military games.



Campaign setting
The book provides a wealth of background information on warfare in the Midgard setting. The book explores the 7 stratagems of war. These stratagems, are the cental lore on warfare in Midgard. These maxims present timeless truisms about war and how war is to be fought. Naturally, these cannot be described without a reference to Sun Tzu's Art of War. On a smaller scale, it presents legendary generals, magic items, templates and even siege engines.

The book takes an interesting stance on mercenaries. Mercenaries are not considered as morally challenged, as they are in a lot of other settings. Instead, a mercenary is seen as neutral with respect to the conflict he is fighting for. There are mercenaries who fight for a good cause, and honor is an important aspect of the profession, but in the end a neutral alignment, rather than a good or evil alignment is what marks the true mercenary. The book also describes the mercenary culture of a number of Midgard cultures. This ranges from the efficient, and utterly ruthless mercenaries of the Grand Dutchy of Dornig, to the mercenaries of the city of Remulus (the remains of the once great remulan empire).

Military characters and campaigns
The book has plenty of rules materials for playing military characters or running military campaigns. This ranges from new feats, e.g., siege engine operation or layman's speech (the ability to be able to talk to the common foot soldiers in a manner they can understand) to paragon paths (e.g., soldier of fortune, veteran of war) and a new theme (not surprisingly: mercenary). The book also describes magic items, such as the legendary army banners of Midgard and their effect on the troops around them. The final chapter presents a collection of monsters, minions and templates. Again, this chapter has a strong connection of crunch with the overall setting. The templates in the chapter include that of Bold Commander, Devoted Body Guard, and Necrolord. The book finishes with a collection of siege engines, the ballista, cannon and trebuchet, complete with stats and requirements to use them.

Skill challenges
A particularly nice aspect is that of skill challenges as an abstract mechanism for actions on a multi-day timescale. The general mechanism of a skill challenge is to get a number of subsequent successes in skill rolls before the party fails at a number of challenges. I like that a party can succeed on a skill challange in different ways. For instance, in making a deal with a general of a competing army, the party must make a diplomacy check. If this diplomacy check would fail, however, the party can fight it's way to success on the session. Take for instance the skill challenge Command the Legion. In this challange you start out in an army and work your way up through a series of tasks and challenges to join the commanding ranks of that army. This skill challange takes the middle road between a potentially long and political campaign to play out the process of a career in the army, and simply stating the fact that the party has joined commanding ranks. Although the former would make an interesting adventure in it's own right, it gets in the way if you want your campaign to focuss on the military operation. The skill challenges that are described in the book can be as large as defending the kingdom against invading forces, by breaking the entire challenge into a series of phases. I especially like the phasing that the author makes, as it gives the feel of a large scale operation.

Integration of world building and game mechanics
The author describes that he is no fan of munchkinism. This is clearly visible in the book. The majority of game mechanics are accompanied by background and world knowledge, for instance as information that can be learned by a streetwise roll. Also, knowledge of history, and more important heraldry is used to get the upper hand in a battle. On a battle field, a skilled commander can read the enemy and adjust his tactics based on his knowledge of heraldry alone. An nice twist to this is the suggestion that an enemy can make smart use of the knowledge of heraldry if they can make their troops wear different colors. The integration of game mechanics with setting content really makes the mechanics come alive.

Adventure
In Chapter 6 the mechanics of the preceding chapters are taken for a ride in an adventure. The author gives the necessary ingredients for a campaign that can be run in a limited amount of time, or can be fleshed out to a long and intricate campaign. Depending on time pressure and tactics, players can choose to fight their way through cetrain passages or sneak their way around them, although choices are not without consquence. In the adventure takes a group of adventurers through all aspects of an unavoidable war, beginning at the initial events and preparations for war to the conclusion events following the grand finale. I really liked the endless minions challenge. In this challenge, minions remain to be added to the field until certain goals are met.

Conclusion
The book is a well-balanced book, offering crunch and fluff on several levels of abstraction. In addition, I like the integration of chrunch and fluff. Most technical parts have suggestions and knowledge associated with them to integrate them in the setting. The book is written originally to fit in in the Midgard setting, using 4th edition Dungeons and Dragons. However, a large part of the book is usable for other systems, sometimes immediately, sometimes after a little tweaking. The overall looks of the book are good. I read the PDF on my iPad. I never had any issues with the typography, the artwork, or the stylish embelishment on the pages.

Long story short, I had a good time reading the book and look forward to using some apects of in for my own campaigns. I can reccomend it, regardless of the setting or system you are playing, if you are looking for a way to include warfare into your campaign.

Shop till you drop
The book can be bought at the following links:
Print
PDF
And will also be made available on DriveThruRPG, Paizo, and e23.

*) A review copy has kindly been provided by the author