Wounds in games

So following up on my previous post about lingering damages after a near death… DMsGuildProductLogoLargeThere is one on the DM’s guild for that, so here is a review.

A review of Lingering Injuries by Damage Type by B.A. Morrier.

Content:

These are excellent tables, my only desire being I want longer tables. One of the best aspects of any RPG supplement is it’s ability to get the creative juices flowing and this certainly does that.

The ease of healing in D&D can often be viewed as unrealistic and exaggerated. The addition of more complications can help with that and ground this more, the use of these tables does so without introducing a significant slow down to game/narrative pacing which would make the game less fun.

I may have to work on making some expansions.

Presentation:

This is the only downer. So as a disclaimer, I have a degree in Digital Design even if I ended up in an entirely different career. So I can be nit-picky on some details, take that in consideration. The visuals are haphazard and not particularly consistent. The icons for damage type are a mix of clip art of a wide variety of visual styles. The pagination makes it hard to read, and I feel the tables really should never run over to the next page.

Additional Thoughts

I will not include as verbose a set of notes for each, but here is an expanded Bludgeoning Lingering Injuries table.

  • 1. Limp
  • 2. Broken Leg
  • 3. Broken Arm
  • 4. Broken Ribs
  • 5. Damaged Windpipe – Can’t speak and 1 level of exhaustion due to exertion
  • 6. Broken Nose  – Can’t smell
  • 7. Crushed ear  – Can’t hear due to constant ringing
  • 8. Dislocated Jaw – Can’t speak
  • 9. Concussion
  • 10. Bruised Stomach – can’t eat for several days due to pain, exhaustion until they can finally eat.
  • 11. Broken Hand – all fine dexterity skills at disadvantage unless cured
  • 12. Giant Bruise – disadvantage on charisma based skills

The Best Artificer

dnd_logoI really liked the concept of the artificer in 3rd edition dungeons and dragons. I never got to play one, but developed several NPC’s around the concept. I have seen half a dozen attempts to create the artificer in 5th edition, but all seem very complex and I am just not sure how they would work. The best version I have seen was just released by Wizards of the Coast in their Unearthed Arcana column. It is the first that makes me not feel it is difficult to write one up.

I really like the focus on the tinkering aspect, the two archetypes are evocative and things seem at first glance to be balanced. It fills an odd niche of a jack of all trades; magical, martial, and skills.

The Good:

  • A good mix of proficiencies make them capable second string fighters, especially with the armor proficies.
  • The toying with attunement is perfectly fitting to both the system and concept
  • Wonderous Invention seems a great fit, and a great place for a DM to allow campaign specific items, or provide additional rewards of special objects.
  • Alchemist has a good set of potions and elixers.
  • Infuse spells also is particulary fantastic

The Bad:

  • Gunsmith is less focused than the Matthew Mercer Pathfinder conversion. I would not prefer this varient unless additional rules for magical enchantements were added as an arcane gunsmith.

Not sure:

  • The spell list seems limited, not sure that will matter without testing it
  • The companion is great for roleplaying, but suffers in a large boss fight simmilarly to ranger companions etc.

What to add:

  • golemancer, portal jumper or such would be a great archetypes

Review of Dungeon/World Architect Cards

I backed the World Architect Cards on Kickstarter.

The basic shot:
New cards

The quick adventure and region I created from the cards. Details are not listed just to make sure no players see this before it is run.
Map

Quality: Good durable feeling cards

Usability: Using the cards only once, it went fairly well. The options provided do a good job of stimulating the formation of an adventure. It works best when using a variety of dice for randomizing the descriptors, some of the cards have 15 options which is tricky to roll if you are not used to figuring out how to roll unusual numbers on standard sized dice.

The dual sided nature of the cards is tricky as it isn’t just a straight deal of the cards but you have to know which side to use or have a way to pick the side.

Overall: Great value for the cost and it is a fun way to quickly generate a dungeon or region.

Q is for Quick Change

DMsGuildProductLogoLargeIn the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

In the anime fairy tail there is a very evocative form of magic. It is known as exquip or requip magic. Given the prevalence of dimensional magic in my world, it makes sense to include in my game a character class that can do this.

I was considering making my own, but when I found one on the GMs Guild website It is easier to use what is there.

So this is a review of the Requipper for the 5th edition fighter class by B.A. Morrier

Overall impression:

The sub-class is excellent. Just about everything I agree with thematically and it seems balanced. There are a few pieces I am not sure about how well they balance in actual play as I have not used it to build a character I have actually run through adventures.

Details

The basic ability is to have one stored item per fighter level and that means a maximum of 20 weapons or armors stored. That number seems a decent amount without bein overly difficult. I am glad the author didn’t try to tweak the 3 item attunement requirement, as that would cause a lot of difficulty in the rules as written.

The 7th level ability seems a little odd, at least for the part where you can swap weapons. At 3rd level you can store as a free action and retrieve as a bonus action, so in theory you can already do that. Otherwise it is a good place to introduce the storing of armors and outfits.

The remainder of the abilities are small tweaks to the Eldritch Knight abilities or sufficiently comparable.

In addition, there are eight new spells. Most seem reasonable and comparable. The Ethereal bonds spell and Frost Whip spell seem a bit strong for their level, but it would be good to see them in actual play. It is also good to mention that even though they are third level spells they are received much later than the wizard would receive his, so perhaps not a big deal.

It is definitely a homebrew sub-class I would allow, or depending on the campaign, encourage players to use. At only half a dollar it is good value.

Note: This was purchased by me and not provided for review.

Review of First Dungeonesque Packet

I backed Dungeonesque  from Rouge Comet a streamlined reduced rule pamphlet for Dungeons and Dragons 5th edition.

As part of the process, pieces are made available to backers for review and feedback. This is my feedback.

Assumptions: The layout is not final, so unless there are very specific cases I will not be critiquing layout design or how much is on one page etc. Most likely the reader doesn’t have a copy of this material yet, and I won’t be providing a link to it.

In this packet are the four basic classes (Fighter, Cleric, Wizard, Rouge), New Chase rules, sample bestiary, optional rules, old school game mastering tips.

Classes: Mostly what I would expect. A condensed version of the classes with shorter concise explanations of abilities. Not much I have to say, they look good. I might have more  to say once I see a more complete view of character creation.

New Chase Rules: Overall excellent. I think a better clarification that when you drop out of chase rules you go back to standard combat rounds or out of round based events and back to more narrative roleplay would be good. Also I would reduce the rolls to a single d6 and d12 being rolled. A two third probability of any hinderance, but don’t differentiate minor or major as separate tables but a single table per environment for hinderance ordered from minor to major.

Bestiary: Already mentioned by other reviewers that the description shouldn’t be on the bottom of the stat block as it gets lost visually. Otherwise it is well done. I have seen shorter blocks but these seem very usable with all but the most complex creatures taking up a sixth to a fourth of a page.

House Rules: Good simple level zero character section, I have thought of a similar ranked NPC simple creation set that might be good to set down for skilled NPC creation. I also like the Hit Dice healing requiring a healing kit and the lasting injury ideas.

Old School Game-Mastering: A good description of how to run a game.

Overall: An excellent setup and one I am looking forward to the final presentation of the booklets. I will have several printed up as good game references to complement my one players handbook used by up to five people at the table during some game sessions. The shorter book for Dungeon Masters will help my son (age 8) as he gets lost in the huge content of the Dungeon Master Guide.