Showing posts with label playtesting. Show all posts
Showing posts with label playtesting. Show all posts

Monday, June 11, 2012

D&D Next Playtest, or A Goblin Bloodbath...

Hey! Three Little Brown Books!
Well, after one failed attempt, we finally organized a D&D Next playtest! Will, of course, needed booklets, and so not only hosted us, but set the tone with his old school rendition of the newest school. Awesome.

The Crew
From left to right: Chad, Will, Sean, and Susan. My awesome Brave Halfling gaming box is standing in for me...
The Characters
  • From left to right: Rhynar the dwarf Cleric of Moradin; 
  • Parsley, the elf Wizard; 
  • Darro, the halfling Rogue;  
  • Slayer the dwarf Fighter.
As usual, I couldn't keep names straight, and immediately starting referring to Rhynar as Rhino, and Darro as Pedro, but there you go.

The Adventure
In which goblins are taught the futility of their existence...


Our intrepid heroes enter the realm of the Caves of Chaos. While deciding which cave to approach, Rhynar feels a greater evil emanating from the caves at the far end of the ravine. Sensibly, they decide to enter a cave near the mouth of the ravine...

They immediately encounter a goblin patrol, and almost as immediately obliterate it. As the red fog clears, they hear the flat-footed approach of more goblins, and so duck down a dead-end corridor, hoping to find a secret door. Parsley comes up empty, and so as a clump of goblins at the far end of the corridor notice them, our heroes open fire with crossbow, sling, and magic missile. Goblins die. Slayer and Rhynar rush forward; Darro ducks and weaves through the fog of war. More goblins die. Some goblins run away. All is momentarily quiet.

Not for long. A door is heard crashing open. Heavy footsteps and basso-profundo rumblings approach. Our heroes ready themselves and behold a sight they'll not soon forget: A naked ogre, bilious yellow in color, with violet eyes and a great shock of lank black hair, shouldering a big chunk of wood. He sees Parsley and smiles hideously. "Ellllllllff..." he grumbles, and lumbers forward.

A furious battle ensues in which heroic tactics win the day: Parsley shows why it's so vital to master cantrips, and locks the brute in place with Cone of Frost. The dwarves wound and are wounded, and Darro stays out of the ogre's line of site and pelts him with sling bullets. He begins to break free of the ice, and is promptly frozen in place again. Rhynar ends things with a righteous warhammer bringing justice to ogre genitalia. The creature collapses, and Darro finds himself crushed beneath what is later termed "the flaccid ogre bulk." Thankfully he suffers little more than bruised dignity. The party takes a short rest to allow Rhynar to shake out his battered shield arm, and then push on.

Locating the ogre's aromatic den, they poke around and quickly leave with a large sack of coins and an unopened cask of fine brandy. A bit farther on they find a room which seems to be full of goblins. They confirm their suspicions by throwing a torch into the darkness, which is greeted by squeals of panic and flight of arrows. Our heroes charge in, the dwarves leading the way, and indeed find a roomful of foes. Battle is joined and many more goblins die. Quickly. Gruesomely. However, Parsley is knocked unconscious one moment, only to be reinvigorated by Rhynar's healing chant. He leaps up and brains a goblin with his staff, then starts melting off faces with Shocking Grasp. Rhynar plays the knightly defender to the hilt, interposing his shield between friends and foes, saving Parsley and Darro several times from potential injury. Slayer, well, slays. A lot. Then the Goblin King rushes into the room with his retinue.

Hurling a spear, it strikes the already wounded Slayer in the chest, knocking her unconscious. Parsley shouts out the runes of Sleep, and casts his glittering dust over the newly arrived foes. Darro ricochets a sling bullet off the the King's helmet. Four of them collapse in slumber, but the King, while shaking his head groggily, pushes forward. Parsley and Darro drag Slayer out of the room while Rhynar goes into pure defense mode, protecting his companions with a fighting withdrawal. The King presses his attack furiously, but simply can't break through Rhynar's defense. Out in the hallway, Slayer thrashes back to life, her enforced short rest bringing her back to groggy life. As Rhynar and the Goblin King back out into the corridor, Darro ends the fight with a well-aimed sling bullet.

Realizing that both the giant sack of coins and the cask of brandy are still in the room, our heroes show their true mettle and rush back in, suffer a few wounds, but secure their loot. With resources running low, they exit from the ogre's cave and head back to some semblance of civilization...

We take confidentiality very seriously. Pizza, too.
The Summary
We had a blast! Though in essence it wasn't anything more than a smash-and-grab killfest, it was really fun.

Thoughts:

  • The Advantage/Disadvantage mechanic
    • Simple, elegant, and completely useful. In fact, we used it constantly. Even if I never played D&D Next again, I would steal this mechanic.
  • Backgrounds and Themes
    • Simple and colorful. They functioned as easy to grasp hooks for character personality. Slightly confusing was the fact that the Rogue had both a Scheme and a Theme, but I imagine that'll shake itself out. The potential for easily individualizing characters without needing to spend a half-hour poring over lists of feats and skills is huge.
  • Ability checks, saving throws, etc
    • Easy-peasy. I'm a huge fan of the fact that all checks are now tied to ability scores. I find it intuitive, and honestly, is something I've been house-ruling almost since I started playing with Moldvay Basic.
  • Skills 
    • Here's the cool thing: Though all the characters had skills tied to backgrounds and themes, none of the skills were described in the accompanying rules---and it didn't matter. There was no question of how or when to use them.
  • Characters
    • We all agreed that every character had cool stuff to do out of the gate. I think it's arguable the Wizard may be a bit over-powered to begin with (does he really need magic missile AND shocking grasp, for instance?), but that'll likely work itself out, too. I love that the Fighter with the Reaper theme does damage even when he misses. Awesome.
  • Hit points/dice
    • Though it took me a bit to overcome the gravitational pull of past-edition expectations, I have to say I really like how hit points are being handled. It seems to me a well-considered blend of AD&D and 4th Ed. healing surges. And even the rules as they stand describe the whole concept of hit points in the clearest language since the AD&D DM's Guide: They are an abstract measurement of overall ability and endurance. Down to half your HP's, and you show no physical damage. Less than half, some cuts, bruises, abrasions. Zero, you're knocked unconscious. Below zero, someone got through your defenses and you are dying. IMO, this makes the idea of characters taking a short rest to shake off the battle makes complete sense, especially since they can only recover a number of times equal to their HD (level), and they only recover a random amount based on that class HD. So, a Wizard can take a short rest to recover HP's, but will most likely always recover less than, say, a Cleric or Fighter.
  • Flow of play
    • This whole session really felt no different to me than playing ODD or AD&D. In fact, since characters had some more options, it was in ways more fun. It was fast, and encouraged DM rulings and player innovation. Works for me.
  • Experience
    • With the rules as they stand, I have no idea how experience is being generated, except that at this point, characters only get XP for overcoming foes. There's actually very little monetary treasure in the whole adventure. I don't necessarily have a problem with that, but it is confusing to me why, for instance, the Goblin King was worth 400 XP, and ogre only 350, when the ogre was definitely a more dangerous foe (with twice the HP's!) I'm willing to let that sit for now, but it was interesting that all the characters left with XP's putting them halfway to 2nd level.
If it isn't obvious, I think WotC is heading in the right direction. I'm pumped for our next session (though I'm also in the midst of moving, so it might be a few weeks...) I'm also really interested to see the next iteration of the rules, which will reportedly cover character creation.

Friday, February 24, 2012

Chainmail as RPG


On the proverbial spur-of-the-moment, I've decided to run Chainmail as an RPG tonight on G+, from 10pm-midnight, CST. This will be "straight" Fantasy Supplement, with a few things added in from the main rules (arrow fire, morale, I think that's it...) Each Hero or Wizard gets 3HD of followers, human or otherwise (HD here meaning how many Men  they fight as)

We'll see how it goes! :)

(and no, that's not me in that picture...)
(and yes, it was very difficult not to use a picture of someone wearing a chainmail bikini...)

If you're interested, post here, email me or add me on G+.

Thursday, May 26, 2011

Legends & Labyrinths Playtest, Episode One: Heart of the Storm


Though faced with rain, hail, and tornadoes, our playtest of George Strayton's swiftly developing Legends & Labyrinths rules went on at the Fantasy Flight Games Event Center. We only had to evacuate to the warehouse for about 15 minutes. :) Thor is obviously watching out for Secret Fire Games! One of my players is a member at the Event Center now, too, so we got to game up in the mezzanine, which was pretty cool. Like playing in an attic instead of a basement...



The players were:



The characters were:

Nicker the Nimble, Dwarven Holy-Man
Though weak and uncoordinated (obviously not suited for being dwarven warrior!), his robust health kept him alive long enough to join the priesthood. Though insightful, his offensive nature sometimes makes communication difficult.

Talia the Clever. Or the Beautiful. Or the Nimble. Or the Mysterious. Or any combo of the above, Elven Thief
Though weak and delicate, her nimbleness has gotten her out of many a situation in the course of her scoundrel life.

Bahb the Enigmatic, Human Fighter
Muscular, robust, and agile, Bahb is a competent warrior of few words. A bit dense and foolhardy, others sometimes mistake his incomprehension as deep reflection, especially when he decides to speak up and use his natural persuasiveness to convince others he knows what's going on.

Sargon the Inquisitive, Arch-Mage-in-Training, Human Magic User
Robust, brilliant, and persuasive, Sargon leaves no stone unturned. Nor soil untasted. His wizardstaff, topped with brass human hand, only adds to his formidable appearance.

Snakefoot the Unblinking, Elven Thief
Though delicate and occasionally foolhardy, his physical adroitness leaves his foes wondering just where that arrow came from...

Initial Cool Thing: I just made up these descriptions by using only the ability score descriptors. They immediately bring the characters to life! I could've kept going by working in their personality traits (one each for Good, Neutral, and Evil), but I wanted to get this posted today... Players were using them throughout the session in reference to one another.

Character creation took awhile, but it turned out we were using two versions of both rules and character sheets, so that slowed things down. Once solidified, I don't see making a character taking more than about 15 minutes. Once characters were set, we didn't have a whole lot of time to explore McKracken's Folly, the insta-dungeon I created for this session (more on that in a later post.)

Situated in the skull of a titan defeated long ago by the Arch Mage McKracken, they discovered a circular trap door on the inside dome. Some careful examination of the ground revealed a metal rectangle which, when depressed, extended into steps leading up to the door, each one embossed with the McK sigil. One by one our intrepid adventurers walked up the stairs and entered the trap door and went up the ladder rungs on the revealed shaft, only to find themselves, after a moment of disorientation, climbing down instead. This was a bit too much for Nimble, and he lost his grip. This necessitated him making a Luck roll. Having taken the Special Quality, "Lucky Son of a Bitch", he had a +3 to this roll and made it, being jerked up short by his holy symbol getting jammed in a ladder rung.

A bit of exploration of the dungeon at the bottom of the shaft led to one encounter, with a necrophidius:


If you recognize this from the Fiend Folio (though this is a different illustration), you made your Lore roll. I used both the Fiend Folio and the 4e Essentials Monster Vault for monsters. There are great quick and dirty conversion rules for both 1e and 4e in the rules, and I made liberal use of them.

The scouting elves heard this horror at a corridor t-junction but, deciding to leave well enough alone, they continued on ahead. The other three characters were subsequently hypnotized by it's swaying, lambent eyes until the elves, running back, peppered its skull with arrows, shattering it and destroying the beast.

Attacks in L&L are interesting, in that they currently combine a d20ish system of adding adjustments to a d20 attack roll with cross-referencing that number on an level-determined Attack Matrix with their foe's appropriate defense. Armor is, of course, a defense, with higher being better, but so are Fortitude, Reflex, and Will, which confused me at first. Part of my confusion came from the current lack of an explicit statement about this in the text; obviously a beta-draft issue. Once I figured it out, I just assigned the necrophidius a level for his hypnotism and made an attack roll on the Matrix, no problem.

I was going to go into more detail about the system and how it worked, but correspondence and George's blog have shown the rules are rapidly evolving into a non-OGL framework with some really intriguing differences. I'm excited for the direction it's going, and am eager for our next playtest session (scheduled on June 12.)

Thursday, May 19, 2011

Legends & Labyrinths Playtest!



This is rather late notice, but I'll be running the first of two planned beta-test rules playtesting sessions for George Strayton's Legends & Labyrinths this Sunday. We'll be at the Fantasy Flight Games Event Center, from 11:00-1:00, possibly up in the mezzanine.

As always, it's an open-table game, so if you're in the area (Minneapolis / St. Paul), feel free to drop by and join in!