Saturday, January 7, 2023

Spotlight on Essential Classes for 5E





 I've been a fan of Joseph R. Lewis' Dungeon Age products for DnD 5E and OSE for a while now. His adventures are really easy to use as a Dungeon Master as he lays out his products in a very clean way while maintaining loads of flavor and atomosphere and his products have become a must-buy for me. 

With Essential Classes for 5E he has created four full classes, the Mercenary, Necromancer, Occultist, and Spyder, all with unique mechanics and tons of flavor that are best suited for dark fantasy. These classes give characters new unique Actions, Bonus Actions, and Reactions as their class abilities and each has special mechanic that involves failure when rolling a 1 on a d6 and damage to yourself.

The Mercenary Class is a combination of a fighter and a thief in the tradition of Conan and at 2nd Level you gain the Crude Medic ability: As an Action, heal yourself or one creature within 5 feet using old bandages smeared with a salve. Gain HP equal to 1d6 + your Mercenary level. Some of their abilities use a mechanic powered by Fortune that requires you to roll a d6 and on a 1 the ability fails and you take damage equal to 3 x your Mercenary Level. 

By level 20 a Mercenary gains 7 new Actions, 6 new Bonus Actions, and 5 new Reactions and all of the other classes, the Necromancer, Occultist (think Hellboy, Simon Belmont, or John Constantine), and the Spyder (assassin/thief), gain similar mechanical abilities.

Here are a few examples:

For the Necromancer at Level 6: Animate Greater Thralls which is powered by their Mortis mechanic: As an Action, choose any dead creature that is Medium or smaller within 60 feet and animate it as a Undead version of its original form. Use the Ghost stat block for this thrall. It obeys you and acts on your turn. It endures until you dismiss it or it is destroyed. A destroyed thrall cannot be animated again. At any one time, you can have a maximum number of ghastly thralls equal to half your Int modifier rounded up. Since it uses Mortis that means you roll 1d6 and on a 1 you take damage.

Here is an example of an Occultist ability at Level 2 called Bell of Law and it is powered by the Doom mechanic: As a Bonus Action, ring this small copper bell. All creatures within 60 feet that can hear suffer Psychic damage equal to 1d6 + your Occultist level. Lawful creatures are immune to this damage. Doom works the same way as Fortune and Mortis.

For the Spyder at Level 5 they gain the Metal Hair ability: You infuse your own hair with the iron in your blood. This natural helmet makes you immune to Charm effects and Psychic damage. This effect works no matter how short you cut (or shave) your hair. Their equivalent to Fortune and the others is Spyder. 

These classes pair old school pulp archetypes with 5E's modern mechanics as full classes but they lack of sub-classes and I don’t mind that choice as much as I thought I would. I’ve never complained about sub-classes but its a mechanic I’ve grown bored of and would happily run a game using just these Essential Classes. I’m going to add that Joseph is very clear that these classes aren't balanced against the traditional classes and that was not one of his design goals.

I hope we see more of these and I'm trying to find time to see them in play with one of his many great adventures.

I heartily recommend this or any other Dungeon Age product.


The OGL 1.1 from My Perspective as a FLGS Owner



First, we don't know if the leak of the proposed OGL 1.1 is actually real and until we all see it everything here is pure conjecture. However, I really think this the path Wizards of the Coast will pursue.

The main reason I'm processing it is that I have products both on the DMs Guild and on OneBookShelf using the OGL 1.0a for OSR products.

While the money I make helps me with Kickstarters and action figures I'm not going to create a headache for myself in any way. This is a hobby at best and not my livelihood, thankfully.

Second, I've dealt with Wizards of the Coast for close to twenty-five years as a vendor. I own two comic and game stores and I sell a lot of their products. Hasbro has spent the last five years or so trying to find their customers floors and ceilings. I've noticed the Magic: The Gathering team doing this in the last three years and I think they are now turning their attention to Dungeons and Dragons. 

The CEO of Wizards of the Coast was promoted to CEO of Hasbro earlier this year due to the unexpected death of the previous CEO and we also learned that WotC was responsible for 70% of their profit in 2021. Think about that for a minute, Magic and DnD made them more money than Transformers, GI Joe, Star Wars, My Little Pony, etc.

Hasbro was ecstatic with the millions of people DnD has brought in and its growth is important to them. Sadly, they don't realize that Critical Role did more for DnD than anything WotC did. They have projected that they can double their profits by 2025 from $1 billion to $2 billion, however Hasbro's earning report fell short of their goal which caused some concerns amongst their stockholders. Another complication occurred when they announced a Magic release that cost $1000 for four boosters packs and were only available through direct order from WotC, these cards are not playable in tournaments or organized play which led to Bank of America down grading Hasbro's stocks because they believed that WotC was trying to "kill Magic: the Gathering". 

WotC then had a "fireside" chat where they claimed everything was fine, that yes, some customers were "price sensitive" but everything was great. Additionally, they mentioned that 20% of DnD's fanbase are Dungeon Masters who account for 80% of their sales. They want to better monetized the other 80% of DnD's base. For December's Dragonlance release you could order a version direct from WotC and got access to it on DnD Beyond two weeks early. This echoes what they have done with HasbroPulse for toys and print on demand sets for Magic: the Gathering. 

The unusual part is that WotC used to be a distributor but converted that infrastructure to only fulfilling product to Amazon, Target, and Walmart about five years ago. I foresee, as demand grows for DnD fulfillment, that this will be a customer service challenge for them because a few of those Magic direct to consumer products are months late for fulfillment. They keep releasing several of those print on demand products every month and last year around 70 were released. Those sales are full profit for WotCs as there is no middle-man in that chain of sales while it also trains their customers to be fulfilled by them not a local store or an online retailer. It's ironic because part of Pathfinder 1E's success was their implementation of subscription services too so obviously, WotC was watching.

If this leak is real I think WotC has decided to gain more of that 80% of DnD's player money by trying to get royalties from publishers who use the OGL rather than make cool and interesting projects. They have data from 3E and 4E that told them multiple releases each month was competing with themselves so maybe this is their "killer app"? 

Royalties are an easy money grab and doesn't really affect most DnD players (who know little about what is going on by WotC). I also think that they might be content with the DMs Guild for 5E material but want to own any marketplace they develop for One DnD or "6E". I have a feeling that a benefit of using the OGL 1.1 could gain access to your material being available on DnD Beyond, which is huge for some publishers.

Hasbro wants to protect its IP and make sure that if something is cool they get access to it via the new OGL. We won't see another Pathfinder 1E or Critical Role without them getting some of that money.

At the end of the day Hasbro is a corporation with stockholders and it is their job to make those people as much money as possible and that is what they are going to do.

I'm uncertain how to proceed as a publisher but I'm currently thinking about altering all of my products to exist without the OGL and contact the publishers of the games they support to see if this is acceptable and if not, I'll pull them down until another solution presents itself.

I'm really torn about what is happening and the development of 1DnD. I think WotC is picking a fight with our whole industry but I don't think most DnD players are going to know about it. Yes, social media is prevalent but if you aren't looking for this kind of thing does it cross your radar?


Thursday, December 29, 2022

Dragonbane or Drakar och Demoner: Tiefling Kin

  



Appearance: Choose 1d4 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.


Ability: Devil's Tongue
• Willpower Points: 3
You gain a Boon on a Bluffing or Persuasion skill roll. This is a free action.

Ability: Infernal Resistance
• Willpower Points: 3
You reduce the number of dice rolled for fire damage by 1. This is a free action.

Names 
1d6
1 Lucien
2 Lilith
3 Malice
4 Fortunato
5 Tyche
6  DyTyllio

Monday, December 5, 2022

Kzin for Dragonbane or Drakar och Demoner

 



Kzinti are bipedal digitigrade felines with orange fur, yellow eyes, pronounced fangs, ears resembling bat wings, four-fingered hands, and long tails. Males stood over two meters tall, with broad hunching shoulders and comparatively slender waists and limbs. Their internal anatomy included ribs with vertical bracing and multiple hearts. They breathed atmosphere similar to that of Humans. As carnivores, they were acutely averse to the consumption of plants. Their physical attributes made them powerful combatants.

Ability: Forceful
• Willpower Points: 3
You can use this ability to roll your melee weapon damage twice and take the best result (not an action).

Ability: Claws
• Willpower Points: -
Your unarmed attacks deal 1d8 damage.

Names 
1d6
1 Ayow
2 Liram
3 Raf
4 Vilo
5 Lyw 
6 Ferfi


Saturday, December 3, 2022

Spotlight On Dragonbane or Drakar och Demoner Beta


First, I've always been a fan of ADnD's D20 roll equal to or under an Ability score and have brainstormed about expanding it into a full blown game for decades. Second, I love how easy it is to teach someone Basic Role Play/Call of Cthulhu/RuneQuest' percentile system. Third, I think DnD can be a bit daunting for new players with some of its concepts.

Dragonsbane (here in the States) or Drakar och Demoner's newest edition addresses all three of those things for me. I think it is an excellent RPG to teach to new players and yet rich enough to hold the interest of veterans. It has the roll under mechanic that older editions of DnD and ADnD utilize and while it doesn't use a percentage system I like how it sets base Skill chances and Trained Skill ratings.

DB or DoD for short, has six Attiributes: Strength, Constitution, Agility, Intelligence, Will, and Charisma. They are rated on a scale of 3 to 18 and are rolled using the classic 4d6 drop the lowest die. Your Ability score sets your base chance to perform a Skill, which range from 3 to 7 and if you are Trained in a Skill you double that amount. 

The game features six Kin: Humans, Halflings, Elves, Dwarves, Mallards (apparently DoD borrowed from Chaosium's RuneQuest and therefore uses that game's Ducks) and Wolfkin or wolf-like humanoids, Dog Men, if you will. Each kin has a Heroic Ability which requires Willpower, a pool of points equal to your Will Attribute, to be used. They are a lot like Feats from DnD and can have a broad spectrum of effects.

After choosing your Kin you choose a Profession, which is not a Class, but a group of Skills, Heroic Ability, Gear, and some form of Personalization such as an object from your past or a series of scars. You must choose to be trained in four of your Profession Skills during character creation and there are currently 16 which range from Swords and Marksmanship to Spot Hidden and Survival. The number of starting Skills is dependent on your age with younger characters being Trained in 5 Skills but a +1 to Agility and Constitution, adult characters being Trained in 6 Skills and old characters being Trained in 7 Skills but taking a -1 to Strength, Agility, and Constitution and a +1 to Will. The developers are planning to add more Skills, going to 25 of them, in the next Beta update and instead of each Profession have a specific Heroic Ability you will be able to choose the one you want.

Character creation yesterday took me about 15 minutes which is ideal, in my opinion and I really enjoy that this is a Skill based game so that while I might not start out with one of the three Magic Schools (Animism, Elementalism, and Mentalism) I can choose to study them at a latter point in the game. Experience is similar to BRP's you put a check next to any Skill you used that session that rolled a 1, called a Dragon and a Critical Success, or a 20, called a Demon and a Critical Failure. Additionally, you also answer the following six questions and put a check by a Skill of your choice at the end of each session. 
   Did you participate in the game session? 

   Did you explore a new location?

   Did you defeat one or more dangerous adversaries?

   Did you overcome an obstacle without using force? 

   Did you roleplay according to your motivation?

For each Skill checked you roll a D20 and need to exceed the Skill Rank with a success adding +1 Rank to it.

If you want to learn certain Skills you will have to seek training for a period of time. Additionally, you gain a new Heroic Ability every 5 sessions.

Armor subtracts from damage unless its from a spell and weapons range from 1d6 to 2d10 with a damage bonus (a D4 or a D6) from exceptional Strength and Agility Attribute scores.

To cast spells you make your Magic School's Skill check and spend the appropriate amount of Willpower Points even if you fail your Skill roll. You can decide to inflict damage upon yourself to gain WPs ranging from D4 to a D20 but you also take damage of the same amount.

I really, really like this game. I'm hoping to run some newer gamers through it and I am really glad I backed it. I even upped my pledge after reading the Beta.

I think it has a lot of charm and really flows into the background during play. 

Late Pledges are currently available on the KS page.

Friday, December 2, 2022

Modiphius' Conan RPG Rights End 12/31/22


I'm a huge Conan the Barbarian fan and, by extension, a Robert E. Howard fan and in fact, Cross Planes is a play on Two-Gun Bob's hometown of Cross Plains, TX. My first exposure to Conan were 3 Comic Packs at our local Zayre store and in many ways Roy Thomas and John Buscema's work for Marvel is my definitive experience. I backed the Modiphius Kickstarter for their Conan RPG and they have produced a very cool game line for my favorite Cimmerian. 

They announced today that their license is coming to an end on December 31, 2022 and Monolith announced they will be brining another Conan RPG to make maybe as soon as next year.

I'm a fan of Modiphius' 2d20 house system, which looked a bit too fiddly for my current gaming tastes, but it's one of those systems that plays much better than it reads. In fact, within about 30 minutes, my group and I had mastered it and you'd have thought we'd have been playing it for years. 

I wish Monolith luck, but announcing a new Conan RPG in the same press release that we learn Modiphius is moving on (or being moved on) felt tacky to me. My further concern is that I expect this new edition to use a variation on the DnD 5E system and I have two problems with that: One, 5E will be old news in 2024 and two, and not all 5E games are created equal. Cubicle 7's Adventures of Middle-Earth wasn't a great version of 5E and time and again I've seen licensed RPGs just kludge some poorly thought out ideas into an existing system, often merely copy and pasted, and just push out as a money grab.

I hope Monolith doesn't do this, but I am concerned. If it were up to me I think I'd like to see a Savage Worlds version but I don't need an official product to pull that off.

I will check out Monolith's Conan RPG and maybe 30 minutes in it will feel like we've been playing it for years and years.

Thursday, December 1, 2022

Race vs Species in D&D



The newest One DnD playtest packet, featuring the Cleric and the Goliath Species, dropped today. Wizards of the Coast also announced that they would drop the word "race" and start using the word "species" going forward. I don't think this change surprised anyone as WotC is just the latest in a long line of publishers within the "DnD genre" to do this and I'm sure many saw this "grand conspiracy" coming and its yet another reason to be outraged about a game of make believe with math.

I doubt I'm going to change anyone's mind but I'm going to roll with this change because I don't want anyone to feel uncomfortable about the lingo DnD uses. If it were up to me 8 Billion souls would be playing DnD so I'd like to be as accessible as possible.

So, in short, I don't want to be a Dick and I encourage all of you to not be a Dick either.


Shadowdark: The Citadel on the Borderlands

I hope to be running the Lost Citadel of the Scarlet Minotaur this Friday and I'll be using the Premium version that was released to Ba...