I had no idea people would like this one so much. I mean to me it seems a no-brainer. Let me roll back a bit and talk about why I think so.
I love Ravenloft. It was *my* world for all of 2nd Ed. I loved the Gothic horror feel, I loved that there were all these worlds and this was some sort of cosmic dumping ground of evil. But mostly I loved the atmosphere, there was something about it that was different than all the other AD&D worlds out at the time. Greyhawk was basically dead, I hated the Forgotten Realms, Planescape was cool but I hate stupid made up slang.
But I had a basic problem with Ravenloft. A world drowning evil is not always the best one to play in. Or as I used to say, Ravenloft was great at night, but during the day it was lacking.
Well I put Ravenloft away when I did my great D&D break of the late 90s. When D&D 3 came out I purchased one of the limited editions Ravenloft core books. After all it was being done by White Wolf and they know horror. While it did make me interested in the lands again, the spark was gone. Besides at this time the Kargatane was breaking up and Ravenloft was not as fun as before.
Then a new game came into my life. Blue Rose. In Blue Rose I felt there were a lot of the same things I liked about Ravenloft. Emphasis on character development and story telling, less on combat. One by nature the other by choice. I know a lot of people disliked Blue Rose, but it did give us True 20. And in True 20 I saw the answer to a lot of the problems I had with Ravenloft. Ravenloft as an idea was Gothic Horror stapled on to a fantasy action adventure game. True 20 was systemless. It was much easier to represent more people with combinations of the Expert, Warrior and Adept classes than the standard D&D ones; or worse the 36 some odd classes we had in the d20 Masque of the Red Death.
Blue Rose also took on some of the same issues that Ravenloft did. That of being an outsider for one, or working for a cause of light vs. darkness. People criticized BR's morality, but that is a perfect morality for Romantic Fantasy or Gothic Horror.
In the last couple of years we have seen a surge of books that fall under the term "Urban Fantasy" or "Horror Romance" and even "Chick-Lit". Typically these books feature a strong willed female protagonist who sometimes makes mistakes but in the end finds her own inner strength. Sometimes she gets the guy (or girl, or both) all in a world where magic, vampires, werewolves and other horrors are real. Maybe she is even one of those horrors herself. Plus many of the authors of those early Ravenloft novels are now "names" in this market such as Elaine Bergstrom, Christie Golden, P. N. Elrod and Laurell K. Hamilton. Modern urban gothic fantasy is in Ravenloft's DNA. Blue Rose as a concept supports this type of roleplaying very well.
So I sat down with my Blue Rose book and my d20 Ravenloft book and I started to notice too all sorts of places where they were the same. So I had this idea, blasphemous as it sounds, to mix in Ravenloft with Blue Rose. I wanted to cast a shadow of Aldea, something is not right any longer. The Queen still holds court, lovers still walk hand in hand, and there are still adventures to be had. But I had questions I needed to answer. Why has Aldea and Ravenloft "merged"? Or were they always together?
If they merged what was the catalyst? Why now?
What is the effect on the populace with this new influx of evil and dread?
One of the things I have wanted to do is bring Ravenloft out of "mists" and into a real world. Yeah I know that looses someof what makes Ravenloft unique, but I also like the idea of "horror is everywhere" and not needing to go someplace remote to find it.
By bringing Aldea and Ravenloft together I can have "days" and "nights" covered. Aldea becomes a near perfect landscape with some deep seated malaise over it. A dark cloud on the horizon. Or as I call it in my games, "the oncoming darkness"
Here are my first thoughts.
The Races and other Groups
Humans are humans and remain untouched.
I plan to keep Sea Folk for now, but given my Lovecraftian background I will certainly introduce some dark spawn that plauges them. Something like the Shadows out Innsmouth or something.
Night People are the easiest to deal with since their creation is basically to fill that game playing niche of half-orcs. But they also serve other purposes as well, as a constant reminder of the dangers of dark magics and in the case of good and noble Night People, to remind the players and characters that you cannot judge a person by their birth. In all these regards they are nearly identical to the Ravenloft Calibans.
Both games describe these ersatz Half-Orcs much in the same manner. They are products of dark sorcery; they are feared, hulking brutes. I will use the Night People racial modifiers from the BR Core and the backgrounds of both races into one since there is no conflict between them.
Roamers will be replaced by the Vistani from Ravenloft. There is just so much information on the Vistani that it makes sense to use them in place of the Roamers. I will keep the Roamer name, that is what native Aldeans still call them. I will still use most of the information on Roamers from the World of Aldea book, in particular the sayings. Where they contradict is simple. The Vistani are a large group with many Tasques, something that is true for one in not true for the other. Or true depending on where they are. Or, let’s face it, neither group is very forthcoming with information to the giorgios. I have to decide whether or not to use the “Half-Vistani” race. In the Vistani lore there is ample evidence that these children are different than their full blooded cousins. And not using them robs me of a plot device where a young half-blooded Vistani goes on an epic quest to discover “her father’s people” and ends up discovering herself instead. Plus I love the Tarot work on backgrounds. So I will see if it can be adapted to use the Tarokka deck. Maybe when adventures get ready to go on their first epic quests a Vistani vardo comes to town and reads their fortunes to them (using the Ravenloft rules) and then shows them their character (Blue Rose rules).
Vata are still more or less Elves, or more to the point, the Sidhe of Aldea. Ravenloft has elves and half elves, but not a lot of them. My solution then is to go with Blue Roses’ idea and have all the Elves (Sidhe, Vata) be extinct. I have not decided with domains to pull in, but I have figured out that the Ravenloft Domain of Sithicus was the last Vata/Elf country before they were destroyed. Now it is a sad, haunted land.
I might remove the Vata’an and Vata’sha as races and instead use a feat to represent “Vata Touched”. Still thinking about that one really.
Dwarves, Halflings and Gnomes exist as rumors or fairy tales only. They might have existed somewhere in the past, but no longer.
More on the lands and bringing these worlds together later.
Thursday, March 4, 2010
Wednesday, March 3, 2010
Unfinished topics/projects
I have a 4Gig USB drive I carry around with me. It is full of half finished projects that I really need to get done.
Here is what is on the far back burners:
BASH
Got this on New Year's and have not done anything with it since. It looks great and I follow a bunch of BASH related blogs and newsgroups, but to date I have stated up one character.
Secret Sci-Fi Project
I am holding on to the name of this one. But the idea struck me while clearing snow off of my drive for like the 12,000 time this winter. I went from making it's own system (which I plan on using somewhere else now) to thinking I should just use the open Traveller stuff. Seems fitting to me anyway since Traveller was my first Sci-Fi RPG.
Black Rose
A Blue Rose / Ravenloft crossover. Ravenloft I think works much better under the True 20 system than the d20 one for a variety of reasons. Blue Rose is an under-appreciated game that I think shares a lot in common with the feel of Ravenloft. Together they are greater than the sum of their parts.
These are closer to the front:
Dinosauria! for Ghosts of Albion
An Intro adventure for Ghosts of Albion that I'll be running at Gen Con. Need to get Act 2 finished.
Obsession for Ghosts of Albion
A more experienced adventure for Ghosts of Albion. Done, just need to go back and tweak a section or two.
Eriú - Celtic Role Playing
Started out as Unisystem, then True 20, now using Spellcraft and Swordplay, which I think is the best fit for it. Adventure not just in the Celtic age, but Ireland in particular.
And on the front burners:
Eldritch Witchery
Witch supplement for Spellcraft and Swordplay.
Vampire Queen
An adventure for Spellcraft and Swordplay.
OGL/Savage Worlds Project
Working on something for hire here. Has not been mentioned yet so I don't want to do that here.
Plus some other projects I can't even talk about yet.
Various Blog Posts:
I'd like to post a "follow-up" to some of the comments I have gotten over the last few weeks. You took the time to respond so I feel I should take the time to answer questions and the like.
I still have stats I want to do for teenage Zantanna, the girls from Kim Harrison's Rachel Morgan series and even delve into some of my favorite Hammer films.
I guess what I need to do is prioritize these and then just get them all done.
Here is what is on the far back burners:
BASH
Got this on New Year's and have not done anything with it since. It looks great and I follow a bunch of BASH related blogs and newsgroups, but to date I have stated up one character.
Secret Sci-Fi Project
I am holding on to the name of this one. But the idea struck me while clearing snow off of my drive for like the 12,000 time this winter. I went from making it's own system (which I plan on using somewhere else now) to thinking I should just use the open Traveller stuff. Seems fitting to me anyway since Traveller was my first Sci-Fi RPG.
Black Rose
A Blue Rose / Ravenloft crossover. Ravenloft I think works much better under the True 20 system than the d20 one for a variety of reasons. Blue Rose is an under-appreciated game that I think shares a lot in common with the feel of Ravenloft. Together they are greater than the sum of their parts.
These are closer to the front:
Dinosauria! for Ghosts of Albion
An Intro adventure for Ghosts of Albion that I'll be running at Gen Con. Need to get Act 2 finished.
Obsession for Ghosts of Albion
A more experienced adventure for Ghosts of Albion. Done, just need to go back and tweak a section or two.
Eriú - Celtic Role Playing
Started out as Unisystem, then True 20, now using Spellcraft and Swordplay, which I think is the best fit for it. Adventure not just in the Celtic age, but Ireland in particular.
And on the front burners:
Eldritch Witchery
Witch supplement for Spellcraft and Swordplay.
Vampire Queen
An adventure for Spellcraft and Swordplay.
OGL/Savage Worlds Project
Working on something for hire here. Has not been mentioned yet so I don't want to do that here.
Plus some other projects I can't even talk about yet.
Various Blog Posts:
I'd like to post a "follow-up" to some of the comments I have gotten over the last few weeks. You took the time to respond so I feel I should take the time to answer questions and the like.
I still have stats I want to do for teenage Zantanna, the girls from Kim Harrison's Rachel Morgan series and even delve into some of my favorite Hammer films.
I guess what I need to do is prioritize these and then just get them all done.
Tuesday, March 2, 2010
Drow should be Lawful Evil, among other things
I have been thinking about the Drow of late. We are going through some of the classic modules and I really am looking forward to doing the GDQ series again. Now I have every faith in DM to make it interesting and new to me while keeping the same thrill I originally had for me and the kids.
But I have a problem with Drow. Actually, I have had a lot of problems with drow for a long time. Let's work backward. In the GDQ series, Drow are the "secret enemy" the big reveal is they are elves! who are evil! It was like when we first saw Romulans in "The Balance of Terror". Elves, especially to those who lived on a steady diet of Tolkien, were light and good. The drow were evil and dark. And that is the other problem.
Why are drow dark skinned? Really shouldn't they be albino? And let's not even go with the dark = evil meme. I am not suggesting any sort of racism on the part of the creators here; this is something that has appeared in fantasy and fairy tales for thousands of years, but that still doesn't mean it has to be that way in my games. I prefer the "Shadow Elves" from Mystara in many respects over the Drow. They are described as smaller and pale.
You can see a visual evolution of the Drow through the eyes of fellow bloggers, James Maliszewski and Eiglophian Press.
The next problem is frankly Drizzt. He is a symbol of everything I felt was wrong with 2nd Edition and uber-munchkin playing in general. Since his advent, the drow went from hidden secret evil to S&M fetish elves. Now I am not against S&M or fetish of any sort, but what makes for an interesting diversion does not make for an interesting enemy.
Finally Drow are nearly universally described as an oppressive, hierarchal society ruled by the Priestess of Lolth in an iron-fisted dictatorship with harsh laws of behavior. That sounds positively Lawful Evil to me. This is not a new idea, it was mentioned in Mongoose's "Drow War" books (which I do not have). They are described here as being like Nazis. That works for me. Plus if elves are freedom loving do-gooders (Chaotic Good) then the ultimate expression of evil to them must be an evil, rigid society of absolute laws. Lolth then needs to be closer to a devil than a demon; she was a Goddess then was "cast down" by her fellow gods. That sounds more devil like to me. Plus unlike demons, which are manifestations of anger, destruction and hate, devils have agendas. So does Lolth.
So combining features of my "The Church of Lolth Ascendant" and "Going (Up) to Hell?" I think I have a way to work the Drow into my world.
Drow and Lolth in Mystoerth
The story of the fall of Lolth has been detailed by many. Regardless of the reasons for her fall one thing is known for sure, she and her children the Night Elves were cursed.
The Night Elves were regarded by many to be the most beautiful of the elven races. They were as Lolth herself was before the fall; described by Corellon as a "piece of pure midnight and her hair reflected the light of the stars above". When Lolth fell her sons and daughters were cast out as well (Well there was that business with the Elven Civil War, but that is another lesson). They resided in a place they called "The Abyss" and it eventually became known as the Demon-Web as Lolth's new form attracted spiders and arachnids of all sorts.
While the Church of Lolth Ascendant maintains that their Goddess awaits only the chance to reunite with the other Elven Gods, the Drow, as the Night Elves became to be known, decided that the only means of reunification was by violent take over to the point of killing all the other elven races. For this they train. Their society is everything elven society is not. Elves are free with equality to all; all drow are slaves to the hierarchy or cast above them, with the priestesshood of Lolth at the top. Drow males are second class citizens, a concept most elves can't understand. But like their cousins above Drow excel at magic. Maybe they are even a little better.
Lolth does not reside in the Abyss. That was an error from a mistranslated document. Lolth resides on the first layer of Hell. Here lair is still called the Demon Web and she does have some demons in her employ, but Lolth herself is not a demon but a fallen Goddess. This makes her closer in nature to the Devils whose prison she shares. In Dante's Inferno Lolth occupies the area of Pagans. As can be expected she has great enmity with Beelzebub, the Lord of Flies. She is on well enough terms with Glassya, having supported her rise to power, but Lolth maintains her neutrality and her own agendas.
The Drow
The Drow of the underdark live close, not just in word but in relative proximity, to their Goddess. With the Underdark as the Antechamber to Hell, the Drow are as cast out as race as one could hope to find. Due to their prolonged sojourn in the darkest places of the world their one dark skin is now pale. Some Drow are nearly white and others maintain a pale blue coloration.. Oddly enough it is Drow that make regular trips to the surface world that find their natural coloration returning. These are the Drow that most surface dwellers are most common with. It is no coincidence then that surface dwellers and Drow have prejudices regarding Drow skin color. Surface dwellers see a dark skinned Drow and automatically think "evil elf". While a Drow associate the darker color with a Drow that has become more "surface" or "elf" like and thus "good".
All Drow are born darker in color, but still no where near what their Night Elf ancestors looked like. As they age their skill becomes more and more pale. Since like elves they tend to alway look young the one true way to guess a Drow's age is to look at her skin. The lighter the skin the older and usually the more evil the Drow.
Generally speaking Drow are smaller than elves or humans. Shorter, smaller build.
Drow and Evil
Drow are completely lawful evil. But they do not see themselves as being evil. They are harsh because the survival of their race demands it. There are rules and hierarchies because they live in a harsh, deadly environment. The pogroms and breeding programs are in place for the good of the Drow species. They are doing what they must do to survive. They survive because they demand revenge on the wrongs committed on them by the elves. Killing a non-Drow is not a crime. Killing a lower caste Drow is not a crime IF there is reason for it, but even the lowest Drow is more worthy of life than any elf. Drow do not ally themselves with orcs under any circumstance. They will work with like minded evil dwarf races, devils, demons or giants but Drow do not have allies, they have servants and minions.
Their ultimate goal is to retake the surface world from the elves killing them all (they are no longer satisfied with mere reunification). This way the gods would have to take them back as the only elven race.
Though there is something standing in their way and they are not quite sure how to deal with it. Humans.
So that's a start on my little pointy eared, underdark Nazis.
But I have a problem with Drow. Actually, I have had a lot of problems with drow for a long time. Let's work backward. In the GDQ series, Drow are the "secret enemy" the big reveal is they are elves! who are evil! It was like when we first saw Romulans in "The Balance of Terror". Elves, especially to those who lived on a steady diet of Tolkien, were light and good. The drow were evil and dark. And that is the other problem.
Why are drow dark skinned? Really shouldn't they be albino? And let's not even go with the dark = evil meme. I am not suggesting any sort of racism on the part of the creators here; this is something that has appeared in fantasy and fairy tales for thousands of years, but that still doesn't mean it has to be that way in my games. I prefer the "Shadow Elves" from Mystara in many respects over the Drow. They are described as smaller and pale.
You can see a visual evolution of the Drow through the eyes of fellow bloggers, James Maliszewski and Eiglophian Press.
The next problem is frankly Drizzt. He is a symbol of everything I felt was wrong with 2nd Edition and uber-munchkin playing in general. Since his advent, the drow went from hidden secret evil to S&M fetish elves. Now I am not against S&M or fetish of any sort, but what makes for an interesting diversion does not make for an interesting enemy.
Finally Drow are nearly universally described as an oppressive, hierarchal society ruled by the Priestess of Lolth in an iron-fisted dictatorship with harsh laws of behavior. That sounds positively Lawful Evil to me. This is not a new idea, it was mentioned in Mongoose's "Drow War" books (which I do not have). They are described here as being like Nazis. That works for me. Plus if elves are freedom loving do-gooders (Chaotic Good) then the ultimate expression of evil to them must be an evil, rigid society of absolute laws. Lolth then needs to be closer to a devil than a demon; she was a Goddess then was "cast down" by her fellow gods. That sounds more devil like to me. Plus unlike demons, which are manifestations of anger, destruction and hate, devils have agendas. So does Lolth.
So combining features of my "The Church of Lolth Ascendant" and "Going (Up) to Hell?" I think I have a way to work the Drow into my world.
Drow and Lolth in Mystoerth
The story of the fall of Lolth has been detailed by many. Regardless of the reasons for her fall one thing is known for sure, she and her children the Night Elves were cursed.
The Night Elves were regarded by many to be the most beautiful of the elven races. They were as Lolth herself was before the fall; described by Corellon as a "piece of pure midnight and her hair reflected the light of the stars above". When Lolth fell her sons and daughters were cast out as well (Well there was that business with the Elven Civil War, but that is another lesson). They resided in a place they called "The Abyss" and it eventually became known as the Demon-Web as Lolth's new form attracted spiders and arachnids of all sorts.
While the Church of Lolth Ascendant maintains that their Goddess awaits only the chance to reunite with the other Elven Gods, the Drow, as the Night Elves became to be known, decided that the only means of reunification was by violent take over to the point of killing all the other elven races. For this they train. Their society is everything elven society is not. Elves are free with equality to all; all drow are slaves to the hierarchy or cast above them, with the priestesshood of Lolth at the top. Drow males are second class citizens, a concept most elves can't understand. But like their cousins above Drow excel at magic. Maybe they are even a little better.
Lolth does not reside in the Abyss. That was an error from a mistranslated document. Lolth resides on the first layer of Hell. Here lair is still called the Demon Web and she does have some demons in her employ, but Lolth herself is not a demon but a fallen Goddess. This makes her closer in nature to the Devils whose prison she shares. In Dante's Inferno Lolth occupies the area of Pagans. As can be expected she has great enmity with Beelzebub, the Lord of Flies. She is on well enough terms with Glassya, having supported her rise to power, but Lolth maintains her neutrality and her own agendas.
The Drow
The Drow of the underdark live close, not just in word but in relative proximity, to their Goddess. With the Underdark as the Antechamber to Hell, the Drow are as cast out as race as one could hope to find. Due to their prolonged sojourn in the darkest places of the world their one dark skin is now pale. Some Drow are nearly white and others maintain a pale blue coloration.. Oddly enough it is Drow that make regular trips to the surface world that find their natural coloration returning. These are the Drow that most surface dwellers are most common with. It is no coincidence then that surface dwellers and Drow have prejudices regarding Drow skin color. Surface dwellers see a dark skinned Drow and automatically think "evil elf". While a Drow associate the darker color with a Drow that has become more "surface" or "elf" like and thus "good".
All Drow are born darker in color, but still no where near what their Night Elf ancestors looked like. As they age their skill becomes more and more pale. Since like elves they tend to alway look young the one true way to guess a Drow's age is to look at her skin. The lighter the skin the older and usually the more evil the Drow.
Generally speaking Drow are smaller than elves or humans. Shorter, smaller build.
Drow and Evil
Drow are completely lawful evil. But they do not see themselves as being evil. They are harsh because the survival of their race demands it. There are rules and hierarchies because they live in a harsh, deadly environment. The pogroms and breeding programs are in place for the good of the Drow species. They are doing what they must do to survive. They survive because they demand revenge on the wrongs committed on them by the elves. Killing a non-Drow is not a crime. Killing a lower caste Drow is not a crime IF there is reason for it, but even the lowest Drow is more worthy of life than any elf. Drow do not ally themselves with orcs under any circumstance. They will work with like minded evil dwarf races, devils, demons or giants but Drow do not have allies, they have servants and minions.
Their ultimate goal is to retake the surface world from the elves killing them all (they are no longer satisfied with mere reunification). This way the gods would have to take them back as the only elven race.
Though there is something standing in their way and they are not quite sure how to deal with it. Humans.
So that's a start on my little pointy eared, underdark Nazis.
Monday, March 1, 2010
Read an RPG in Public week
Today is the start of "Read an RPG Book in Public Week". A worthy gesture I think. If our hobby is going to survive then we need more new players. Now I am done having kids, so I have affected all the people I can locally (ie at home), so I figure I might drum up some more support.
Since it is sitting here next to me, I am going to take my new Pathfinder Bestiary. It's a great looking book so that should get some attention.
Links
http://www.theescapist.com/readrpgsinpublic/
http://www.facebook.com/pages/Read-an-RPG-Book-in-Public-Week/316050748718?ref=ts
Since it is sitting here next to me, I am going to take my new Pathfinder Bestiary. It's a great looking book so that should get some attention.
Links
http://www.theescapist.com/readrpgsinpublic/
http://www.facebook.com/pages/Read-an-RPG-Book-in-Public-Week/316050748718?ref=ts
Sunday, February 28, 2010
Pathfinder, Keep on the Borderlands and witches
So Saturday we started what we call "the kids game", this is our D&D game that includes me, my two sons (6 and 11), my regular DM and his sons (10, 10 and 5).
We started out as a 4e game and it went rather well. This weekend though we switched over to Pathfinder.
And it was awesome.
It is not really saying much, but Pathfinder is closer to old school D&D than D&D 4 is. We entered the goblin cave and had four encounters with goblins and "the big guy", an ogre helping them out. It was a blast. Our group consisted of a human witch (me), a human dragon-blooded sorcerer, a dwarf cleric, a half-elf ranger, a human ranger, and a human thief. We figure that we need to make some tweaks, the sorcerer needs some different spells and I think my witch needs a cure light wounds spell to help out the cleric some.
So Greg (my DM) and I figured that under 4th Ed the characters would have been killed with these encounters.
We are going to keep going with 4th Ed in our "Big Kids" group. So I am going to get a chance to do both games.
I like 4e, I do. It is fun and the material for it is top notch. But Pathfinder is a lot of fun too and those books are really nice. Picked up the monster book for it. If Pathfinder had something like DDI I would be all over that too.
So where do I stand with my "D&D" games?
I am running a 3.x (mostly 3.0) game with my two boys. I am playing in a Pathfinder game and a D&D 4 game. And it looks like I might be running another 4e game here soon.
For doing all my old school stuff, well it looks like we are going to be doing that as part of Pathfinder and doing something different for 4e.
All in all it sounds like a win all around for me and everyone else.
Now on to my witch.
She has a cantrip, Daze, that she kept using in combat. Worked out nice really. Was able to keep a goblin distracted (and the Ogre once) pretty much every round. Not getting hit goes a long way to help keep the party alive. Found a scroll of "cure light wounds", since I have that spell on my list I could read it and use it. So game-wise a nice mix of witchy offensive power with some good defensive buffs of a divine nature. I totally under-used my familiar however, but that is the same as my last 4e game, so those are even.
Comparing her to her 4e counterpart, Daze was my "bread and butter" spell where "Arcane Blast" is in 4e. Arcane Blast has the advantage of causing some damage. And my 4e warlock has those teleports which are very nice. Both characters had the about the same feel in terms of hitpoints for the foes they were up against and I compensated the same way; I hid behind tougher characters and fired off spells from a distance.
The Pathfinder witch uses Intelligence though as her main stat. I am not buying that.
Warlocks use Charisma and I can see that and see it for the witch. In the end though I still think that it would be best for the witch to use Wisdom as her main stat for spell casting. In this respect the Pathfinder does come up short.
So in my judging for combat playability, Pathfinder Witch vs. 4e Warlock, it's a draw.
In terms of spell casting mechanics, the Pathfinder has more "witchy" spells, but the warlock spells do fit that concept well and work well in the game. So in the end I am giving the nod to 4e.
Looking forward to the new Pathfinder book that has the witch in it. Is there still time to have switch the spellcasting stat to Wisdom? Anyone know if we are going to see some witch prestige classes?
We started out as a 4e game and it went rather well. This weekend though we switched over to Pathfinder.
And it was awesome.
It is not really saying much, but Pathfinder is closer to old school D&D than D&D 4 is. We entered the goblin cave and had four encounters with goblins and "the big guy", an ogre helping them out. It was a blast. Our group consisted of a human witch (me), a human dragon-blooded sorcerer, a dwarf cleric, a half-elf ranger, a human ranger, and a human thief. We figure that we need to make some tweaks, the sorcerer needs some different spells and I think my witch needs a cure light wounds spell to help out the cleric some.
So Greg (my DM) and I figured that under 4th Ed the characters would have been killed with these encounters.
We are going to keep going with 4th Ed in our "Big Kids" group. So I am going to get a chance to do both games.
I like 4e, I do. It is fun and the material for it is top notch. But Pathfinder is a lot of fun too and those books are really nice. Picked up the monster book for it. If Pathfinder had something like DDI I would be all over that too.
So where do I stand with my "D&D" games?
I am running a 3.x (mostly 3.0) game with my two boys. I am playing in a Pathfinder game and a D&D 4 game. And it looks like I might be running another 4e game here soon.
For doing all my old school stuff, well it looks like we are going to be doing that as part of Pathfinder and doing something different for 4e.
All in all it sounds like a win all around for me and everyone else.
Now on to my witch.
She has a cantrip, Daze, that she kept using in combat. Worked out nice really. Was able to keep a goblin distracted (and the Ogre once) pretty much every round. Not getting hit goes a long way to help keep the party alive. Found a scroll of "cure light wounds", since I have that spell on my list I could read it and use it. So game-wise a nice mix of witchy offensive power with some good defensive buffs of a divine nature. I totally under-used my familiar however, but that is the same as my last 4e game, so those are even.
Comparing her to her 4e counterpart, Daze was my "bread and butter" spell where "Arcane Blast" is in 4e. Arcane Blast has the advantage of causing some damage. And my 4e warlock has those teleports which are very nice. Both characters had the about the same feel in terms of hitpoints for the foes they were up against and I compensated the same way; I hid behind tougher characters and fired off spells from a distance.
The Pathfinder witch uses Intelligence though as her main stat. I am not buying that.
Warlocks use Charisma and I can see that and see it for the witch. In the end though I still think that it would be best for the witch to use Wisdom as her main stat for spell casting. In this respect the Pathfinder does come up short.
So in my judging for combat playability, Pathfinder Witch vs. 4e Warlock, it's a draw.
In terms of spell casting mechanics, the Pathfinder has more "witchy" spells, but the warlock spells do fit that concept well and work well in the game. So in the end I am giving the nod to 4e.
Looking forward to the new Pathfinder book that has the witch in it. Is there still time to have switch the spellcasting stat to Wisdom? Anyone know if we are going to see some witch prestige classes?
Saturday, February 27, 2010
Pathfinder
Played Pathfinder today.
Loved it.
WE now have a new family game for are larger group. Love my witch.
More later.
Loved it.
WE now have a new family game for are larger group. Love my witch.
More later.
Friday, February 26, 2010
Mirror, Mirror
So tomorrow I play my first Pathfinder game.
I am playing it with the kids, so it is not the same group as my 4e game.
But I am going to play the same character.
This of course will raise a cry from my GM saying "but you always play the same character". This is true, to a degree. Most often I am "playtesting" the same character and I hold it as my constant amid a sea of variables. In this case I am not playtesting, but I am testing something, or somethings.
First I want to know exactly how this two versions of D&D differ from each other. There are factions on both sides claiming that "Game X" is "Teh one true way!!" I feel rather that they are two different interpretations of the same thing (that will get me comments). But the only way I am going to get that is to play the same (or very similar) characters. But which character to choose.
IF I were paying attention and planned this out I might have chosen a Paladin or Cleric. Both have had rather large changes to them over the years and it would be a nice bit a symmetry to my first D&D character, who was a cleric and then I played his son, a paladin, as my first AD&D character.
But in truth I wanted to play my witch.
I have written a lot about witches over the years and with me through all of that has been one character. I use her in all my playtest and I have been using her a lot lately. Plus both games offer, for the first time, a witchy-like character as a published choice and not something I have had to make up on my own.
In Pathfinder she is a witch, using the new witch class from their playtest. Now I have a 3.x witch class and it is different than what Pathfinder has. But I think it will work out well enough.
In D&D 4 she is a Fey-Pact Warlock. Not a perfect fit mind you, but it is working out well enough too, for different reasons.
I am working making their skills similar to each other, taking similar spells, powers and feats. Since these are all being driven from a central character concept this is really not that big of deal. See, I can do high-level "role-playing" and the rules are only a manifestation of how my concept appears.
So if I am judging these games on how well they fit a concept I guess I could start now.
I am not ready to get into a lot of detail yet (no time today), but here are the basics.
- Pathfinder witch: Has the mystery and background concept to fit the character well.
- D&D 4 warlock: Fey pact is a bit of a stretch really, but none of the other pacts are any better. The powers though of the warlock are a better fit in some cases. Maybe I need a new pact to make this work, but that violates the "rules" and making up for this (create nothing new).
So concept-wise the initial round goes to Pathfinder with only a slight lead, but D&D4 is rather close.
If I add some of the stuff from the newer books such as backgrounds then it is very, very close. The biggest flaw in D&D4 is the Fey Pact is not what I wanted exactly.
Tomorrow is the true test.
I am playing it with the kids, so it is not the same group as my 4e game.
But I am going to play the same character.
This of course will raise a cry from my GM saying "but you always play the same character". This is true, to a degree. Most often I am "playtesting" the same character and I hold it as my constant amid a sea of variables. In this case I am not playtesting, but I am testing something, or somethings.
First I want to know exactly how this two versions of D&D differ from each other. There are factions on both sides claiming that "Game X" is "Teh one true way!!" I feel rather that they are two different interpretations of the same thing (that will get me comments). But the only way I am going to get that is to play the same (or very similar) characters. But which character to choose.
IF I were paying attention and planned this out I might have chosen a Paladin or Cleric. Both have had rather large changes to them over the years and it would be a nice bit a symmetry to my first D&D character, who was a cleric and then I played his son, a paladin, as my first AD&D character.
But in truth I wanted to play my witch.
I have written a lot about witches over the years and with me through all of that has been one character. I use her in all my playtest and I have been using her a lot lately. Plus both games offer, for the first time, a witchy-like character as a published choice and not something I have had to make up on my own.
In Pathfinder she is a witch, using the new witch class from their playtest. Now I have a 3.x witch class and it is different than what Pathfinder has. But I think it will work out well enough.
In D&D 4 she is a Fey-Pact Warlock. Not a perfect fit mind you, but it is working out well enough too, for different reasons.
I am working making their skills similar to each other, taking similar spells, powers and feats. Since these are all being driven from a central character concept this is really not that big of deal. See, I can do high-level "role-playing" and the rules are only a manifestation of how my concept appears.
So if I am judging these games on how well they fit a concept I guess I could start now.
I am not ready to get into a lot of detail yet (no time today), but here are the basics.
- Pathfinder witch: Has the mystery and background concept to fit the character well.
- D&D 4 warlock: Fey pact is a bit of a stretch really, but none of the other pacts are any better. The powers though of the warlock are a better fit in some cases. Maybe I need a new pact to make this work, but that violates the "rules" and making up for this (create nothing new).
So concept-wise the initial round goes to Pathfinder with only a slight lead, but D&D4 is rather close.
If I add some of the stuff from the newer books such as backgrounds then it is very, very close. The biggest flaw in D&D4 is the Fey Pact is not what I wanted exactly.
Tomorrow is the true test.
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