Was doing a little research today and discovered these Lord of the Rings fan films.
I have not watched them all yet, but the production values are really good and they look good as well. Yeah, they are fan films so the acting isn't Oscar level, but what they lack in skill they make up for in enthusiasm.
The first is Born in Hope a story of Aragorn's parents and The Necromancer/Sauron's search for the Ring.
The other is The Hunt for Gollum. It deals with Aragorn's hunt for Gollum and Gandalf's search for more information on the Ring.
These are based on Tolkien's works but are more akin to the movies than the books, but there is a lot of love in both of them.
Tuesday, July 30, 2019
Monday, July 29, 2019
Monstrous Monday: Demonic Trolls
Gearing up for the big finale of the Order of the Platinum Dragon game this week. Five-six years, spread out, has now come down to the big confrontation between the forces of Good and the forces of Chaos. This weekend the Order will face off against Lolth.
I have been planning this one for years. Knowing full well the history of how Q1 Queen of the Demonweb Pits was written and produced and knowing while it can be epic in scope, it often falls a little flat. Well, I have worked that out a bit and even have adapted several other adventures such as Skein of the Death Mother and the original version of Queen of Lies.
But there are still somethings in the Q1 module that needs to be changed. One, oft mentioned bit, is that the characters get to the Abyss and they are assaulted by trolls and gnolls. Wait. Trolls? Gnolls? These creatures seem a little too mundane for the ultra weirdness that is the Abyss.
Now one hand gnolls have evolved since the late 70s, early 80s to become more and more demonically influenced. So these I can keep, just maybe turn up the evil a bit. But Trolls? Like Tom, Bert, and William from the Hobbit? No that can't be right.
But if I go with Demonic Trolls, now there is something else.
We know two things. 1. Trolls regenerate after they are damaged. 2. The Abyss corrupts the life found in it to adapt to the environment in twisted ways. That last one is from the 4th Ed version of the Demonomicon. So what happens when you put these together? Demon Trolls. And if they are in the Demonweb? Demonic Spider Trolls.
Here are Demonic Trolls for the Blueholme Journeymanne Rules, my current "Basic" of choice these days.
TROLL, DEMONIC
AC: 2
HD: 12d8
Move: 45
Attacks: 2 claws, 1 bite or weapon
Damage: 1d6 (claw) x2/ 2d6 (bite) or weapon
Special: Bite save vs. Poison 2d6 (half with save)
XP: 2,300
Alignment: CE
Treasure: None
Abilities: +3 Strength, +2 Dexterity, -4 Charisma
Climb Surfaces +25%, Hear Noise +15%, Read Languages -10%, Read Scrolls -10%, Use Wand -15%
Regenerates 1d6+6 hp at the start of it's turn.
And for D&D 5e.
Demonic Troll
I have been planning this one for years. Knowing full well the history of how Q1 Queen of the Demonweb Pits was written and produced and knowing while it can be epic in scope, it often falls a little flat. Well, I have worked that out a bit and even have adapted several other adventures such as Skein of the Death Mother and the original version of Queen of Lies.
But there are still somethings in the Q1 module that needs to be changed. One, oft mentioned bit, is that the characters get to the Abyss and they are assaulted by trolls and gnolls. Wait. Trolls? Gnolls? These creatures seem a little too mundane for the ultra weirdness that is the Abyss.
Now one hand gnolls have evolved since the late 70s, early 80s to become more and more demonically influenced. So these I can keep, just maybe turn up the evil a bit. But Trolls? Like Tom, Bert, and William from the Hobbit? No that can't be right.
But if I go with Demonic Trolls, now there is something else.
We know two things. 1. Trolls regenerate after they are damaged. 2. The Abyss corrupts the life found in it to adapt to the environment in twisted ways. That last one is from the 4th Ed version of the Demonomicon. So what happens when you put these together? Demon Trolls. And if they are in the Demonweb? Demonic Spider Trolls.
Here are Demonic Trolls for the Blueholme Journeymanne Rules, my current "Basic" of choice these days.
TROLL, DEMONIC
HD: 12d8
Move: 45
Attacks: 2 claws, 1 bite or weapon
Damage: 1d6 (claw) x2/ 2d6 (bite) or weapon
Special: Bite save vs. Poison 2d6 (half with save)
XP: 2,300
Alignment: CE
Treasure: None
Abilities: +3 Strength, +2 Dexterity, -4 Charisma
Climb Surfaces +25%, Hear Noise +15%, Read Languages -10%, Read Scrolls -10%, Use Wand -15%
Regenerates 1d6+6 hp at the start of it's turn.
And for D&D 5e.
Demonic Troll
Large Fiend, chaotic evil Armor Class 17 (natural armor) Hit Points 108 (12d10 + 48) Speed 45 ft., climb 45 ft.
Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Undercommon Challenge 6 (2,300 XP) TRAITS Keen Smell: The demonic troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration: The demoic troll regains 15 Hit Points at the start of its turn. If the demonic troll takes acid or fire damage, this trait doesn't function at the start of the demonic troll's next turn. The demonic troll dies only if it starts its turn with 0 Hit Points and doesn't Regenerate. Spider Climb. The demonic troll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONSMultiattack. The demonic troll makes two attacks, either with it's claws or bite.Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6+6) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. Trolls may also use a melee or improvised weapon. Description Demonic trolls are the result of trolls becoming captured or lost in the Abyss. Their natural regenerative powers combined with the Abyss' computing influences create true monsters. Their intellect is lowered as they become deranged with blood lust, but their strength and speed become truly monstrous. They will often adopt demonic features such as horns, wings, a forked tail, or any number of thousands of possible mutations. Often they pick up traits of whatever abyssal plane they are on. Trolls in the Demonweb, for example, will have spider-like features. Trolls in the layers of Juiblex will have ooze like features and seem to melt and reform as the attack. Regeneration The regeneration powers of the demonic troll are horrifying. If the troll looses a limb it can hold the limb to the wound to reattach it. Or it can pick up any severed limb and that will re-attach as well. Left over severed limbs will regrow into new trolls, altered by the environment. |
Friday, July 26, 2019
Kickstart Your Weekend: Everglade Angels
There is a new comic coming out and it looks like a lot of fun.
EVERGLADE ANGELS - a graphic novel
https://www.kickstarter.com/projects/blake-northcott/everglade-angels-a-graphic-novel
From the minds of writer Blake Northcott, Scott Lobdell, artists Leila Leiz, and Roc Upchurch, comes an "R-rated" adult horror comic set in the Florida Everglades.
From the Kickstarter.
Worth checking out.
EVERGLADE ANGELS - a graphic novel
https://www.kickstarter.com/projects/blake-northcott/everglade-angels-a-graphic-novel
From the minds of writer Blake Northcott, Scott Lobdell, artists Leila Leiz, and Roc Upchurch, comes an "R-rated" adult horror comic set in the Florida Everglades.
From the Kickstarter.
EVERGLADE ANGELS, an R-rated, 48-page graphic novel, is the first horror graphic novel from Scott Lobdell (writer of Marvel's X-MEN, and the writer & creator of HAPPY DEATH DAY).It looks like a fun, 90s style slasher flick tale.
The book is co-created by Blake Northcott (international bestselling author of ARENA MODE and THE NORTH VALLEY GRIMOIRE) who is writing her first creator-owned graphic novel.
The art is by Roc Upchurch, the co-creator and artist of RAT QUEENS (the Eisner and Hugo nominated Image Comic series that won a GLAAD Media Award in 2015).
Worth checking out.
Thursday, July 25, 2019
Review: Blueholme Journeymanne and Prentice Rules
It's been a year of Basic-era games for me and I want to talk about one of my newest favorites today.
Earlier this week I talked about the new D&D 5 Essentials Kit, I wanted to have another look at my own roots, the D&D Holmes Basic Set. The Holmes set is one of the few versions of the D&D games you can't get from DriveThruRPG. You can, however, get the Blueholme game from Michael Thomas and Dreamscape Design.
Blueholme comes in two different versions, the introductory Prentice Rules, and the full Journeymanne Rules. I will cover both here. In this case, I am reviewing both the print books from Lulu and the PDF versions from DriveThruRPG.
Blueholme Journeymanne Rules
118 pages, full-color covers, b/w interiors. $9.99.
Blueholme is a retro-clone / what-if of the first Basic Set edited by John Eric Holmes. Sometimes called "Blue Box Basic" or "Blue Book Basic". At 118 pages it is a complete game. If that sounds light, then you are right! Blueholme is a "rules" light old-school game much in the same way that Holmes was. Don't let it's light-weight dissuade you. This is a feature, not a bug.
On the surface, the Blueholme Journeymanne Rules (BJR) looks like any other retro-clone in the OSR. Once you dig into it you will see the differences are from the source materials.
Foreward. We start with a foreward (not forward) from Chris Holmes, the son of John Eric Holmes and the reason why there was a Holmes Basic set to begin with. It gives these rules a bit of gravitas if you ask me.
Part 1: Introduction covers what you should expect to see in this book and the general tone of the book. Like everything else it is short, sweet and to the point.
Part 2: Characters deals with character creation. All game developers should have a look at these first two pages to see how the economy of words pays off. In the first two pages, we cover all the steps in creation. Rolling stats (3d6 in order), choosing a species (I prefer this over "race"), class, and everything else. The six ability scores are covered and what they do. SURPRISE they do much less here than in other OSR games. Essentially these are the means to get a bonus when leveling. Eg. Strength provides no bonuses in combat. Constitution does aid in hp it points, Intelligence still helps in learning languages. But that is about it really. Only Dexterity helps to hit and then only + or - 1. Dexterity is central to combat, but more on that later.
For species, there is nothing specific listed outside of humans. For anything else have a look in the Monster section and pick something! Want an elf, dwarf or orc? Go ahead! Goblin? Yes! Dragon? sure, work it out with your GM. Black Pudding? Sure...work it out with your GM.
It is very much the way the original D&D and Holmes D&D games worked.
Classes are the basic four; Cleric, Fighter, Magic-user, and Thief. Fighters do not get more attacks as they level up, but can cause more damage. There are rules on Combination Classes or what we also call Multiclassing. If your base creature type has more HD then there is a table of adjustments.
Alignment is broken down to just five, Lawful Good, Chaotic Good, True Neutral, Chaotic Evil and Lawful Evil.
Coin and Equipment is next. Note that all weapons do 1d6 points of damage per hit as per the OD&D and Holmes BD&D rules.
Part 3: Spells covers all the spells that can be cast by Clerics (1 to 7 spell level) and Magic-Users (1 to 9 spell levels). These are not huge lists and some spells are different than other books representations of them. Make sure you read before you assume a spell does what you think it does.
Part 4: Adventures covers just that, what the characters do and where they do it. This section is very reminiscent of the similar sections in both Holmes and Moldvay Basic. The breadth of the information is wide, but the depth is low since it depends on the Game Master to make calls on what is happening in certain situations.
Part 5: Encounters would be called Combat in other books, but the name change fits. We start with lots of tables of monster encounters at various levels and various locales. Combat, damage, and healing are also covered. The initiative is determined by Dexterity score. If there is a tie then a 1d6 is rolled with highest going first. AC is descending with an AC of 9 meaning unarmored.
We get tables of attack matrices and saving throws too.
Part 6: Creatures deals with all the creatures you can encounter as friend or foes. There are plenty here and brevity is the key. For example, Demon gets a single entry and some tables to determine what it looks like. You can also choose your character specifies from these entries. All the usual suspects are here. I in particular like the "pumpkin-headed" bugbear; a nod to the OD&D rules. There are a lot of Lovecraftian monsters here as well. They are the ones credited for creating the vast "Underground" where the adventurers find their fortunes. There are also plenty of "Appendix N" style creatures like intelligent apes and monsters out of Pellucidar and of course dragons and dinosaurs and undead.
Part 7: Treasure has both individual and hoard types with plenty of magic, and cursed items.
Part 8: Campaigns is a guide for Game Masters.
We end with a character sheet and a solid index.
The PDF is bookmarked, but the Table of Contents and Index are not hyperlinked (minor thing really).
The book is well laid out and easy to read. The art is all new and works fantastic with the book. Solid old-school feel to it., if slightly better than what we actually had back then. It reminded me more of Moldvay era art than Holmes, but that is fine really.
Blueholme Prentice Rules
63 pages, mono-color covers, b/w interiors. Pay What You Want.
The Blueholme Prentice Rules came out first as a preview of the Journeymanne rules.
These rules cover the basic rules as the Journeymanne rules, save only to level 3. In this respect it is actually closer to the Holmes set than the maine (manne?) rules.
In character creation, the choices of Human, Elf, Dwarf, and Halfling are given. The same basic four classes of Cleric, Fighter, Magic-user, and Thief are here.
From here the Prentice rules parallel the Journeymanne rules, there is just less of them. This is a truly Basic set of rules with everything to get you started for the price of dice.
The Prentice Rules has the same cover art, albeit in a monochrome format (not unlike Holmes) and features Public Domain art inside from Henry J. Ford. Now personally I LOVE the art. These old images from old fairy tales really sets the mood for me and gives this game a different feel.
Bluehlome Prentice Rules are a perfect solution for someone wanting to get into an Old School game and does not know where to start or what to do, and maybe not spend a lot of money upfront. For a PWYW PDF and print copies under $6, it has replaced Basic Fantasy as my OSR game of choice to hand out to people I want to introduce to old-school play.
Additionally, there are some full-color character sheets and an introductory adventure.
Blueholme is a great addition to the vast and growing library of OSR games. It might be one of my favorites, to be honest.
You can find Dreamscape Design on the web at:
Earlier this week I talked about the new D&D 5 Essentials Kit, I wanted to have another look at my own roots, the D&D Holmes Basic Set. The Holmes set is one of the few versions of the D&D games you can't get from DriveThruRPG. You can, however, get the Blueholme game from Michael Thomas and Dreamscape Design.
Blueholme comes in two different versions, the introductory Prentice Rules, and the full Journeymanne Rules. I will cover both here. In this case, I am reviewing both the print books from Lulu and the PDF versions from DriveThruRPG.
Blueholme Journeymanne Rules
118 pages, full-color covers, b/w interiors. $9.99.
Blueholme is a retro-clone / what-if of the first Basic Set edited by John Eric Holmes. Sometimes called "Blue Box Basic" or "Blue Book Basic". At 118 pages it is a complete game. If that sounds light, then you are right! Blueholme is a "rules" light old-school game much in the same way that Holmes was. Don't let it's light-weight dissuade you. This is a feature, not a bug.
On the surface, the Blueholme Journeymanne Rules (BJR) looks like any other retro-clone in the OSR. Once you dig into it you will see the differences are from the source materials.
Foreward. We start with a foreward (not forward) from Chris Holmes, the son of John Eric Holmes and the reason why there was a Holmes Basic set to begin with. It gives these rules a bit of gravitas if you ask me.
Part 1: Introduction covers what you should expect to see in this book and the general tone of the book. Like everything else it is short, sweet and to the point.
Part 2: Characters deals with character creation. All game developers should have a look at these first two pages to see how the economy of words pays off. In the first two pages, we cover all the steps in creation. Rolling stats (3d6 in order), choosing a species (I prefer this over "race"), class, and everything else. The six ability scores are covered and what they do. SURPRISE they do much less here than in other OSR games. Essentially these are the means to get a bonus when leveling. Eg. Strength provides no bonuses in combat. Constitution does aid in hp it points, Intelligence still helps in learning languages. But that is about it really. Only Dexterity helps to hit and then only + or - 1. Dexterity is central to combat, but more on that later.
For species, there is nothing specific listed outside of humans. For anything else have a look in the Monster section and pick something! Want an elf, dwarf or orc? Go ahead! Goblin? Yes! Dragon? sure, work it out with your GM. Black Pudding? Sure...work it out with your GM.
It is very much the way the original D&D and Holmes D&D games worked.
Classes are the basic four; Cleric, Fighter, Magic-user, and Thief. Fighters do not get more attacks as they level up, but can cause more damage. There are rules on Combination Classes or what we also call Multiclassing. If your base creature type has more HD then there is a table of adjustments.
Alignment is broken down to just five, Lawful Good, Chaotic Good, True Neutral, Chaotic Evil and Lawful Evil.
Coin and Equipment is next. Note that all weapons do 1d6 points of damage per hit as per the OD&D and Holmes BD&D rules.
Part 3: Spells covers all the spells that can be cast by Clerics (1 to 7 spell level) and Magic-Users (1 to 9 spell levels). These are not huge lists and some spells are different than other books representations of them. Make sure you read before you assume a spell does what you think it does.
Part 4: Adventures covers just that, what the characters do and where they do it. This section is very reminiscent of the similar sections in both Holmes and Moldvay Basic. The breadth of the information is wide, but the depth is low since it depends on the Game Master to make calls on what is happening in certain situations.
Part 5: Encounters would be called Combat in other books, but the name change fits. We start with lots of tables of monster encounters at various levels and various locales. Combat, damage, and healing are also covered. The initiative is determined by Dexterity score. If there is a tie then a 1d6 is rolled with highest going first. AC is descending with an AC of 9 meaning unarmored.
We get tables of attack matrices and saving throws too.
Part 6: Creatures deals with all the creatures you can encounter as friend or foes. There are plenty here and brevity is the key. For example, Demon gets a single entry and some tables to determine what it looks like. You can also choose your character specifies from these entries. All the usual suspects are here. I in particular like the "pumpkin-headed" bugbear; a nod to the OD&D rules. There are a lot of Lovecraftian monsters here as well. They are the ones credited for creating the vast "Underground" where the adventurers find their fortunes. There are also plenty of "Appendix N" style creatures like intelligent apes and monsters out of Pellucidar and of course dragons and dinosaurs and undead.
Part 7: Treasure has both individual and hoard types with plenty of magic, and cursed items.
Part 8: Campaigns is a guide for Game Masters.
We end with a character sheet and a solid index.
The PDF is bookmarked, but the Table of Contents and Index are not hyperlinked (minor thing really).
The book is well laid out and easy to read. The art is all new and works fantastic with the book. Solid old-school feel to it., if slightly better than what we actually had back then. It reminded me more of Moldvay era art than Holmes, but that is fine really.
Blueholme Prentice Rules
63 pages, mono-color covers, b/w interiors. Pay What You Want.
The Blueholme Prentice Rules came out first as a preview of the Journeymanne rules.
These rules cover the basic rules as the Journeymanne rules, save only to level 3. In this respect it is actually closer to the Holmes set than the maine (manne?) rules.
In character creation, the choices of Human, Elf, Dwarf, and Halfling are given. The same basic four classes of Cleric, Fighter, Magic-user, and Thief are here.
From here the Prentice rules parallel the Journeymanne rules, there is just less of them. This is a truly Basic set of rules with everything to get you started for the price of dice.
The Prentice Rules has the same cover art, albeit in a monochrome format (not unlike Holmes) and features Public Domain art inside from Henry J. Ford. Now personally I LOVE the art. These old images from old fairy tales really sets the mood for me and gives this game a different feel.
Bluehlome Prentice Rules are a perfect solution for someone wanting to get into an Old School game and does not know where to start or what to do, and maybe not spend a lot of money upfront. For a PWYW PDF and print copies under $6, it has replaced Basic Fantasy as my OSR game of choice to hand out to people I want to introduce to old-school play.
Additionally, there are some full-color character sheets and an introductory adventure.
Blueholme is a great addition to the vast and growing library of OSR games. It might be one of my favorites, to be honest.
You can find Dreamscape Design on the web at:
Tuesday, July 23, 2019
D&D Essentials Kit: Unboxing and Review
Today I want to spend some time with the new D&D Essentials Kit. I had held off buying this when it first came out. It was only available at Target stores and it is designed to get people up and going in the D&D 5 game that does not have prior experience with D&D. That is not me. Plus buying one means that someone new might not get a copy. But I kept hearing really good things about it and the sales I have heard are really good. So I opted to pick up a copy now.
Since I prefer to buy my game materials from my favorite local game store, I will pick up another one when they are released to games stores in September. I am likely going to donate that copy to my kid's local high school gaming club. It will be well recieved I am sure.
So for $25 what does the Essentials Kit have and what can you do with it? According to the back of the box we have:
Opening up the box we see:
The adventure has a familiar feel of all the D&D 5 books.
Cards.
The map of the Sword Coast.
The DM's screen. It is similar to the DM's screen sold separately, but this is made of thinner material.
Character sheets. These are thicker paper than photocopier paper.
The rulebook covers nearly everything characters will need for levels 1 to 6.
And dice. 1d4, 4d6s, 1d8, 1d10, 1d%, 1d12 and 2d20s.
The Essentials Kit covers a bunch of material and it is a fantastic introduction to the Dungeons & Dragons 5th Edition game. The rules are clear, cover all the necessary topics and items.
The Essentials Kit is designed to work with the Starter Kit, but in truth I felt the Essentials can stand on it's own.
Certainly together they make for a complete game. The Starter Set has more monsters and another adventure.
I think that there was a missed opportunity here to call these the Basic and Expert sets.
The easy comparison here is to the various Basic Sets we have gotten over the years for D&D.
One of the complaints of the Starter Set was the lack of character creation rules. There were some other complaints that I felt were overblown. But let's look at this new box and ask the basic question "can I run a D&D game with just this box?"
The answer is yes, of course you can. But are the elements here? Certainly.
I went through my Holmes and Moldvay Basic sets (Metzer is similar enough to Moldvay for this) and picked out rules sections to see what they have and how the Essentials compares.
This is what I came up with:
All three sets align well in terms of what you have. You can start a character, choose one of four races and one of five classes and take them from 1st to 6th level with this box. And with this box there are already blank character sheets.
Like the boxes of old, save for my Holmes set made during the Great Dice Drought, all have dice. All have included adventures and all have character creation rules.
Will Dragon of Icespire Peak go down in history like Keep on the Borderlands? No. But it is still a very fine adventure.
The weak point of this boxed set as a complete game are the lack of a huge variety of Monsters. Holmes featured 58 monsters. Moldvay had over 70, more with variants and sub-types. Essentials has 33. Still, a good amount and all three sets cover the same ones. I don't see this as an issue since monsters can be downloaded from the SRD or the online Basic Game. The Starter Kit also has Monsters as well.
So. The new Essentials Kit is a great starting place for people wanting to learn D&D 5 and have never played D&D before. It is also good for anyone new to D&D 5 but has played other games in the past; though I would direct those folks to the Player's Handbook.
At 25 bucks the entry price is low enough for a casual gamer.
The woman at the register at Target asked me if the game was for me or my kids. I admitted it was for me, but my kids play. She was telling me how popular the set has been and it was flying off the shelves. I told her I knew, since this was the fourth Target I had been at in the Chicago'burbs looking for it. She said her son had asked for it and she got it for him. Now he and all his friends play at her house. Cheaper than a video game and she knew where they were and what they were doing to whole time.
I think. No. I KNOW that Wizards of the Coast did the right thing putting this in Target stores. If this gets the word out more about our hobby, then fantastic.
My next plan is to do some sample characters. I have a new Bard, Cleric or Druid, and a Fighter I want to try out using just this box and do the same characters with the new Pathfinder. Could be fun to see which character creation process "feels" the best.
Since I prefer to buy my game materials from my favorite local game store, I will pick up another one when they are released to games stores in September. I am likely going to donate that copy to my kid's local high school gaming club. It will be well recieved I am sure.
So for $25 what does the Essentials Kit have and what can you do with it? According to the back of the box we have:
- 64 Page Rulebook
- Dragon of Icespire Peak Adventure
- Double-sided poster map
- DM's screen
- 6 blank character sheets
- 11 polyhedral dice
- 81 cards describing magic-items, NPC and conditions
- Access codes for D&D Beyond
Opening up the box we see:
The adventure has a familiar feel of all the D&D 5 books.
Cards.
The map of the Sword Coast.
The DM's screen. It is similar to the DM's screen sold separately, but this is made of thinner material.
Character sheets. These are thicker paper than photocopier paper.
The rulebook covers nearly everything characters will need for levels 1 to 6.
And dice. 1d4, 4d6s, 1d8, 1d10, 1d%, 1d12 and 2d20s.
The Essentials Kit covers a bunch of material and it is a fantastic introduction to the Dungeons & Dragons 5th Edition game. The rules are clear, cover all the necessary topics and items.
The Essentials Kit is designed to work with the Starter Kit, but in truth I felt the Essentials can stand on it's own.
Certainly together they make for a complete game. The Starter Set has more monsters and another adventure.
I think that there was a missed opportunity here to call these the Basic and Expert sets.
The easy comparison here is to the various Basic Sets we have gotten over the years for D&D.
One of the complaints of the Starter Set was the lack of character creation rules. There were some other complaints that I felt were overblown. But let's look at this new box and ask the basic question "can I run a D&D game with just this box?"
The answer is yes, of course you can. But are the elements here? Certainly.
I went through my Holmes and Moldvay Basic sets (Metzer is similar enough to Moldvay for this) and picked out rules sections to see what they have and how the Essentials compares.
This is what I came up with:
Item/Rule/Topic | D&D 5e Essentials | Holmes Basic | Moldvay Basic |
---|---|---|---|
Character Creation | Yes | Yes | Yes |
Ability Generation | 4d6, drop lowest or array | 3d6 | 3d6 |
Character Races | Dwarf, Elf, Halfling, Human | Dwarf, Elf, Halfling, Human | Dwarf, Elf, Halfling, Human |
Character Classes | Bard, Cleric, Fighter, Rogue, Wizard | Cleric, Fighter, Magic-user, Thief | Cleric, Fighter, Magic-user, Thief and Race-as-class |
Levels | 1 to 6 | 1 to 3 | 1 to 3 |
Spells | Yes (Bard, Cleric & Wizard) | Yes (Cleric & Magic-user) | Yes (Cleric & Magic-user) |
Equipment | Yes | Yes | Yes |
Combat | Yes | Yes | Yes |
Monsters | Yes, in included adventure | Yes | Yes |
Magic Items | Yes | Yes | Yes |
DM's Section | Yes, in included adventure | Yes | Yes |
Running Adventures | Yes | Yes | Yes |
Sample Adventure | No (but includes a full adventure) | Yes | Yes |
Full Adventure | Dragon of Icespire Peak | B1 Search of the Unknown | B2 Keep on the Borderlands |
Character Sheets | Yes | No | No* (but a page you can copy) |
Dice | Yes (11) | No (Chits) | Yes (6) |
All three sets align well in terms of what you have. You can start a character, choose one of four races and one of five classes and take them from 1st to 6th level with this box. And with this box there are already blank character sheets.
Like the boxes of old, save for my Holmes set made during the Great Dice Drought, all have dice. All have included adventures and all have character creation rules.
Will Dragon of Icespire Peak go down in history like Keep on the Borderlands? No. But it is still a very fine adventure.
The weak point of this boxed set as a complete game are the lack of a huge variety of Monsters. Holmes featured 58 monsters. Moldvay had over 70, more with variants and sub-types. Essentials has 33. Still, a good amount and all three sets cover the same ones. I don't see this as an issue since monsters can be downloaded from the SRD or the online Basic Game. The Starter Kit also has Monsters as well.
So. The new Essentials Kit is a great starting place for people wanting to learn D&D 5 and have never played D&D before. It is also good for anyone new to D&D 5 but has played other games in the past; though I would direct those folks to the Player's Handbook.
At 25 bucks the entry price is low enough for a casual gamer.
The woman at the register at Target asked me if the game was for me or my kids. I admitted it was for me, but my kids play. She was telling me how popular the set has been and it was flying off the shelves. I told her I knew, since this was the fourth Target I had been at in the Chicago'burbs looking for it. She said her son had asked for it and she got it for him. Now he and all his friends play at her house. Cheaper than a video game and she knew where they were and what they were doing to whole time.
I think. No. I KNOW that Wizards of the Coast did the right thing putting this in Target stores. If this gets the word out more about our hobby, then fantastic.
My next plan is to do some sample characters. I have a new Bard, Cleric or Druid, and a Fighter I want to try out using just this box and do the same characters with the new Pathfinder. Could be fun to see which character creation process "feels" the best.
Monday, July 22, 2019
Happy Anniversary!
No regular post today, it's my 24th Wedding Anniversary!
24 years ago I stood on a beach in Ocho Rios, Jamaica and I said "I Do" to my best friend.
It's been a wonderful ride so far. Two houses, two kids, 8 different jobs, and 21 season of gardens (missing one due to a move and no gardens when we lived in an apartment). I wouldn't change a thing.
To keep this RPG related I got a commission from one of my Featured Artist, Ben Honeycutt, to do a portrait of my wife's and mine D&D 5 characters. Or, more closely, us cosplaying as our characters. ;)
These are our characters Johan IV (Paladin) and Lana (Fighter)
These were based on our minis and our engagement photo from 1995.
24 years ago I stood on a beach in Ocho Rios, Jamaica and I said "I Do" to my best friend.
It's been a wonderful ride so far. Two houses, two kids, 8 different jobs, and 21 season of gardens (missing one due to a move and no gardens when we lived in an apartment). I wouldn't change a thing.
To keep this RPG related I got a commission from one of my Featured Artist, Ben Honeycutt, to do a portrait of my wife's and mine D&D 5 characters. Or, more closely, us cosplaying as our characters. ;)
These are our characters Johan IV (Paladin) and Lana (Fighter)
These were based on our minis and our engagement photo from 1995.
Sunday, July 21, 2019
Christmas in July Sale!
I have a lot of books on sale in DriveThruRPG's Christmas in July sale.
Yes, it is 100+ degrees heat indices outside, but DTRPGs thoughts are to Christmas.
You can even get my newest book, The Daughters of Darkness, on sale.
If you have grabbed one of my books here is a great time to finish up your collection.
Coming soon, "Children of the Gods. The Classical Witch Tradition".
Yes, it is 100+ degrees heat indices outside, but DTRPGs thoughts are to Christmas.
You can even get my newest book, The Daughters of Darkness, on sale.
If you have grabbed one of my books here is a great time to finish up your collection.
Coming soon, "Children of the Gods. The Classical Witch Tradition".
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