Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Tuesday, August 19, 2014

First Impressions: Player’s Handbook, Fifth Edition

I haven't been posting a lot on this blog, mostly because I've haven't been as involved in the tabletop gaming community since my son was born. I've been playing a lot of League of Legends, and failing at it rather spectacularly. You can read about that here.

But I picked up the new Player’s Handbook at Warp One today. I am always interested in a new edition, even if I'm not particularly hyped on playing it, and Fifth is no different. I haven’t delved deeply into it yet, but I figured I’d set out my initial impressions.

The front cover of the book features a female adventurer in an action pose fighting some sort of bone-clad giant. Very cool. The logos are clean, the typeface very legible, and the borderless art makes the whole
cover look very modern while retaining a distinctive D&D feel. The only issue I have with the design is the small red splash in the bottom left where they put “Dungeons & Dragons” when they could have just put that at the top of the cover where the D&D logo is.

The content background is a skeumorphic parchment deal, the sort of thing you expect from any fantasy role-playing game with any production value. Chapter breaks are full-page art pieces and maintain the level of quality I expect from Wizards of the Coast. There are a lot of great examples of race and gender diversity, which is nice to see.

The book’s chapter layout returns to the terrible Third Edition style. Building a wizard will require you to keep three different pages bookmarked as you reference between them. Combat rules exist between your spellcasting classes and your spell lists, as a particular point of ugh. The overview of character creation is brief and to the point, and seems to assume a level of familiarity with role-playing games and how they work.  

The integration with Faerun really shows through in the Races section, where the tropes from that setting are very apparent. To quote the section on dark elves: “Were it not for one renowned exception the race of drow would be universally reviled.” It does not make allowances for settings like Eberon (in which drow are the mysterious denizens of darkest Xen’Drik), but instead fully embraces the Forgotten Realms as its assumed setting. I’m not a fan of the Forgotten Realms books, which may make this point stand out for me more than others, but it lacks some of the versatility I expect from the game’s basic setting. Greyhawk is generic enough a setting that any basic fantasy tropes can be crowbarred in without much work, where I feel
like the Forgotten Realms requires a level of specificity that reduces the game’s reach.

The return of the half-orc and half-elf as crossbreeds, rather than as fully established races in their own regard, is a step in the wrong direction, I feel.

All of the Third Edition classes are in evidence, along with the addition of the warlock. The omission of the warlord class is notable. It’s difficult to really speak to things like class balance or niche protection without really delving into the game, but it seems to take a more Third Edition approach to both at first glance (which is to say little of either).

The lack of skill lists is a conspicuous departure from previous editions. Instead, players select a background, and that background provides access to skill proficiencies. Those proficiencies add a bonus to ability checks in situations where the skill would be relevant.

The equipment chapter is massive, with charts and descriptions for more stuff than you’ll probably ever need. Weapons, armor, adventuring gear, containers, tools, mounts and vehicles, and trade goods are all in evidence. There is a section on living a certain lifestyle. There’s even a section for “trinkets” which are simple items with a dash of mystery thrown in, to be used as possible adventure hooks or to add character to a player’s belongings.

Multiclassing is a two-page matter, now, and is much simpler than Fourth Edition multiclassing was.

Feats are back and seem more flavorful than in previous editions. Some of them are just “You’re pretty good at wrestling,” but others add new and interesting levels to the game. Lucky allows you to spend a small pool of points to roll another die if you roll poorly. Some of them increase your abilities by a point. One lets you give your party temporary hit points by speechifying at them. One gives you a bonus to use certain tools or skills. They’re interesting, and again would require a deeper delving into the book to really analyze.

There isn’t really anything sparkly or new in the Playing the Game or Adventuring sections of the book. Basic rules for rolling dice and movement and the like. Combat is quick and dirty in a Second Edition sort of way. No miniatures are needed, but I still generally like playing with them to keep track of stuff like who is flanking whom. Mounted combat gets some love in the last part of the chapter.

Spells have specific shapes again, and there’s a cute graphic of a gnome pointing at a chalk board with a cone, cube, sphere and cylinder on it. I’m assuming those same shapes will be used for stuff like dragon’s breath, as well. The spell list is three and a half pages long.

The replacement of the Astral Sea as it was envisioned in Fourth Edition is probably one of the most egregious mistakes of this edition so far. The Astral Sea was an incredible concept for adventuring at a multi-planar phase of a character’s career, and while Fourth failed in Paragon in a lot of ways, the Astral Sea was not one of those. My games will likely retain it, because it’s just too good to not use. The cosmology in general has gone back to a much more drab and boring place, which is a shame to see. The retention of the Shadowfell and Feywild make the loss of the Astral Sea all the more disappointing.

The sketches of the Conditions in the appendix are all basically perfect, and I appreciate that there are some critters to fight in the back of the book, though I don’t feel that it makes up for the wonky release schedule of a core book every month. I really liked being able to buy all three core books at once in the form of a boxed set on release, and I was under the impression that the new edition would be released the same way.

Initial Conclusions


The book is pretty and well designed, even if the chapter layout is something of a misstep. There are some things from Fourth Edition I feel are missing without good cause, while a lot of the choices made in the game’s design seem intent on bringing things back to a Third Edition place, which can be both a good thing and a bad thing. There is plenty of interesting design space, but the basic setting being one as notable as the Forgotten Realms feels like it might be holding some of that potential back. There were some choices made that seemed a little too safe, and others that seemed very strange. It feels like Dungeons & Dragons, but it also feels like it doesn’t have anything new to say. 

Monday, June 25, 2012

The Ghost of D&D Third Edition

Wizards of the Coast announced yesterday that they were going to be re-releasing the Dungeons & Dragons Three point Five core books. I’m sure there are a lot of people who are tickled pink by the news, and as a person who sells D&D books for a living, I’m certainly not against having the version of the game people want to play on my shelf. But it seems like a strange marketing choice to me, especially with D&D Fifth Edition currently in the pipes.

When the PDF battle was at its highest pitch, I came out swinging for the minority opinion that it would be deeply silly of Wizards of the Coast to release digital copies of earlier editions of the books. There’s a pretty vocal group of people that are suggesting that it makes good business sense to have all of the various versions of D&D available at once; they’d like to be able to buy First Edition core books and modules and things, and so they assume that there is a sufficient audience to warrant those books’ continued availability. And while that might actually be true, it doesn’t address the fact that Wizards of the Coast is a company that survives primarily by publishing books you don’t own, and that to continue to be successful, they need to be able to sell new and interesting material. You’re quite a bit less likely to buy something new if you can still get the thing that is familiar to you. Pathfinder proved this in a big way, by continuing to support the most recent version of D&D while Wizards of the Coast did its best to kill it so that D&D Fourth Edition could be successful. Pathfinder is a continuous best-seller, not just in my store but in many others, while Fourth Edition languishes under poor reviews and the persistent clarion shriek that it’s “Just like World of Warcraft.”

And it’s not because D&D 3.5 is a better game than D&D Fourth. It isn’t a better game than D&D Fourth, though they are radically different in scope and tone. It’s a different game from D&D 3.5, and different isn’t something people, and gamers especially, deal with very well. This fear of change is exactly the reason that D&D Fifth is going to have the same six attributes that the game has had since the beginning of the hobby. It’s the reason Vampire the Requiem is largely vilified when it is just better at what it sets out to do than any version before it. It’s one of the big reasons RIFTS books continue to sell like crazy. People generally don’t like to do new, different, weird things, and the games we play need to account for that trend if they want to be popular.

It doesn’t take a marketing genius to see that this is a catastrophically silly move on the part of the company. All of the potential issues that come from releasing PDFs of earlier editions exist here (piracy only marginally less so), with far greater impact on future sales. At this point, putting out a 3.5 Player’s Handbook both detracts from your current line and actively supports a game that has been gnawing away at your player base. This cannot possibly be anything more than a desperate grab for popularity in a beauty pageant Wizards of the Coast has already lost. It stinks of fear and distress from a company that has made a number of critical marketing mistakes in the past few years. The small gains to be had from re-releasing a sure-seller are certain to cause problems in 2013, as the marketing machine for D&D Fifth starts rolling out in earnest.

If you absolutely must try and sell older versions of a game, it makes much more sense to at least package those older versions with the edition you’re currently trying to make a market for. Put out a new core set for all four editions of Dungeons & Dragons when Fifth Edition hits stores. When you buy a core set, you get one Fifth Edition book packaged in with it. First Edition comes with the Player’s Handbook. Second Edition comes with the DMG. Third Edition comes with the Monster Manual and Fourth Edition comes with a setting book for whatever the assumed setting of D&D Next is. At least that way, if you sell an old edition of your game to people, they’re getting the thing they want and a pretty decent incentive to give your new game a try. I mean, hey, we’ve already got one of the books, right?

Monday, June 14, 2010

An Epiphany, in Two Parts, About Dungeons

I’ve had something of an epiphany since getting to Europe. As game-related epiphanies go, it’s not exactly world-shattering, but I thought it was important enough that I should share it here with all of you.

Dungeons happen in towers, not in basements.

In Muiderslot, the first tower we entered was where they kept their prisoners. At the medieval Louvre, there was an inner tower at the castle specifically to house prisoners. Tomorrow, I’m going to one of the most infamous dungeons in history, which also happens to be the Tower of London. (Versailles did not have a dungeon; they had a much more modern prison for their prisoners, though if I understand correctly, there are other palaces within Paris that have dungeons, and all of those are in towers as well).

Tower dungeons, honestly, make a lot more sense than subterranean dungeons. If you’re going to be holding people for a long time, there are going to be some things those people need, that you aren’t going to want to have to provide for them. First would be some waste management issues; if your prisoners use exactly the same sewers as everyone else (the moat, or the River Thames, for instance), then you don’t need to worry about transporting the waste away for your more long-term residents. Also, they are going to need fresh air once in a while, or they are going to suffocate. Ventilation is not something easy to come by in medieval Europe. Pushing air around is a rather silly waste of time and resources when the people doing the air-pushing could be doing something much more constructive, like torturing people, or cooking. Also, escaping from a tower can be pretty tough; there’s only one set of stairs down, and there are guard rooms between you and freedom. Assuming you could do enough damage to your windows that you could squeeze out of them, you might conceivably jump to freedom, but I would not suggest it; Muiderslot doesn’t look like much, but those towers are break-your-legs-or-kill-yourself high. Jumping into the moat might also seem a good idea, until you remember that it’s the sewer, you’ll probably get yourself the gout, and because there’s no good medicine, you’re going to die from a fever somewhere in the next town.

The second part of the epiphany is that people don’t keep their important crap in the dungeon. You keep people in your dungeon. Those people are not the sorts of people you want hanging around your important crap.

See, when you make your way through some dungeon full of monstrous guards and pitiful prisoners, when you get to the top, there isn’t a room full of treasure. The treasure rooms are kept in the keep, in a vault, with the rest of the important crap. When you get to the top of a dungeon (because they’re towers, remember), there’s just more prisoners. Sometimes those prisoners are important, sure. They could be a sack of princes waiting for a pack of heroic babes in chainmail to come rescue them, but it’s quite a bit more likely that they’re a bunch of whiny nobles that the king doesn’t really like anymore, but they’re too important to just kill outright.
So I think we’re using dungeons all wrong. Doing a dungeon crawl is ridiculous. There’s nothing there but prisoners, guards, and maybe some kick-ass torture tools that you shouldn’t be using because you’re a fucking hero. I think if you’re going to bust into a dungeon, you should be looking to scale a tower. I think if you’re looking for treasure from a dungeon, it should be in the form of a ransom for some pretty-boy whining ducal heir or something. I think that whenever you’re running around some subterranean maze, it should be called exactly what it is: a labyrinth.

See, labyrinths are the sorts of things people hide important crap (and people, and monsters) in. They’re these huge underground (or above-ground, or flying) constructions built specifically to house some important thing or other, and that means that they are uniquely designed to be plundered by adventurers and their important crap stolen.