In my last post, I mentioned 4E, and discussed it a bit. I'm not sure I'll be hanging up 3.x, yet.
See, they finally released the GSL, which is the new d20 License. And it bears almost no similarities to the old d20 STL and the OGL.
I'll have more to say this weekend, but for now let me point out that ENWorld has an entire forum which is dedicated to discussion of the GSL, and there's some very good information in there.
Wednesday, June 25, 2008
Sunday, June 08, 2008
4E Is Upon Us: First Impressions
Posted by
Eric Franklin
I picked up my 4th Edition Dungeons & Dragons books on Friday, and had just enough time to get through the combat section and a few other bits before Worldwide D&D Day.
It's a good thing, too.
Reading the adventure, D&D Day should have been at least a week after the launch of 4E. It didn't tell DM's how to figure initiative, for starters.
Some of the characters had abilities that referenced abilities that weren't explained well. The Dwarf fighter, for example, had an ability that allowed an ally to "shift" two spaces. Having read the PHB, I knew that shifting was movement that didn't provoke an Opportunity Attack (which are much clearer than they were in 3E). Had I not read the book, I'd never have known this.
The DM's minis pack was (for the second year in a row) short one mini (this year, it was an Animated Statue).
The Wizard had Skill Training (Stealth), but Stealth didn't appear anywhere else on the character sheet. It should have shown Stealth +7.
Here are a few impressions on the system itself, however (based ONLY on the Player's Handbook and a glance at the Monster Manual):
1) Magic Items have been drastically depowered. The majority of effects are character powers, now, rather than Feats or Spells. This means that players with a stingy GM will be almost as powerful as players with a generous DM. It's a good thing, IMHO.
2) Skills remind me quite strongly of 2E AD&D's Non-Weapon Proficiencies. All skills can be used untrained, and skill training gives you a flat +5 to that skill.
3) Multiclassing took a huge step backwards. As in, "There isn't any, anymore." There are "Multiclass Feats" that allow you to take one ability (and sometimes a skill) from another class, but that's it.
4) Hit Dice are gone. Every class gets a set number of HP (plus Con bonus) per level.
5) Base Attack Bonus is now the same for everyone. BAB is half of your level plus your attribute mod, plus your proficiency bonus. The advantage that fighters have in combat is largely due to the fact that they'll have higher combat-related attributes than non-fighters. Well, that and the class Powers.
6) Weapons no longer have non-Proficiency penalties. Instead, they have proficiency bonuses. Most are a +2, but a few are +3.
6) AC won't change much from low to high level. Since Base Attack Bonus goes up by 1 every two levels (excluding increases due to attribute improvement), it doesn't need to change much. Higher level monsters have more hit points and better powers (much like PC's) to compensate for the relative flatness of AC and BAB.
7) The new class powers system means that third party support will have to step up. Seriously. Each class will take a lot of work to balance against every other class. It also makes me unsure why they still have Feats - why not make them universal Powers with "Permanent" as their duration?
8) They still call it the d20 system, but it's a new logo. At its core, it's still the same as 3E - d20 + stat modifier + other modifiers. "Other Modifiers" includes half of your level, skill training, and situational modifiers as appropriate.
All in all, I make it three steps forward, two steps back. It's definately progress, and it looks like they did a good job of simplifying things for the DM. I may even break out my DM's hat for this one.
It's a good thing, too.
Reading the adventure, D&D Day should have been at least a week after the launch of 4E. It didn't tell DM's how to figure initiative, for starters.
Some of the characters had abilities that referenced abilities that weren't explained well. The Dwarf fighter, for example, had an ability that allowed an ally to "shift" two spaces. Having read the PHB, I knew that shifting was movement that didn't provoke an Opportunity Attack (which are much clearer than they were in 3E). Had I not read the book, I'd never have known this.
The DM's minis pack was (for the second year in a row) short one mini (this year, it was an Animated Statue).
The Wizard had Skill Training (Stealth), but Stealth didn't appear anywhere else on the character sheet. It should have shown Stealth +7.
Here are a few impressions on the system itself, however (based ONLY on the Player's Handbook and a glance at the Monster Manual):
1) Magic Items have been drastically depowered. The majority of effects are character powers, now, rather than Feats or Spells. This means that players with a stingy GM will be almost as powerful as players with a generous DM. It's a good thing, IMHO.
2) Skills remind me quite strongly of 2E AD&D's Non-Weapon Proficiencies. All skills can be used untrained, and skill training gives you a flat +5 to that skill.
3) Multiclassing took a huge step backwards. As in, "There isn't any, anymore." There are "Multiclass Feats" that allow you to take one ability (and sometimes a skill) from another class, but that's it.
4) Hit Dice are gone. Every class gets a set number of HP (plus Con bonus) per level.
5) Base Attack Bonus is now the same for everyone. BAB is half of your level plus your attribute mod, plus your proficiency bonus. The advantage that fighters have in combat is largely due to the fact that they'll have higher combat-related attributes than non-fighters. Well, that and the class Powers.
6) Weapons no longer have non-Proficiency penalties. Instead, they have proficiency bonuses. Most are a +2, but a few are +3.
6) AC won't change much from low to high level. Since Base Attack Bonus goes up by 1 every two levels (excluding increases due to attribute improvement), it doesn't need to change much. Higher level monsters have more hit points and better powers (much like PC's) to compensate for the relative flatness of AC and BAB.
7) The new class powers system means that third party support will have to step up. Seriously. Each class will take a lot of work to balance against every other class. It also makes me unsure why they still have Feats - why not make them universal Powers with "Permanent" as their duration?
8) They still call it the d20 system, but it's a new logo. At its core, it's still the same as 3E - d20 + stat modifier + other modifiers. "Other Modifiers" includes half of your level, skill training, and situational modifiers as appropriate.
All in all, I make it three steps forward, two steps back. It's definately progress, and it looks like they did a good job of simplifying things for the DM. I may even break out my DM's hat for this one.
Friday, June 06, 2008
More To Come
Posted by
Eric Franklin
I'll be putting a longer post up this weekend about the end of Wizards of the Coast's support for d20 and compatible products and the launch of 4E, but I just wanted to put up a quick note:
I just got flight confirmation for GenCon. I'll be flying out of Seattle on the 12th of August and returning on Monday the 18th.
I just got flight confirmation for GenCon. I'll be flying out of Seattle on the 12th of August and returning on Monday the 18th.
Saturday, May 31, 2008
The Most Dangerous Game
Posted by
Eric Franklin
No, not hunting people.
Jungle Speed. I've never seen a game which so completely changes people.
My wife is a beautiful woman. She's not a very competitive person when gaming - that's not to say she isn't a skilled competitor. She's just not very trash-talking or in-your-face.
But get Jungle Speed out, and this happens:

If you look at the cards played, you can see that this is an "All-Grab" card. Two players have just barely started to move, and two are already fighting over the totem. One of the two blurs struggling over the totem is my wife.
The game's impact is such that we require all players to remove all jewelry from their hands before playing. And we can't play in the presence of children.
My wife isn't the only person impacted by the game, either. My good friend Dawn doesn't swear. She has a son and works as a newspaper editor (and freelance edits for WotC), so she is very aware of her language choices. She's very particular about the language she allows to escape her mouth.
Now, my Wednesday night game night is held at a game store which is open to the public. We sometimes have small children about, so we're pretty particular about our language as well.
The last time we played Jungle Speed, Dawn caught herself swearing. A lot. It doesn't help that I'd included the expansion.
There are a few games designed to cause pain or suffering, such as Shocking Roulette, Really Wild Bug Eating Party, Quelf and Nautilus (have you tried it?) but they hold no interest for me.
I have games which have cut me, games which have fallen on my toes, and games which have caused me to injure myself in other ways (Curses nearly always causes a strain). But Jungle Speed is the only game which I have played which nearly always draws blood or causes bruises. It's the only game I own which has put holes in walls and dented ceilings.
And I just keep coming back for more ...
Jungle Speed. I've never seen a game which so completely changes people.
My wife is a beautiful woman. She's not a very competitive person when gaming - that's not to say she isn't a skilled competitor. She's just not very trash-talking or in-your-face.
But get Jungle Speed out, and this happens:
If you look at the cards played, you can see that this is an "All-Grab" card. Two players have just barely started to move, and two are already fighting over the totem. One of the two blurs struggling over the totem is my wife.
The game's impact is such that we require all players to remove all jewelry from their hands before playing. And we can't play in the presence of children.
My wife isn't the only person impacted by the game, either. My good friend Dawn doesn't swear. She has a son and works as a newspaper editor (and freelance edits for WotC), so she is very aware of her language choices. She's very particular about the language she allows to escape her mouth.
Now, my Wednesday night game night is held at a game store which is open to the public. We sometimes have small children about, so we're pretty particular about our language as well.
The last time we played Jungle Speed, Dawn caught herself swearing. A lot. It doesn't help that I'd included the expansion.
There are a few games designed to cause pain or suffering, such as Shocking Roulette, Really Wild Bug Eating Party, Quelf and Nautilus (have you tried it?) but they hold no interest for me.
I have games which have cut me, games which have fallen on my toes, and games which have caused me to injure myself in other ways (Curses nearly always causes a strain). But Jungle Speed is the only game which I have played which nearly always draws blood or causes bruises. It's the only game I own which has put holes in walls and dented ceilings.
And I just keep coming back for more ...
Tuesday, May 20, 2008
GenCon
Posted by
Eric Franklin
Remember a few weeks back when I mentioned that WotC didn't have any big GenCon announcements?
I was wrong.
I was wrong.
Sunday, May 18, 2008
Why You Should Go To KublaCon!
Posted by
Eric Franklin
I'm guessing that a fair number of you have never heard of KublaCon.
Here's why it's worth the trip, even though it's a fairly small Con:
1) It's a small con. This means more face time with the special guests. There are some good ones this year, too, including Guido Teuber.
2) Their annual Game Design Contest. Even if you're not participating (their deadline for submissions was last week), it's still worth checking out.
3) The chance to play Senji before anyone else in North America. It won't be available for sale, but will be available for demoing.
4) Kubla pins.
I was asked if I could make it this year, but my boss has that weekend off, so I wasn't able to get the time off for myself. My wife attended last year, and had a great time.
Here's why it's worth the trip, even though it's a fairly small Con:
1) It's a small con. This means more face time with the special guests. There are some good ones this year, too, including Guido Teuber.
2) Their annual Game Design Contest. Even if you're not participating (their deadline for submissions was last week), it's still worth checking out.
3) The chance to play Senji before anyone else in North America. It won't be available for sale, but will be available for demoing.
4) Kubla pins.
I was asked if I could make it this year, but my boss has that weekend off, so I wasn't able to get the time off for myself. My wife attended last year, and had a great time.
Tuesday, May 13, 2008
Laying Blame
Posted by
Eric Franklin
As most of you know, I'm pretty active over on BoardGameGeek. I'm not one of their most active or recognizable members, it's true - but if you've had a rules question on an Asmodée game, I'm frequently the one to answer.
It means that I see a lot of complaining about how far behind the French our Dungeon Twister releases are. People point fingers at Asmodée more often than not.
I'd like to point a few things out, however, and suggest another possible villain to this picture.
When Dungeon Twister was first released in English, there were four French sets that we lacked. That is, we were four sets behind. Looking now, there are ... four French sets that we lack. Asmodée has kept pace with the French releases - we have neither gained nor lost ground.
The American audience is different from the French audience. When I'm demoing expansions at conventions, the first question most players have is "Are these pieces available for multiplayer?" In France, the multiplayer expansions are reportedly the slowest-moving expansions. The difference is extreme enough that we may not get Fire and Blood in its current form - Asmodée is talking about an "Ultimate 3/4 Player" set that will include red and green characters from all of the English sets released thus far. That means we will have multiplayer for some characters before the French do!
And, finally, the new villain:
The American release of Dungeon Twister was delayed for a year or so, because Asmodée (France) licensed the rights to a North American release to Upper Deck, who then failed to publish. Most of you probably didn't know that - I don't think I'm even supposed to know about it. When UDE eventually dropped the project, Asmodée decided to go forward. Since they started from scratch, it set the original English release back by at least a year.
Dungeon Twister was the one of the first games that was not yet available in English to crack the BoardGameGeek's Top 100 games - it was far from the last, however.
It means that I see a lot of complaining about how far behind the French our Dungeon Twister releases are. People point fingers at Asmodée more often than not.
I'd like to point a few things out, however, and suggest another possible villain to this picture.
When Dungeon Twister was first released in English, there were four French sets that we lacked. That is, we were four sets behind. Looking now, there are ... four French sets that we lack. Asmodée has kept pace with the French releases - we have neither gained nor lost ground.
The American audience is different from the French audience. When I'm demoing expansions at conventions, the first question most players have is "Are these pieces available for multiplayer?" In France, the multiplayer expansions are reportedly the slowest-moving expansions. The difference is extreme enough that we may not get Fire and Blood in its current form - Asmodée is talking about an "Ultimate 3/4 Player" set that will include red and green characters from all of the English sets released thus far. That means we will have multiplayer for some characters before the French do!
And, finally, the new villain:
The American release of Dungeon Twister was delayed for a year or so, because Asmodée (France) licensed the rights to a North American release to Upper Deck, who then failed to publish. Most of you probably didn't know that - I don't think I'm even supposed to know about it. When UDE eventually dropped the project, Asmodée decided to go forward. Since they started from scratch, it set the original English release back by at least a year.
Dungeon Twister was the one of the first games that was not yet available in English to crack the BoardGameGeek's Top 100 games - it was far from the last, however.
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