5e – Fail Squad Games Tabletop games and adventures Mon, 19 Nov 2018 03:31:49 +0000 en hourly 1 https://wordpress.org/?v=5.4.2 https://i2.wp.com/www.failsquadgames.com/wp-content/uploads/2016/07/dice.jpg?fit=32%2C32&ssl=1 5e – Fail Squad Games 32 32 105992839 FSG Kicking up 5E /blog/5e/fsg-kicking-up-5e/ /blog/5e/fsg-kicking-up-5e/#respond Mon, 19 Nov 2018 03:23:55 +0000 http://www.failsquadgames.com/?p=1697 A few weeks ago Raven and I decided we wanted and needed to learn 5E better so that we could better understand the newest edition of the game for better or worse. We both love and play the 0E through 2E versions and enjoy...

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A few weeks ago Raven and I decided we wanted and needed to learn 5E better so that we could better understand the newest edition of the game for better or worse. We both love and play the 0E through 2E versions and enjoy them. It was just time to set things aside and dig in to try 5e in earnest without insisting it be an older edition. Here’s my take on how things are going…

The Journey

Up to now I’ve written and played modules in older editions and paid for help in the 5e conversions. No more. We found a local friend (Herman) and we talked about how to proceed. We would take it slow; stop, complain, look things up, and make a real effort to understand this edition. It turns out there was less complaining in play than anticipated but we do still need to look various things up. This slows play a bit, but we are progressing through the game better than expected.

Previously I had read the books and tried it a few times but always with a bit of expectation that the game was still what it once was. Of course, this is a foolish approach because those editions have already been printed. WOTC wouldn’t reprint the same game twice.

My Personal Issues in 5e

I have discovered by playing 5E weekly, rotating playing and GMing, that my issues were less with the game than with the way the information is presented in the books. The game plays differently than it reads when the dice start rolling. Running also seems to have smoothed out a bit with the progression of time as we become more familiar with the rules.

The Latest Adventures

Tonight players finished The Witch’s Trial in the Lands of Lunacy. During my time behind the character sheet, Herman is running us through the Phandelver adventure. The more hours we all spend on both sides of the screen, the more we are learning to like 5E. The power ratchet is real, however, doing 2 HP of damage to a monster with 6 HP is the same as doing 20 HP of damage to one with 60. We are also learning to better write to this edition from the ground up.

The Fun Side

As players, we are discarding the idea and verbiage of “Character Builds”. The Squad didn’t want to try to find the most powerful character stack. We are purposefully choosing the race class combinations we want to play and fitting the numbers and choices into that story. We had fears of overly complex play and abilities, overpowered classes (which is still on the horizon as we rise through levels), and spending hours looking up various abilities and skills.

I feel that we are all pleasantly surprised at how smoothly the game plays once the dice roll and the books are closed. Yes, we still need to look things up, but no more than we did in the 1E and 2E versions. The various character abilities are laid on slowly in lairs so GMs and player grow accustom to the options and abilities. It still feels like a night of D&D at the end of the evening and nothing more complicated than the “Complete Book of” era we went through.

The more we game, the more we all look forward to gaming again. The more we put the rules to practical application, the more we seem to accept the changes. It has taken us some time to adapt to 5E from our 0E to 2E roots, but we are indeed adapting.

We tested a live stream tonight and have discussed plans for future, better, and upgraded stream arrangements for FSG games to come online. Follow us on Facebook to keep up to date with our adventure into 5E and our games.

This acceptance of 5E came just as we were considering dropping production to the system and focusing on BECMI / LL. I’m glad we gave it one more try.

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My Gripe About D&D 5E /blog/5e/gripe-dd-5e/ /blog/5e/gripe-dd-5e/#comments Sat, 06 Jan 2018 18:39:59 +0000 http://www.failsquadgames.com/?p=1423 I Love Dungeons & Dragons, it’s my livelihood and source of great joy. I follow a number of groups in numerous editions and a pattern seems to be emerging in 5E that troubles me. Although it may be kicking a hornet’s nest, I’m going...

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I Love Dungeons & Dragons, it’s my livelihood and source of great joy. I follow a number of groups in numerous editions and a pattern seems to be emerging in 5E that troubles me. Although it may be kicking a hornet’s nest, I’m going to step up to the plate and voice the thing about Fifth Edition Dungeons and Dragons that I just don’t like. Am I alone in this gripe?

What I Like

Let’s start with a gripe sandwich. I’ll start with what I like the most about 5e before moving to the unpleasant business. I truly LOVE that fifth edition has brought so many new and diverse gamers to the RPG table and conventions. Clearly our friend Mike Mearls with Jeremy Crawford and the WOTC team brought a quality product that lines up with the target market. The whole team put their ears to the community to give them something they wanted. They added in NUMEROUS house-rulings, and built something completely different from the previous edition that, let’s face it, wasn’t received as well by the community. People defend the system like a religious text, so clearly they love it. So much, that I am hesitant to release a blog post with a criticism of it.

I will also preface my gripe with the fact that I have released almost all my titles with 5E rules and compatibility. The ire that critique of the system raises is almost, in itself, a small gripe about it. So let’s move on to the issue at hand.

What I Don’t Like

There is a small list that this single dislike incorporates. So I will itemize my sub-gripes under this heading. In brief, my biggest gripe about the system is that: 5E has players pushing numbers ahead of characters. *please hold your ire until the end so I can explain*

I will also preface the following and above that I already KNOW that your group doesn’t do this. That you feel I am utterly wrong. That the system can be bent to fit all styles of play…. I know… you hate me for a critique of 5E. All editions can be bent for various styles of play, and we all have examples. I am stepping back from that muck pit to look at this topic.

Character Builds

This isn’t an ‘official’ WOTC term I don’t think, but I hate that it exists. A build is the term used to ‘work the system’ for advantages and plug-in a number of module elements to arrive at a character. The idea itself reveals that character’s aren’t unique. This is a videogame thinking in character creation. Plug in race, class, feats, background, skills, tighten the bolts and here’s your character. When going through it I can almost see a SKyrim type menu with things I tick off and then just choose hair and eye color at the end. It has your story, look, feel, indeed your entire advancement career outlined for you already. One of the more common posts in the 5E groups that I watch is: “What is the best build for a ____[insert character archetype]____?”
My answer will unwaveringly and unapologetically be, “The one that seems like the most fun for you to roleplay at the moment.”

Mechanics in Backstory

My first reaction to the preset background stories was, “Yeah ok whatever. it gives some inspiration for those who don’t want to think of a background.” Then when I realized these preset backstories weren’t just “dungeon dressing” but actually things to choose with mechanics attached, I recoiled in horror. To me this feels counter to the spirit of the game. Yes, I know you can write your own and make them up, but then your DM needs to layout rules, bonuses, and a path through the various feats and abilities.

Is This a Good Character to Play?

A question that gets asked in 5E groups more than any other. Variants of this question come up and it is related to character builds. What the inquisitor means is, “Will this character survive? Is it Min/Maxed properly to try to get an edge on the mechanics? Can I “win?” My answer is unapologetically, “If it seems like a fun character to you to play, ONLY then is it “good”.” I don’t know what it is about the system that seems to entice the idea of maximizing numbers to get an advantage. I admit It would happen on occasion in 2E as well I.E. strong fighters with high dex taking darts, then specializing. But for some reason, it seems to be the standard mindset for players in the 5E groups I frequent, not the exception.

Concept vs. Numbers

I would like to encourage 5E players to NOT think about builds, numbers, or system weaknesses at character creation. DISCARD everything you read about backgrounds, archetypes, feats, skills, and how they combine. DISCARD everything you know about stats, rules, advantage, disadvantage, AC, DC, HP, and close your eyes to think about what kind of hero you imagine in a fantasy RPG setting. From the stories of old, new, books, movies, and stories, imagine what type of character excites you. Imagine what YOUR hero in a fantasy realm looks like, talks like, acts like. What’s their story? WAIT…not those 5E backstories…. this is your own imagining.
Is it a lithe elf of the forest, surviving in the wilds in search of their friends? Is it the popular wise-guy from the city who is everyone’s friend and shmoozes them out of money?

Imagine your hero the way you want to play it. Whatever way and whatever style seems FUN to you and your friends at the table. Take that image and THEN apply the tool box of modules and numbers in the players handbook to make that image happen. The numbers aren’t your character, they only describe your character.

The numbers aren’t your character, they only describe your character.

That is my biggest gripe about 5E summed up in one sentence (above). Perhaps it’s a player gripe, I’m not sure. I strongly feel that the numbers, feats, abilities, and all that should be used to describe our characters, not the other way around.

Complete the Sandwich

5e can accommodate all sorts of styles of play and approaches. If you are finding yourself opening the book to find the best numerical advantage in damage and abilities, I really challenge you to stop, close the book, and imagine the FUN character first. The game can handle your presence without min maxing the numbers. There is no “winning” in D&D. If you are only carving numbers, you are thinking of winning and not telling the story of your band of heroes.

The system is ready for this style of play. You can even trim everything back to the core, maybe replay Phandelver one more time with the intro set rules. Your DM may even be willing to go beyond level 3 with the intro box rules. That intro box set really put the story mode in front, it’s what excited a whole new group of gamers to play – reconnect to that excitement of adventure and hold onto it. Humans get competitive, it’s ok. We also get cooperative, you don’t need to be great at everything, it’s why we adventure in groups.

It’s why so many previous edition gamers play Holmes, BECMI, 1E, 2E, we are reconnecting to what excited us about playing in the first place. Even previous edition gamers sometimes do this min/maxing business. People who only play the number often lose the magic and eventually fade out of the hobby. People whose eyes glaze over at the table and can “see” their hero creating the story as it unfolds, tend to immerse deeper into the game and find more joy in it.

What is Best in Life?

There is no best system or style of play. The best system for you is the one that generates the most fun. Role playing games aren’t games of numbers. They are ROLE PLAYING games that use numbers to tell a story.

I hope this helps enrich your gaming experience, and thank you for tolerating my 5E gripes. Now feel free to voice your ire in the comments.

~Lloyd M

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Adventure is Back in this 5E Module /blog/adventure-back-5e-module/ /blog/adventure-back-5e-module/#respond Tue, 18 Jul 2017 16:08:02 +0000 http://www.failsquadgames.com/?p=1142 Marathon of Heroes This adventure was originally written and produced for RPG Crate (July 2017) and it shipped to MANY gamers around the globe. Fail Squad Games, Ric Martens, and Lloyd Metcalf wanted to bring it directly to our supporters as well and we...

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Marathon of Heroes

This adventure was originally written and produced for RPG Crate (July 2017) and it shipped to MANY gamers around the globe. Fail Squad Games, Ric Martens, and Lloyd Metcalf wanted to bring it directly to our supporters as well and we were given the thumbs up to pull the trigger. As is the case with many small indie publishers, laying out the cheddar to get a stack of books printed blindly can be a disastrous risk. Kickstarter addresses that issue and let’s us find the gamers who need the books to plan our print run accordingly.

In Marathon of Heroes the local city is faced with a nightmare of a Dragon. The local lord has tracked the beast to a volcano offshore, but no one knows what awaits. Everyone knows what Red Dragons love above all else though – Treasure.

Strange Friends in Strange Places

It’s not long before the heroes meet a friend from the Lands of Lunacy. The Murine are an anthropomorphic race of rodent folk native to the Lands of Lunacy. They were first introduced in the 1E/OSRIC adventure “Last Call Oliviah” but have been modified and properly introduced as a 5E player character race in Marathon of Heroes.

The heroes new friend knows they aren’t ready to face Vatrastrom the dragon and offers them an opportunity to hone their skills and prepare to face the beast in his volcanic lair.

The Tests

Marathon of Heroes will test the four compass points of tabletop gaming:

  • Fighter
  • Magicuser
  • Cleric
  • Thief

All find their tests and challenges and opportunities to shine. The adventure shines a spotlight on how an old-school party was expected to operate for 5E players. A gaming group of interdependent heroes relying on one another for success. This adventure highlights those Halcyon days and attempts to remind players of the party-team strength (or relive its glory)

Adventure Awaits

This 36-38 page adventure covers multiple sessions and a lot of ground. With stretch goals that comes as side quests called “Interludes” there is potential for many sessions in this one adventure.

Back the project NOW on Kickstarter 

(Ends August 3rd 10 AM EST 2017)

 

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3 Things Grognards Can Love About 5E /blog/3-things-grognards-can-love-5e/ /blog/3-things-grognards-can-love-5e/#respond Thu, 16 Feb 2017 05:57:53 +0000 http://www.failsquadgames.com/?p=963 Bringing old school gamers to the new classroom I’ll admit to struggling in my transition to Dungeons & Dragons 5E. For the old school gamers out there, there are some things to really like.   What follows are my 3 favorite things about 5E...

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D&D 5E Bringing old school gamers to the new classroom

I’ll admit to struggling in my transition to Dungeons & Dragons 5E. For the old school gamers out there, there are some things to really like.

 

What follows are my 3 favorite things about 5E as an old-school curmudgeon.

1) Ability Scores

Ability Scores
2-3_______ -4
4-5_______ -3
6-7_______ -2
8-9_______ -1
10-11_____  0
12-13_____ +1
14-15_____ +2
16-17_____ +3
18-19_____ +4
20-21_____ +5

One of the first things that hits you about this and most any gaming system is the ability scores. In coming from 1E /2E to 5E one of the first things I enjoyed was the simplified ability scores. All stats, across the board all have the same bonuses and penalties. It can be argued that 1&2E did this too, but 5E really tidied things up here a bit.

That’s it, for all the ability scores. In 1E / 2E we had to muddle through all the stats with numerous adjustments for weight, bending bars, saves, and all sorts of various circumstances that might apply to the ability score.

At first glance, this might seem a little nutty, but it does make sense. The DM tosses a DC (Difficulty Class) onto various tasks at hand, to which the bonus or penalty will apply.

Not only does this clean up the character sheet, but it does simply a number of game mechanics nicely.

2) Difficulty Challenges

Difficulty Challenges (DC) are really a tidy fix to numerous things. Picking locks, jumping a fence, swimming the river, the DM only has to toss on a DC to the task at hand.

DC’s generally range from 10 – 30. This is over-simplifying the concept significantly, but as a DM and a player it feels almost as easy as it sounds.

3) Spell Slots

This is possibly one of my favorite strokes of genius in the 5E rules. We were grasping at a solution like this for years, were coming close, but 5E offered the answer.

In Dungeons and Dragons 5E, a wizard or cleric doesn’t memorize and hold spell in memory to cast them. They gain slots of power that they can tuck spells they know into. Instead of the spell being lost, the slot of power is expended – until the wizard can rest again.

For clerics, this is wonderful. It keeps the cleric from situations like a pile of Cure Light Wound spells, and being stuck with ONLY those spells.

It also makes a better logic in game terms. Memorizing 3 instances of magic missile seems a little silly if you think about it. But knowing the spell, and applying its’ use three times does make sense.

Wizards and clerics know and can pray for spells, they have a limited number of spells per level they can cast, they get to apply any spell to those slots as they see fit. Welcome to being useful casters and not HOPING you are equipping appropriate spells.

Well done 5E. well done.

Old School to new

A number of the ideas presented in 5E can be brought to your 1E or 2E game if desired, without switching systems. Spell slots being quite easy to apply, DC’s being only a slight challenge, and standardizing ability scores more difficult. At some point, you may need to just try 5E in full force. It is a very different game from the old days though. It isn’t “Like 1E”.

This article isn’t to suggest it’s better or worse, just different. The books or at least the FREE SRD are worth the read. These aren’t the only good points of the system for old Grognards to swipe and add to their table.

Have you adapted any 5E rules to your old school game?

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Save or Die – Something I like about 5E /blog/save-or-die/ /blog/save-or-die/#respond Thu, 01 Dec 2016 09:58:43 +0000 http://www.failsquadgames.com/?p=634 “Save or Die” used to suck In all the previous editions of Dungeons & Dragons “Save or Die” was this thing that many DMs avoided. That is, unless they were just tired of the characters at the table. It just felt overly brutal to...

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Save or DIE

“Save or Die” used to suck

In all the previous editions of Dungeons & Dragons “Save or Die” was this thing that many DMs avoided. That is, unless they were just tired of the characters at the table. It just felt overly brutal to make a player roll one dice and go from 100% to absolutely done!

That’s what it was back in the day, literally save or die. Along came resurrection and that softened the blow, but you had to rely on the rest of your party to carry your corpse back to a temple, spend all your money, come back with less con (It was just an ordeal). A phase spider could really interrupt the entire night’s game.

 

Along came 5E

I’m not living in the 5E world and I still prefer older versions of Dungeons & Dragons. I recently came across a really nice feature of 5E for DMs. Save or Die!

My latest bit of writing involved a giant Black Widow Spider (2ft. across) hiding in an privy pit. Her venom needed to be deadly, and I could just pop in “Save VS CON DC16 or DIE”. Now I am able to take the thing I didn’t like about 5E (Death saving throws) and make them work to my advantage.

Now we can say save or die, but what we mean is save or  “Go to zero HP and start your death saving throws.” I understand this is the kind DM version. Save or die can still mean save or die!  This kinder version does continue to make deadly things quite deadly, but doesn’t let the life of your character rest on one roll that might only have a 30% chance of success.

I would like to put my brain to this to find a good way to do a similar house rule in 1E or 2E for Save or Die creatures. What have you done in your games to avoid the cold “Save or Die” phrase?

 

 

 

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The Bogey of Brindle Launches, Funds & Thrives /general/the-bogey-of-brindle-launches-funds-thrives/ /general/the-bogey-of-brindle-launches-funds-thrives/#respond Thu, 30 Jun 2016 20:05:49 +0000 http://www.failsquadgames.com/?p=455 The Bogey of Brindle launched yesterday, then within a few hours, was fully funded and the unique backing levels were disappearing fast. Backers have been sharing the link all over social media, and as a team, we are growing this project properly. Like Curse...

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Funded
The Bogey of Brindle launched yesterday, then within a few hours, was fully funded and the unique backing levels were disappearing fast. Backers have been sharing the link all over social media, and as a team, we are growing this project properly.

Like Curse of the White Mine, I felt an obligation to find stretch goals and other things, but also like the Curse of the White Mine, I wanted to Keep it simple so delivery wouldn’t get complicated.

A lot of work went into turning The Bogey of Swindle into a full size module and 5E from an OSRIC digest one-sitting mod. The adventure is completely fresh and barely recognizable. A number of new characters have been added, the boss re-imagined, and no stone left unturned, then many new ones added in for good measure.

When I brought Curse of the White Mine to conventions, a lot of people were telling me they missed the old fashion AD&D module feel. They weren’t keen on the full color page splashes and the fancy things I thought were “neat”. The gamers who did like the full color layout, could have gone either way really.
As an old-school guy who really enjoys the nostalgia, I get it, I really do. I wanted to bring that old school feel to this adventure, but produce a 5E quest for the Old School DMs who were playing 5E. All but a couple of illustrations were done by me in old fashion pen and ink on paper. Maps included.

This module is complete and ready to go to print. I hope you consider supporting the Old School feel in the Emperor’s new clothes (5E) and let the world know that OSR can also be alive in 5E.

~Lloyd M

Brindle_promoClick here to BACK NOW (Ends July 16th)

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5e Character Creation in 8 steps /blog/5e-character-creation-in-8-steps/ /blog/5e-character-creation-in-8-steps/#respond Sun, 21 Feb 2016 01:48:26 +0000 http://www.failsquadgames.com/?p=391 The part of 5E that has bothered me a little is the assumption that a new player to the system will instinctively know the steps to put together a character. Perhaps one could follow the Player’s Handbook through the process, but for myself, I...

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The part of 5E that has bothered me a little is the assumption that a new player to the system will instinctively know the steps to put together a character. Perhaps one could follow the Player’s Handbook through the process, but for myself, I got lost a bit, not being sure which pieces should follow which.

There were also cases where I wasn’t completely sure of all the options and choices before me and what they did exactly.

Just when I think I understand things, there are new kits, and numerous other pieces I haven’t seen before. Ultimately, use whatever process your DM and your group prefers, but here I will outline the process to help my group, and my players get up and running quickly with the process I use myself.

For my worlds, I am still holding to the general basics of 5E character creation. Backstory usually comes pretty quickly and organically for my players, so I will graze it lightly in this process, but not require it.

Some notes before we begin:

In my mind, I usually lump Race, Alignment, Class into one describing thought to start off a character type I want to play – I.E. “Halfling, LN, Thief”. This is MY way, not the only way or necessarily the right way. It is simply how I think when approaching the topic. Therefore the Race, alignment, class sections may be out of the typical order with other methods or approaches.

Character Creation Step by Step

Step 1) Gather your dice and a basic character sheet, which can be found HERE.
* I still prefer rolling ability scores. If you do not (for some strange reason), the PHB has point buy and flat out basic stats you can apply.

Step 2) Choose a Race (PHB pg 17):


Dwarf

(PHB pg18)
Abilities: 
Con +2
Age: 50-350, Align: Lawful (Good tendency), Size: 4′-5′ 150 lb average
Speed: 25 (Not reduced by armor)
Darkvision: 60′
Dwarven Resilience: Advantage on Saves vs Poison
Dwarven Combat Training: Proficiency with Battleaxe, Handaxe, Light and War Hammer.
Tool Proficiency: Proficient with artisan tools of your choice Smith tools, Brewer supplies, Mason tools.
Stonecutting: Whenever you make a check vs the origin of stonework you are considered proficient in the History skill as it relates to stonework. Add double proficiency bonus to check.
Languages: Speak, read, write Common and Dwarvish.

Sub Races:
Hill Dwarf – 
Wis +1, Dwarven Toughness – HP Max +1/lvl
Mountain Dwarf – STR+2, Dwarven Armor Training – proficient with Lt and Med Armor.
Duergar – Consult your DM


Elf

(PHB pg21)
Abilities:
Dex +2
Age: 100-750, Align: Chaotic (Good tendency), Size: 4.5′-6′ slender build
Speed: 30
Darkvision: 60′
Keen Senses: Proficient in perception
Fey Ancestry: Advantage on saves vs. Charm, immune to most magical sleep.
Trance: Do not need to sleep, meditate deeply for 4hrs / day instead of sleeping 8.
Languages: Speak, read, write Common and Elvishish.

Sub Races:
High Elf-
Int +1, Elf Weapon Training -Proficient with Long & Short Sword, Long & Short Bow, Cantrip – You know one Cantrip from Wizard list (Int), Extra Language – Speak, read, write one extra language.
Wood Elf – Wis +1, Elf Weapon Training -Proficient with Long & Short Sword, Long & Short Bow, Fleet of foot – Movement base 35, Mask of the Wild – can attempt hide when only light obscured by nature.
Drow – Consult your DM


Halfling

(PHB pg26)
Abilities:
Dex +2
Age: 20-250, Align: Lawful (Good tendency), Size: 3′ 40 lb (Small)
Speed: 25
Lucky: When you roll a 1 on Attack, Ability Check, Saving Throw, you can re-roll and use new result.
Brave: Advantage on saves vs. fear.
Halfling Nimbleness: Move through space of creature size larger than your own.
Languages: Speak, read, write Common and Halfling.

Sub Races:
Lightfoot – 
Chr+1, Naturally Stealthy -can attempt to hide even when only obscure by creature larger than you.
Stout – Con+1, Stout Resilience – Advantage on save vs poison and resistance to poison damage.


Human

(PHB pg29)
Abilities:
All +1
Age: 17-80, Align: Any, Size: 5′-6′ (Medium)
Speed: 30
Languages: Speak, read, write Common + 1 extra

Variant Traits (optional rule): Consult with your DM


Dragonborn

(PHB pg32)
Abilities:
Str+2, Chr+1
Age: 15-80, Align: Good or Evil (To extremes), Size: 6’+ 250 lb (Medium)
Speed: 30
Draconic Ancestry: Dragon type affects breath weapon and resistences (See PHB pg34)
Breath Weapon: once per rest. See above for ancestry.
Damage Resistance: Depends on Ancestry
Languages: Speak, read, write Common and Draconic


Gnome

(PHB pg35)
Abilities:
Int+2
Age: 40-400, Align: Good, Size: 3′-4′ tall 40lb (Small)
Speed: 25
Darkvision: 60′
Gnome Cunning: Advantage on all Int, Wis, Chr saves vs magic
Languages: Speak, read, write Common and Gnomish

Subraces:
Forest Gnome – Dax+1, Natural Illusionist know minor illusion cantrip (int),Speak with small beasts – simple communication
Rock Gnome – Con+1, Artificer’s Lore – 2 x proficiency bonus on history check to devices (See PHB pg 37) Tinker – Profient with Tinkerer tools can create clockworks (PHB pg 37)


Half-Elf

(PHB pg38)
Abilities:
Chr+2, +1 to two others
Age: 20-180, Align: Chaotic tendency, Size: 5′-6′ (Medium)
Speed: 30
Darkvision: 60′
Fey Ancestry: Advantage on saves vs. Charm, immune to most magical sleep.
Skill Versatility: Proficiency in two skills of your choice.
Languages: Speak, read, write Common, Elvish, +1 extra


 

Half-Orc

(PHB pg40)
Abilities:
Str+2, Con+1
Age: 14-75, Align: Chaotic tendency – usually not Good, Size: 5′- 6’+ (Medium)
Speed: 30
Darkvision: 60′
Menacing: Proficient in Intimidation.
Relentless Endurance: Once per rest if dropped to zero, can drop to 1 instead.
Savage Attacks: When critical hit scored, roll one extra damage dice for weapon.
Languages: Speak, read, write Common and Orc.


 

Tiefling

(PHB pg42)
Abilities:
Int+1, Chr+2
Age: 17-100, Align: Chaotic tendency, Size: 5′- 6′ (Medium)
Speed: 30
Darkvision: 60′
Hellish Resistance: Resistant to fire damage.
Infernal Legacy: Some spell abilities level dependent (See PHB pg 43).
Languages: Speak, read, write Common and Infernal.


 

Step 3) Choose Alignment

Step 4) Roll or assign ability scores. Our table typically uses 4D6 6 Discard the lowest, arrange as desired.
Modifiers:
1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2)
8-9 (-1)
10-11 (0)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20-21 (+5)
22-23 (+6)

Step 5) Choose Class – includes spell choices if required (PHB pg 45)
Barbarian  –  hd –D12 Prime Req – Str  Saves Str, Con
Bard  –  hd –D8 Prime Req – Chr  Saves Dex, Chr
Cleric  –  hd –D8 Prime Req – Wis Saves Wis, Chr
Druid  –  hd –D8 Prime Req – Wis –  Saves Int, Wis
Fighter  –  hd –D10 Prime Req – Str or Dex Saves Str, Con
Monk  –  hd –D8 Prime Req – Dex & Wis Saves Str, Dex
Paladin  –  hd –D10 Prime Req – Str & Chr  Saves Wis, Chr
Ranger  –  hd –D10 Prime Req – Dex & Wis Saves Str, Dex
Rogue  –  hd –D8 Prime Req – Dex Saves Dex, Int
Sorcerer  –  hd –D6 Prime Req – Chr Saves Con, Chr
Warlock  –  hd –D8 Prime Req – Chr Saves Wis, Chr
Wizard  –  hd –D6 Prime Req – Int Saves Int, Wis

Step 6) Number adjustments. Anything you are proficient in, gets the proficiency bonus added. Includes Saves. Maximum HP at level 1, Base AC 10

Step 7) Background (PHB pg 125)

Step 8) Equipment (PHB pg 143)

 

 

 

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Personal Journey to 5E (Part 2) /general/personal-journey-to-5e-part-2/ /general/personal-journey-to-5e-part-2/#respond Sat, 12 Dec 2015 21:10:56 +0000 http://www.failsquadgames.com/?p=346 This continues my journey to learn and adopt 5E into my work and life. My first impressions are here. It is my hope that my friends from the OSR will be able to take in my account of what happens when an old 1E fart...

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This continues my journey to learn and adopt 5E into my work and life. My first impressions are here. It is my hope that my friends from the OSR will be able to take in my account of what happens when an old 1E fart takes on 5E. Here lay my challenges and enjoyment of it, what I like and what I don’t.

~continued
After reading a bit more into the free PDF from WOTC, where they reference the Player’s Handbook (PHB) pages in the text more frequently, it occurred to me that what I was missing the point that the PHB and Dungeons Master’s guide (DMG) aren’t really intended to be read from front to back so much as danced around when a new term comes into play. This technique of flipping to the Table of Contents to find the explanation of the terms really expedited the learning curve and saved me from getting lost in not understanding the terms or the mechanics behind them at first mention.

So, now I was getting through mechanics and moving along, really getting warmed up to see it in action. I found a short video online with a fella who walks you through the basic character creation process. It really helps to watch this video after you have done some of the reading in the PHB to hear the terms and see a little bit of the mechanics. This has now made about 75% of the game suddenly come into focus. I am confident that I could sit in at a table right now and game with ease, and perhaps even run a game as a GM.

Many of connections are made when you see someone create a character. I.E. Ah, that section after this one, oh THAT’s how I use that skills column etc.

Today some more delving will happen into the PHB and I will be moving on to the DMG before long. My Monster Manual is in the mail from Amazon as I type this, and things will be in full speed to getting to a 5E mod, and possibly even a Kickstarter with Minis!

Things I have come to enjoy:

  • Character backgrounds
  • Positive number AC (I thought I was going to hate it)
  • The whole DC (Difficulty Challenge) thing. The system almost runs on this, and it works.
  • Resting – I expected to hate this. Putting too much healing power into the hands of all players – I have come to accept that it actually make CLerics fun again. You don’t just walk around handing out hundreds of ‘Cure Light Wounds’ spells anymore. You become more useful actually.
  • Number streamlining. One chart for Experience points! One chart / method for stats +/-. Saving throws, Attacks, Ability checks – all work about the same way

I still have reservations about death, and the prolonged process of rolls that happens when ending the life of a character. I haven’t delved too deeply into the section yet, so perhaps I am not fully understanding it. I have a sneaking suspicion that I may house rule it out, and keep to the short negative number rule.

Also – Still don’t like halflings with little tiny feet.

Stay tuned for my journey to learn 5E part 3.

 

~Lloyd M

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5E First impressions /general/5e/ /general/5e/#respond Fri, 11 Dec 2015 02:32:18 +0000 http://www.failsquadgames.com/?p=341 I couldn’t hold out any longer, everyone is playing and liking Dungeons and Dragons 5th edition. Module producers are selling more copies, and it was time to try it out. Against my budget’s better judgement I freed up $65 bucks or so and ordered...

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I couldn’t hold out any longer, everyone is playing and liking Dungeons and Dragons 5th edition. Module producers are selling more copies, and it was time to try it out.

Against my budget’s better judgement I freed up $65 bucks or so and ordered the Players Handbook and the Dungeon Master Guide. I decided to wait on the Monster Manual until I got through reading these first two.

I thought the logical progression would be to read the PLayer handbook (PHB) then the Dungeon Master Guide (DMG) in order. Throughout Dungeons and Dragon’s history this has been the progression to learn the game, it’s mechanics and intent.

I dove straight into the PHB eager to learn the new rules with an open mind. As I blasted through the first couple of chapters I quickly started becoming a fan. The system was streamlined, it grabbed on to some of the most common house rules and applied them (I.E. Maximum HP at first level and others). I was getting more eager than a beaver on woodcutter’s day!

I got to the section on classes and everything started to fall apart. As you go through the details of classes many game mechanics get referenced that have not been explained. Skills, skill checks and other mysterious abilities not completely covered are talked about as if they are ‘old hat’.

I quickly unraveled and was no longer able to follow the text by the time I got the the cleric class. The spell caster class has a number of abilities and game mechanic essentials that is discussed, but has not been explained prior to the entry.

It got confusing, and I put the book down for a few hours to re-group. I know I’m not the sharpest tool in the shed, but this is a problem with editing and organization of the product. If it lost me, a BECMI/1E/2E convert eager to get on board and familiar with other systems, what is happening to younger readers new to the hobby?

I believe WOTC’s (Wizards of the Coast) mistake in these books is that everyone has gone through the starter set completely. Not a wise assumption. Prior to the classes section the writing is presented as if you might be new to the game.

I thought perhaps my mistake was not going through the DMG first. perhaps game mechanics are made more clear there, perhaps that should have been my first reading. No, in the beginning of the DMG is instructs you to not read through until you are familiar with the game mechanics.

At this point, I am not sure where to go to find the game mechanics. They were grazed early in the PHB, but nor explained thoroughly. I kept hoping to see charts that summed up the functions, but they aren’t there. Perhaps charts aren’t required, but the sections of the mechanics, do need a brief summary of what it does, or a reference to the page where it is discussed in detail.

In frustration I have set the books down, and will go back to read through their free PDF starter rules. Which, I don’t think should be required when you buy the books to learn the system.

I will expand more on my thoughts on the system as I read through and figure things out. Right now – I am sure that I will be a big fan of this system. I do REALLY like the mechanics that I have read so far. Stat +/- are the same for all stats, the DC thing for DM’s will be much easier, character sheets seem simple and more.

I AM looking sternly at the editing and layout team though for discussing mechanics in the text without explaining those mechanics first or referencing their explanation in the text.

I am now off to peruse the basic instructions more, which I suspect may be just the first couple of chapters in the PHB and not clarify all the mechanics.

I believe OSR and 1E gamers could enjoy the system though, as mentioned it does things we have been home-ruling for ages. Cleric spells are not really ‘memorized’ and more.

**** EDIT**** addition

It would seem the way to use the book is what may be missing. The PHB seems to read better if you use the *Contents* section while reading to bounce around and clarify things.

While this DOES help get through it all, I have to say, I am still a fane of Frank Mentzer’s beginning text in the red box that begins, “Start here.”

 

 

 

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