Thursday, June 26, 2008

4th Edition again, and the GSL

The Game System License and the System Reference Document are out finally. I spent a lot of time considering my options since it first appeared, hence the delay on my response. I've had a pretty chaotic opinion of the whole thing thus far, so I'll try to consolidate and present my thoughts.

First of all, I think the rules are pretty solid. The mechanics for how things work are nice, and the simplicity introduced is good for new players, as well as players not as hardcore as I.

However, the scale of the system is rather mediocre. While they expanded play from 1-20 to 1-30 and introduced the Epic Tier, that top-most level doesn't feel anywhere near epic to me. Perhaps I'm just focused too much on just how amazing my epic games were, but I really don't see how much of anything that occurred in them could even be possible in 4th's Epic tier. And the PHB states right out that the end of Epic tier is when you have to stop playing your character. This bit really startled and aggravated me, as though I would stop playing characters (or running games for characters) who's level is above 30? I will concede that going above 50 in 3.5 was hard to manage as a GM, but I don't see why they explicitly stated that it cannot happen any more.

As for the basic rule set, the way the attacks vs defense system and the Powers work is very impressive and exciting. I happen to wish there were more options for at will powers, but there are a good number of options for daily and encounter powers.

Multiclassing seems a little... fake to me. The way it's presented in 4th is more like the way several feats in Complete Scoundrel allowed players to draw on other class features. This modern way isn't really multiclassing, its just taking powers from another. There's no second class involved.

The equipment system is extremely cool though. I like the powers granted by items, and a good number of the magical bonuses made me geek out. The power conversion for Vorpal is especially cool in reference to the way the rest of the game works. Fortunately, this is something that will get expanded upon a lot in the future.

What I'm really not happy about is the GSL. It's not an Open License, and the restrictions put on it make me weary of ever publishing, or even writing material for 4th edition Dungeons and Dragons. I've read pages and pages of discussion on it, especially at Paizo, and I'm not really liking the implications people are finding. No page references, no stat blocks, and no redefinition of ANY of the system reference document is pretty harsh, and would force me to basically start from the ground up if I were to write Tales of the New Empire in 4th edition. I think I'd rather build my own system and possibly distribute it as Open Gaming than have to wade through the GSL. The OGL was tricky enough for me to read, and while I might consider writing under the OGL, 4th probably just isn't happening for me.

Best of luck, everyone.

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Sunday, June 01, 2008

Fourth Edition Imminent

It comes next weekend.

I for one, am excited. It doesn't seem like many of my friends are. Most people that I've talked to aside from Volk and Kitty have pretty... drab expectations. I'm not so skeptical, but then again, I've noticed that I'm a little more positive than a lot of people about a lot of things (except socio-political issues, but thats another blog).

I just bought Keep on the Shadowfell (H1), the 4th Ed Starter adventure, pretty much for the sole purpose of checking the rules out. I have to say that I'm liking what I see.

I'm fond of the new Powers system, because it simplifies combat and allows players who don't like to (or can't) think up 3.5 power-combos on the spot to know exactly what their options are. Between the powers and the simple statement the feats receive, I think that even players who aren't constantly playing can have a good time in a group of experienced players.

I also like the idea they're using for Paragon Paths and Epic Destinies, though I sort of wonder about the limit of level 30. I've had some pretty astounding campaigns in which the players were well into the guts of the multiverse, and I wonder what codifying the epic rules more clearly will do to the feel of epic play. But again, I'm EXCITED to find out.

(all of this recently, as well as uncovering some old unfinished sketches has given me a strong hankering to see Shirow again, somehow)

What I hear, from discussions with people who hear a lot about it, is that the primary negative factor in the release of 4th is not that the system is going to change too much (it is a new edition after all) but that this new edition came out so soon. After only 4 years of 3.5, we've already got 4th, compared with decades before. I understand the frustration of people who bought all the books for 3.5, wondering what will befall them in a week, but I think that I'm truly excited to see what comes up.

Reasons I'm excited, despite $2500 on books:

I'm a bibliophile.

I want to see the new material.

I only saw the last five years or so of 2nd ed, and because of that, the 4th release seems right about on schedule for what I've experienced

If an RPG book costs say, 3 times as much as a novel, then I should be using it about three times as often. I hardly ever read my novels three times, except for a certain few, no matter what, RPG books see a lot more use than most any other kind of book I can get, despite the possible future disuse of my 3.5 books.

I am hardcore.

I am a nerd.

Alright, 4th, lets do this.

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Wednesday, August 22, 2007

GenCon 2007

Well, Volk and I went to GenCon. We've come back with plenty of information, (some of which is classified stuff about new releases) and we're looking at several changes to projects and some new ideas around here.

EON will be delayed until next year. We're going to have to to a MASSIVE rules rewrite once Fourth comes out. Which means that we'll have to just keep working on the Wiki in the mean time. Come on over and help us out.

Due to some wonderful advice from industry experts, Volk and I are going to begin writing at least an hour a day.

We'll be starting at least one new project, tentatively titled Exiles Noir. The game features a new mechanic system based on counters. The theme of this game is very dark and gothic, and the mechanics are designed to be gritty.

Writing will continue on Silversun and Exiles, and EON will continue on the Wiki.

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Monday, July 09, 2007

Maps

Well, we are chugging along at the Maps. Bloodfell is done, and so is the Deep.


Maps by =Arcandio on deviantART

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Tuesday, July 03, 2007

Introducing the CONTEMPLATOR excel CS!

Yeah, so I've spent a while working on a microsoft excel spreadsheet character sheet for all my games. It autocalcs a lot of stuff so that I can get characters cranked out with the full details really fast. I'm presenting the first version here. I'll update it as I get more kinks worked out.

Download The ZIP

Features List

  • Up to ten classes
    • Calculates skill points based on Int and class, including x4 at first level
    • Calculates save totals based on class stats, with misc and magic mods
    • Calculates total stats based on base, racial, and magical bonuses
    • Calculates stat modifiers using simple math (works on lighter versions of spreadsheet)
    • Space for number of feats and sources
    • Space for up to ten different spellcasting classes (though you'll need to copy paste the Spells and Spellcasting sheets for each class)
    • Either take average Hp (including max at first level) Or put in your rolled HP
    • Space for type, size, height, weight, name, player, and subtypes
    • Autocalculates Base Attack Bonus, Grapple, and has space for 4 main attacks and 3 off hand attacks
    • Space, description, notes and source for Feats and Class Features
  • Equipment Page
    • Totals equipment cost
    • Calculates AC based on equipment
      • includes flat footed and touch
    • Space for descriptions of equipment
    • Each equipment slot already designated for you (Use Magic Item Compendium to fill all your equipment slots!)
  • Space for XP, Gold (also tells you your total worth and debt), action points, mana, Power points, and spell levels
  • Skills Page
    • Auto calculates skills based on ranks (supports class and cross class skill ranks) Misc modifiers and stats
    • All Core skills, plus several others from Exodia and various WoTC books (Such as Martial Lore and Autohypnosis)
  • Spells and Spellcasting Sheet
    • Calculates bonus spells based on your stat (no limit! find out how many spells your deities and epic characters have!)
    • expandable beyond 9th level for characters with Epic Spellcasting or Divine Spellcasting
    • Space for spells per day, spells known, and domain spells
    • Spell List Page has Spell, Level, Metamagic (and level modifier) Auto Save DC, Spell Group (Group spells for easy look up, buffs, attacks and so on), Description, number prepared, duration and casting time, and most importantly a Reference column so you can go straight to the source!
    • Spell List page is sortable by any column
  • Turing Sheet
    • Input 4 boxes and be done with turning!
    • Calculates turning check and Damage with ease
    • Number of Turn Attempts per day
    • Simple explanation of how turning actually works
  • Powers and Manifesting Sheet
    • Power point totals and Powers Known for each class
    • Power List is sortable like the Spell List
  • Maneuvers Sheet
    • Maneuvers Known
    • Maneuvers Readied
    • Stances Known and Active
  • Should work on Windows Mobile Documents to Go (I have it on my Moto Q, but that was before the Protection phase. Please email me if it doesn't work on your program)
Feel free to distribute this file to your friends!
I spent a lot of time on this, so please don't go telling people you made it.

The name of the thing dates back to one of the characters I made with it. I sent the chr to Volk to use the sheet, but he mistook the name of the chr (and the file) as the name of this awesome new D&D tool I 'd created. So it stuck.

If you have problems, questions, or feedback, send it to us at Gmail.

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Tuesday, June 05, 2007

Feleng Town

A small town by Realm standards, Feleng Town is actually pretty large when gaged against other settlements in Suncloak. By the time everyone arrives, its been almost 4 weeks since the massacre. There are a handful of special operatives in the town who take care of investigation, whom the PCs ran into. Several trips to and from their tent later, the PCs find them all murdered on the same bluff where Elric was murdered. The sword that slayed him was picked up by Ploth, but despite this, Elric's sword is spotted in the exact same position. When removed, the stone began gushing blood, and Elric's voice could be heard.

After fleeing the town from a swarm of animated villagers, the PCs encounter a strange floating sword in a forest of blades. They are assaulted from behind by an assassin sent to prevent them from returning from Feleng Town, but before he is killed, a young man is seen beyond the swords. They find out that he is the son of the Quartermaster and he has come to deliver an urgent message. Vereon is at war.

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Sunday, May 06, 2007

Chrono Layer

On the Subject of the next Exodia: the Realm, I've spent a little more time working on the idea of the next game that I'll be running over the summer. The New name is Chrono Layer. The idea is that the central NPC is already dead, and the story begins at his funeral. Each of the characters has some kind of emotional investment in this man, called Elric the Wandering King. He has taught each of them valuable lessons in life and war, and now that he is gone, the characters have to learn to deal with him not being around. The pasts that haunt each character begin to resurface as they slip deeper into their old selves.

The Layer aspect comes in now that the characters have received special weapons and abilities from the Wandering King. A number of the players will have Layer Artifacts. These items will be usable only under certain circumstances. Each item or ability will have a Trigger. They will also increase in power as the Characters grow more powerful. When the item is triggered, the player may choose one it's powers to Reveal. This revelation grants certain predesigned special powers to the character for the duration of the scene. Players need not reveal if they feel their character is not ready or is in some way able to hold back.

Characters will only be able to perform Revelations a few times. They will be very dramatic and tense moments and should be reserved for the most emotional moments. Each time the character is in contact with the Trigger, they will accumulate Revelation Points. Each Revelation will use up some of these points, so they will be very precious indeed.

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Saturday, April 28, 2007

Game Over

Well, one of my favorite games of all time has come to a close. In a good way at least. The Shirow game, technically "Chronicles of the Realm: Shirow" has finally wrapped up. While it only lasted two semesters, we went from young kids playing with sticks to epic level power houses who managed to cash out almost 60 THOUSAND damage in the final boss battle. It was beautiful. Sad that it has to end, but it ended well. Everybody really kinda does live happily ever after. We will miss you Shirow.

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Monday, February 05, 2007

Anarchic Weekend +4

Wow. I'm going to attempt to recount my weekend here. I may stumble, but I'll use Google Calendar to help me remember.
THURSDAY: Homework, writing, planning for Shirow, working out some stuff for BESM.
FRIDAY: More writing, more homework, plot for FNG complete, Friday Night Gaming, Introduction of Volk's character, Shirow's assassination and aftermath, journey to the Magia for her resurrection. Late movie, I think.
SATURDAY: Wake up, eat and go to game an hour later, Beek's Ptolus. Game game, return to Apartment, eat, hour later, BESM starts. BESM goes until 2am or so, then its WoW until about 3-4. then sleep. (yes, count them, about 3 hours of NON game time ALL of saturday)
SUNDAY: Wake up, heckling for more BESM, half hearted attempt to arrange a BESM reunion, only hours after. Failed. Half of reading complete.
MONDAY: Other half of reading complete. Change Shirow's domain Travel to Magic.

Phew. Sure I forgot something in there. what a weekend.

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Monday, January 08, 2007

On Macros and Warlocks

Wow. well, WoW is what I mean. macros in World of Warcraft are pretty sweet. I'm starting to get into doing some more complicated stuff with them. I had a brief idea to try to write an Addon, but I don't think its worth it, I don't even have an idea.

Next Topic: Complete Mage. Lalage Amatifa, the Lyric Thaumaturge on page 69 is hawt. Really sweet picture of her belting out a tune. On a similar note, I'm still not so sure about the balance of the Warlock. it seems to me that between the Invocations and Eldritch blast, we've got the class abilities covered for a d6/cleric BAB class done. Everything else seems like extras that push it beyond the norm. The other thing is that the warlock is capable of ridiculous damage over time. Now, this may seem a little like WoW talking, but imagine a sorcerer and a warlock who battle an army all day. Though the sorcerer can last for a good number of rounds, the warlock can throw a blast every round, effectively all day.

So what do the numbers look like? Well, we need a +4 to get 9th level spells, and we're looking at a Sor20, so we have something like: 6/7/7/7/7/6/6/6/6. Lets imagine an ideal scenario of damage dice. We'll imagine that each spell does max damage to the cap, (Page 36 DMG 3.5) of d6s (to make things easy). So after a lot of addition, we come to about 925 d6 worth of damage.

After only 103 rounds, the Warlock has tallied 927 d6. It took the Sorcerer only 64 rounds to break 925, but after that, the sorcerer is relying solely on melee. Good luck on that one, Sorcerer. 10 rounds a minute, 60 minutes in an hour, and 8 hours in a shift (imagining that they battle for only 8 hours) we get 4800 rounds in 8 hours. Racing the warlock and the sorcerer, the sorcerer has 925d6 damage, while the warlock has 43,200d6 in 8 hours.

What does this all mean? I don't really know, it just seems that the warlock sticks it to the other spellcasters, damage-wise. However, it takes them almost twice as long to catch up. Overall, it seems that the warlock is a little unbalanced, though not necessarily outright "better" than the other spellcasters. It seems to need some tweaking to bring it around to a more reasonable form. Using their abilities any number of times per day seems a little... off to me. But I'll keep looking at it. If you've got an opinion, lay it on me.

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