Tuesday, March 30, 2010

Blackmoor campaign - the party

First, there is our offensive line, looking like members of GWAR:

Dark (played by Thungkhtt) - Half-orc cleric of Calelrin (god of murder and deceit), hilariously forced to be the "face" of the party
Khaeliss (played by Tayloritos) - Human fighter, likes to play with fire, favourite combat maneuver is disarm
Crushack (played by K) - Human barbarian, man of mystery

Then there is the back-up:

Brogesterfel (played by me) - Gnome alchemist, master of the Molotov, smart, stealthy and weird
Shiz (played by D-bane) - Human wizard (evoker), imprisoned for fifty years, old and frail, now dead
Korianton (played by D-bane) - Human warlock, the new guy, friend of the late Shiz, tends to fly or hover a lot (arthritic knees, I suppose)

Finally, there is God....(played by Obiri)

-Rognar-

The history of "Roll for Initiative"

As some of you may have noticed, this blog has been around for quite awhile, going all the way back to September, 2005 and predating most of the prominent gaming blogs of today. Back then, blogs were still cool and Twitter was something a bird did. In the early days, it was just D-bane and me. Obiri was MIA. Obviously, we weren't serious bloggers back then. There are only 15 posts in the first 9 months and most were movie reviews. Then it all stopped in June, 2006. My oldest daughter was born that month and my interest in blogging went from almost nil to completely nil. Interestingly, the blog and my firstborn were conceived at about the same time. I now have two daughters, with no intention for further procreation. I have an active gaming group and a lot more things to talk about in the gaming arena. Also, D-bane ran into Obiri at the 'Box and that gaming relationship was reforged. So, I revived the blog and as you can see, its new incarnation is far more lively (this is the 200th post since the revivication).

I also had a political blog back then which was much more active than my gaming blog. I grew tired of all the circular discussion and acrimony, however, so I discontinued it. I no longer wanted that stuff to be out there for the world to see, so I completely overwrote it by creating my other gaming blog Rognar's Space Horror RPG Blog using the same URL. I rarely miss the old blog, as I found enlightened debate hard to come by on the Internet (yeah, I know...d'uh!).

-Rognar-

Sunday, March 28, 2010

New Campaign

Last night the new campaign began. Because most of us are fairly familiar with our normal setting I decided to set this one in Blackmoor. A second change, all of the characters are evil. Playing Evils is always fun for the players but a bit tougher for the DM since evil characters are much more unpredictable.

I think everyone had a good time doing silly voices, beating bar patrons senseless, ripping random people off, and setting their houses on fire. The final encounter of the evening was a bit tougher then I expected. The CR was quite high but when its the first (and only) encounter of the day, everyone has lots toys available to use.

I almost felt sorry when Derrobane's character met his end to a double rogue ambush. They were actually in place to keep the wizard from casting spells but one scored a critical hit and the 70 year old wizard was rather frail. Shiz, rest in peace.

The PCs killed the leader of the slavers quickly and after that the slavers fought less effectively. One of the rogues managed to escape so we'll have to see how that effects what's to come.

The final battle from the last campaign inspired me to make the environment more important in battles. The trees and bushes allowed the rogues to slip to vanish, but I'd like to introduce more hazards like quicksand, deep water, cliffs, traps. They make the fights more strategic allowing both sides to take advantage of them.

I'm looking forward to our next play night to see what happens next!

(Ed. note: We have been tasked with the job of investigating an increase in slave trading in the Great Dismal Swamp. Whole villages are being wiped out. Why such a vile group as ours has been hired to do this is not clear.)

Wednesday, March 24, 2010

Rippin' on Vampire: the Masquerade

It's about damned time.

Vampire

-Rognar-

Cthonian Stars, Lovecraft meets Traveller

Coming this summer, from the guys that produce CthulhuTech, Cthonian Stars is Lovecraftian sci-fi using the Traveller game system. This could be interesting, although I confess I find the Traveller system a little bland, with its emphasis on combat avoidance. It may be realistic, but not especially heroic or exciting. Of course, until CthulhuTech came along, rpgs that revolved around the Cthulhu Mythos tended to have a similar emphasis. I suppose my interest in Cthonian Stars will depend largely on how the guys at Wildfire chose to present it. I'm also somewhat hesitant to buy a product published by Mongoose. My first copy of the CthulhuTech core rulebook, an original Mongoose edition, fell to pieces in a matter of hours. I had never seen such a poorly-bound book before. I have heard they have improved their quality since then, but once bitten, twice shy.

-Rognar-

cross-posted at Rognar's Space Horror RPG Blog

Friday, March 19, 2010

Conflict Roleplaying looks cool

Some nights you really want to roll some dice, but you can't get the whole group together. Conflict Roleplaying just might be what you need to scratch that itch. Get together with a buddy, roll up some Pathfinder characters and throw down. Probably not something you would want to encourage in regular play, but could be useful in running gladiatorial combats.

-Rognar-

h/t Mad Brew Labs

Thursday, March 18, 2010

Nogra the ghoul assassin, remember him?

A pretty cool character from our D&D 3.5 days. I can't remember if he survived? Obiri, we had quite a battle, no?

Nogra - Evolved Ghoul Rogue/Lurking Terror 3/3 (8 HD)
Str:16 Dex:22 Int:14 Con:N/A Wis:14 Cha:18
HP:58 AC:25 (+6 Dex, +2 natural armour, +5 armour, +2 ring)
Spd:30ft.; Init:+10
Fort:+2 Ref:+10 Will:+9
BAB/Grapple:+5/+9

Feats: Weapon Finesse, Ability Focus (paralysis), Improved Initiative, Improved Turn Resistance

Skills: Move Silently +17, Hide +17, Spot +13, Climb +14, Jump +16, Balance +14, Use Magic Device +12, Tumble +16, Listen +9, Intimidate +9

Special Abilities: Darkvision 90ft, +2 natural armour, sneak attack +2d6, evasion, trap sense +1, fast healing 3, turn resistance +6, hide in plain sight, undead immunities

Attack: bite +11 melee (1d6+3+paralysis+disease/x2)
or punching dagger +13 melee (1d4+5/x3)

Special Attacks: paralysis (1d4+1 rds., Fort DC 23)
ghoul fever (1 day, 1d3 Con + 1d3 Dex, Fort DC 21)
haste (self only) 1/day 8th level caster

Items:
+3 leather armour
+2 ring of protection
+2 punching dagger
1 vial of dragon bile poison

I recall because of his undead immunity, he would envenom his bite attack by chewing on a sausage casing full of poison. This is the kind of character that's hard to build in Pathfinder. I'm not sure why they changed the rules for monster characters.

-Rognar-

Wednesday, March 17, 2010

Catalyst Game Labs in trouble

Another gaming company in trouble due to negligent financial practices, if you believe the press release or outright embezzlement, if word in the blogosphere is to be trusted. While most of the discussion revolves around Shadowrun, CGL also publishes Eclipse Phase (although they don't own the IP), a game I am quite keen on. I will be watching this closely to see how it shakes out. Certainly it's bad news, but if Palladium can survive something like this, maybe Catalyst can too.

-Rognar-

Tuesday, March 16, 2010

The slow death of West End Games...

...is apparently on again. Over at RPG Blog II, Zachary Houghton has a post on the latest news (if you want to call it that) about WEG and Septimus. Eric Gibson (owner of WEG) has been so out-of-touch lately, even the author of his shiny new game setting, Bill Coffin, can't seem to contact him. Mr. Gibson responds with some lame excuse about being too busy with school. I echo the sentiments of Houghton and many of his respondents. It's time for Mr. Gibson to get out of the business, or at the very least, sell off the Septimus license to someone who will be able to publish and support it, so Bill Coffin can make some money from his work.

-Rognar-

Thursday, March 11, 2010

Rippin' on Original D&D

Ooooo, this one's going to generate some buzz on the interwebs. Zack and Steve at SomethingAwful.com take a swipe at:

Original D&D

-Rognar-

Note: Don't worry, they save the last parting shot for 4e

Monday, March 08, 2010

The Sandbox campaign

Our group mostly plays published Adventure Paths. We're all busy professionals and don't have tons of time anymore laying out expansive campaign worlds with dozens of adventure hooks and encounters prepped. I don't have the spare brain capacity to memorize the stats of a dozen monsters (it doesn't help that 3rd edition+ monster stats are so much more complex then earlier editions). I would love to open up the world to everyone and say "Go play with what you want" but I honestly don't think I can handle that anymore.

Since I am trying to avoid a narrow path where the story drags the PCs from one encounter to the next I've decided to go with a mystery type adventure. The clues are hidden in various locations and its up to the PC to solve the mystery. Of course, events will going on in the back ground that will also effect the main plot. I don't want to script things to much since interesting things often occur during play sessions and it would be nice to be able to run with them.

I'm a bit concerned about pacing. I've been watching our CoT sessions and we seem to get through about 3 major encounters a night and so I've tried to plan accordingly. I've been trying to come up with some interesting encounter designs. Too often it's just fighting in a room. I can foresee some environmental obstacles coming into play which can either be a boon or bane.

Pathfinder + d20 Modern, Hmmmm

Okay, I like Pathfinder and I like d20 Modern. So, do they have anything to offer one another? That is a question I have to ask myself as I ponder the P20 Modern patronage project. For an initial buy-in of $50US, you get a .pdf and a hardcover copy of the finished project. For a $100US buy-in, you get a signed copy. This is no fly-by-night operation either, with big name designers Owen K.C. Reynolds and Stan! on board. They have to raise $70K by the end of April and they're way short of that right now, but as the date gets closer, I'll have to give it some serious thought. The truth is, d20 Modern is already a pretty solid game. I'm not sure what "pathfinderizing" it will actually do to make it better.

-Rognar-

Friday, March 05, 2010

Review - Mindjammer campaign setting

Last month, I reviewed a FATE-based space opera game called Starblazer Adventures. Well, DriveThruRPGs just had another sale in time for me to buy the first campaign setting, called Mindjammer. The setting envisions a future in which humans have been expanding out into the galaxy for thousands of years using sublight ships. Naturally, contact with most of the colony ships is lost along the way and the ones that do maintain contact with Earth take decades or centuries to send and receive replies. Then, about 200 years in the past, Earth develops FTL capability and expands outward to reestablish contacts with the human diaspora and create the Commonality, a loose association of human colonies. Millennia of divergent development has created a plethora of different cultures and societies, some of which are not too happy to be receiving visitors.

Culture plays an interesting role in the setting. It provides aspects to characters derived from them, as one would expect. However, cultures also have their own rules for interaction with one another. The actions of characters can even result in societal changes, if a particular culture is not equipped to adequately deal with the stresses of making contact with the wider galactic community.

Another aspect of the setting is the Mindscape, a futuristic equivalent of the internet. Taking a page from the Traveller game, space travel is FTL, but interstellar communications are not. Therefore, AI spaceships, called Mindjammers, serve as nodes in the Mindscape, ensuring that all people of the Commonality have access to up-to-date information. Humans access the Mindscape directly via implants. This creates a sort of shared consciousness allowing the sum of all human knowledge to be available, although finding what you're looking for is not a trivial undertaking. The Mindscape also allows humans to display pseudo-psychic abilities.

Overall, Mindjammer is less pulpy than the default Starblazer Adventures setting, incorporating some cyberpunk elements and a more sophisticated approach to alien contact. I'm still not completely sold on the FATE game engine, being a fan of rules-heavy game systems and tactical combat, but it is growing on me and the wealth of good ideas in Mindjammer make it a goldmine for any space opera game.

-Rognar-

Wednesday, March 03, 2010

The paladin is Doctor Manhattan, the fighter is the Comedian

As I watch Obiri's paladin dish out 60 to 80 pts. of damage per round, inspire his allies, heal his wounds, save against everything and even turn on the charm when it's called for, I am left with one undeniable conclusion, the Pathfinder paladin is the ultimate base class in the game. So here we go. In a few weeks, we are going to start up an evil campaign. Who's going to DM this? Obiri! The guy that just spent the last six months playing the most potent PC I can recall seeing in years, maybe ever. Boys, I advise running away as fast as you can from even the rumour of a paladin in the upcoming campaign. We are going to get spanked.

-Rognar-

Monday, March 01, 2010

What is your favourite spell?

Is there really any better spell in D&D 3.5/Pathfinder than magic missile? In a game which features energy resistance and ranged touch attacks and evasion and concealment and cover and saving throws, isn't it nice to have the old standby to fall back on. That maximum 5d4+5 pts. may pale in comparison to the 10d6 or 15d6 spells of higher levels, but at least you feel confident of actually doing damage with a magic missile. The same can't be said of fireball. Sure, you occasionally get thwarted by a brooch of shielding or spell resistance, but compared to all the options available to defend against most other offensive spells, I'm happy to put up with a fizzle once in awhile. My vote is for magic missile.

-Rognar-

Monday, February 22, 2010

So, what's on your iPod?, pt.6


The latest effort to reconnect with the bands I loved in my youth takes me, once again, to Saxon. The quintet from Yorkshire went off the rails in the mid-80s, attempting to emulate the hair metal sound of bands like Def Leppard and Whitesnake and doing a piss-poor job of it. It wasn't until the 90s that Saxon began to rediscover its NWOBHM roots and produce quality music again. One of their better efforts was the 1999 release Metalhead. Although a bit uneven, there are several solid tracks on the album, including "Are We Travellers in Time", "Sea of Life" and "Conquistador" (which Biff Byford annoyingly insists on pronouncing 'con-KWISS-ta-door'). Saxon, as it turns out, was quite prolific in the 90s, with Forever Free (1992), Dogs of War (1995) and Unleash the Beast (1997) still to come on my list of albums to check out. I can't wait.

-Rognar-

Friday, February 19, 2010

Psycho-killer, qu'est que c'est?

So apparently this homicidal prof down in Alabama was into D&D and maybe even LARPing! Whatever. If LARPing is going to make someone flip out and shoot up the place, it's time we started taking a hard look at these guys, Redneck LARPers:



After all, their weapons are real.

-Rognar-

Thursday, February 18, 2010

Random chargen? I hate it.

Hot topics in the RPG blogosphere always seem to start with something James Maliszewski has to say. Suddenly, his post on the unforgiving nature of Traveller character generation, something of which I have very painful memories, has spawned other posts, rebuttals and comments. I don't really know if any insight can be drawn from all this discussion, but I can tell you why I hate random chargen, because I am a monumentally lousy dice-roller. It's absolutely true. In AD&D, I was almost never able to roll minimum stats for any class at all. Literally, even getting a single 9 on 6 rolls of 3d6 was only achieved after multiple attempts. We had to house rule the chargen process to allow me to play the class I wanted because actually getting a 9 on the appropriate roll to play a wizard or a fighter was astronomically unlikely for me. For all you old school guys who insist the old dice-rolling approach was best, try this, instead of rolling 3d6 for your next character, just roll 2d6+1. That way, you will get a distribution closer to my rolls for the two decades I spent playing AD&D 1e/2e.

-Rognar-

Wednesday, February 17, 2010

The economics of poison

I've never really given much thought to the use of poison in D&D 3.5/Pathfinder. Some monsters have it and can, on occasion, use it to good effect, but players rarely use it. First of all, there is the danger of a self-inflicted poisoning, a risk to which only assassins are immune. Also, poisons don't seem all that effective against any of the really powerful monsters you might actually want to use it on. Sure, you could use something like black lotus extract with its hefty save DC and its truly scary 1d6 Con damage per round, but at 4500 gp per dose, it isn't even remotely cost effective. Spells and swords can accomplish even more and generally don't cost a thing. However, with the addition of the alchemist class in Pathfinder, the use of poison is going to become more common and it may be time to examine the economics of poison (and alchemy in general).

I remember in the olden days, we used to butcher every poisonous monster we killed, trying to extract the precious poison glands for our own use or resale (assuming there wasn't a pesky paladin in the party). Of course, there was always a risk of being poisoned (an exaggerated risk, in my opinion), but it was worth it. There is, of course, nothing preventing a group from doing the same in Pathfinder, but, depending on how firmly the DM adheres to treasure rules, adjustments would have to be made to include the value of any poison in the treasure of the encounter. This could get tricky since a monster may have multiple doses or it might use up all its available poison in the fight, so the value of its poison could vary wildly and may, in fact, be more valuable than any treasure such a monster might be expected to possess.

Next, there is the question of how to extract the poison. In older versions of D&D, it didn't matter, you just did it and hoped the DM didn't have a fight with his girlfriend the night before. These sorts of things are more formalized now, so some sort of skill check is called for. An appropriate knowledge skill might be a possibility, but that means a different skill for different types of monsters. Also, knowledge skills usually involve theoretical, rather than practical knowledge, like knowing where the wyvern's venom sac is located, but not necessarily how to extract it intact. Craft (alchemy) includes the ability to make poison, but doesn't really seem to imply the anatomical knowledge of poisonous creatures. Survival would seem to skirt along the edges of this activity, since it includes tracking and hunting. It wouldn't be a stretch to include butchering monsters for their valuable body parts and it is a class skill for alchemists, leading me to believe that is what the Pathfinder design team has in mind.

The upshot of all this is right now, poisons are way too expensive, even if you make your own, to be a significant part of any PCs bag of tricks. The alchemist class will likely require some rule changes to make poison use more accessible.

-Rognar-

Friday, February 12, 2010

The Landmaster

Over at EXONAUTS!, Jay has an excellent post about space age vehicles. It got me to thinking about just such a vehicle that is near and dear to my heart...and it's real! I'm talking about the Landmaster from the 1977 post-apocalyptic movie Damnation Alley. Built by Dean Jeffries for a whopping $350,000 US (well over a million in today's dollars), the Landmaster still exists today and is fully functional (except for armaments, I'm sure).

I give you, the Landmaster:




-Rognar-

cross-posted at Rognar's Space Horror Blog

Tuesday, February 09, 2010

Review - Starblazer Adventures

As part of the New Year's sale at DriveThruRPG, Starblazer Adventures by Cubicle 7 was available for a mere $10, so I bought it out of curiousity. For those unaware of this game, it is slightly-pulpy, FATE-based space opera game based on a '70s-era British comic book series. The game setting is enormous, weighing in at over 600 pages, yet still manages to feel a tad light on crunch. I think this may be a function of the modified FATE system used in the game. Actions are resolved by rolling 2 d6s, one designated as a negative die before the roll. The positive and negative dice are added together to give a result from -5 to +5, with the highest probabilities being the closest to 0. Added to the result is a modifier resulting from skills and other factors. This modifier will typically range from +1 to +3, although higher modifiers are possible. In addition to skills, characters also have stunts and aspects. Stunts are a lot like feats (or in some cases, class features) in the d20 system. They typically allow you do something with a skill you wouldn't normally be able to do, or give you a positive modifier to a skill under certain circumstances by accepting a negative modifier on other skills.

Aspects are rather less well-defined. They are brief phrases that describe motivations, personality quirks or background information of a character that can be used under certain circumstances to cajole the GM to allow some benefit. Alternatively, the player can use an aspect to his character's detriment, in order to earn fate points. Fate points are at the very heart of the FATE game system. Spending fate points allows a player to temporarily take control of the story. They can be used for a variety of things from adding an additional +1 modifier to any dice roll to powering some stunts to compelling a negative result from an opponent's aspect. While GMs do have veto power over the use of fate points, they are encouraged not to use it unless doing so would cause serious problems for the story.

Not surprisingly, Starblazer Adventures borrows heavily from the Starblazer comic books, incorporating story arcs, recurring characters and technologies from the comics directly into the game setting. The setting itself is divided into three eras, although other settings are possible. The three main settings are the Trailblazer Era, in which mankind first takes to the stars (think Enterprise or Star Trek), the Empire Era, in which a human empire battles across the galaxy with other great alien empires (more like Star Trek: Deep Space Nine or Babylon 5) and the Cosmopolitain Era, in which a galaxy-spanning empire made up of many races including humans maintains the Pax Galactica (best analog might be the Old Republic era of Star Wars).

Overall, the game is pretty good, especially if you are looking for a bit of pulp or campy feel to your space opera campaign. The FATE system tends to encourage a bit of whimsy on the part of the players, so serious or gritty campaigns probably won't work as well unless the GM and the players are all on the same page. I would never use the FATE system for my space horror campaign setting, but if you're looking for "a wee bit o' fun", this might be just the thing.

-Rognar-

Thursday, February 04, 2010

Another House Rule: Blasters

Not the Star Wars kind.

Evocation in 3.5 and Pathfinder sucks as a school of magic. Between massive hit point inflation and caster level caps Evocation just doesn't pack the punch it used to. In fact I would argue (and do quite frequently) that evocation spells are a waste of a spell slot.

Sure it's nice against low level mooks but why not just let the melee types feel awesome for a bit. Between SR, Saves and Energy Resistance, why bother?

So for the up coming campaign I am ruling that energy type spells are not effected by spell resistance.

Comments?

Wednesday, February 03, 2010

Have we seen the last of Axis & Allies miniatures?

I made a rare visit to the WotC website today and scanned through the brands...Magic: the Gathering, Heroscape, Dungeons and Dragons, Duel Masters, Axis & Allies, Star Wars. It got me to thinking. With the Star Wars license gone, has the streamlining stopped or are there other product lines on the chopping block. Magic: the Gathering and Dungeons and Dragons have to be considered core brands and pretty well untouchable. Heroscape is the only one of the brands commonly seen in mainstream toy stores like Toys-R-Us, which likely makes the Hasbro overfiends happy. Duel Masters is a CCG based on an anime property, pretty much an obligatory product line for a card company. So, that leaves Axis & Allies. Hasbro owned Avalon Hill and rolled it into WotC when it bought the company. It already owned Milton Bradley (man, Hasbro is the Evil Empire of gaming) which developed the original Axis & Allies boardgame, and promptly switched that product line to Avalon Hill. At this point, the various versions of the boardgame, a few other boardgames such as Diplomacy and the miniatures lines are the only Avalon Hill properties actively being produced. Of these, the minis lines are clearly the most neglected, with only two sets being released in 2009. Pre-painted plastic minis are apparently quite expensive to produce, certainly more so than the unpainted play pieces of a typical boardgame and while the Axis & Allies brand is well-known, it's mostly because of the venerable boardgame, not the minis. So, I think all signs point to A&AM being the next property to face the firing squad.

-Rognar-


Further note: Hasbro also owns Parker Brothers, the makers of Monopoly and Risk. In other words, they bloody well own everything. I add Hasbro to my list of other companies and organizations I hate; Microsoft, Disney, the New York Yankees...

The latest purchase from my FLGS, pt.8

With the end of the Star Wars Saga Ed. coming soon, I actually have the opportunity to own the entire game, every hardcover published in the product line. To that end, I picked up Galaxy of Intrigue, the penultimate sourcebook in the SWSE series. I knew before I bought it that it would be one of, if not the weakest product so far and in that regard, my expectations were realized. However, it does have just enough crunch, combined with my inherent collector's obsessive-compulsiveness, to compel me to buy it. The main selling point is updated stats for a number of fairly important alien races, such as the Bith, the Defel, the Gotal and the Neimoidian. Although these races had been described in past releases, they had not been given the full treatment. No doubt, the SWSE braintrust had been saving them up for just this reason.

There are some new feats and talents, as well as equipment and droids, but Galaxy of Intrigue is, without a doubt, the fluffiest book so far, knocking The Rebellion Era Sourcebook off that pedestal. Still, some the fluffy bits, like the numerous mini-adventures, are not completely devoid of merit. A seasoned group of SWSE players probably won't find much that's indispensible in Galaxy of Intrigue, but new players and GMs, especially those with an interest in "cloak-and-dagger" gameplay will find a lot of useful material.

-Rognar-

Further note: With only The Unknown Regions remaining to be released, a lot of the "Expanded Universe" stuff will not get covered in SWSE. One notable omission is the Yuuzhan Vong. Although there have been fragments of info about this race scattered through several books, it has never gotten a sufficiently detailed description to create a campaign centered on the Yuuzhan Vong invasion. My suspicion, however, is that few tears will be shed by diehard Star Wars fans.

Friday, January 29, 2010

What is the future of the Star Wars game license?

With the news that WotC is dropping the Star Wars license this year, no doubt rampant speculation will begin over the future of the franchise. So let's get it started. My guess is that the tabletop rpg is dead, at least for the forseeable future. There just aren't many companies aside from WotC that could afford it and the few that could don't seem to be a good fit. For example, Mongoose, a relatively big company, would probably be seen by the folks at Lucasarts as being a bit too risky. They publish a lot of product to be sure, but they also miss a lot of release dates and there are frequent complaints about the quality of their products. Cubicle 7 is an up-and-comer, but my guess is that they are not ready to take on something of this magnitude. Besides those two, the only company I can think of with the means to pull it off is Paizo. The Star Wars license might be a good fit for a company looking to position itself as the alternative to WotC, but I think they have so many resources committed to the various Pathfinder product lines, they probably couldn't see themselves taking on the demands of the Star Wars license right now.

The other side of the Star Wars game license is the minis. WotC has certainly beaten that dead horse repeatedly over the last few years, so I think if anyone got an idea to revive a Star Wars minis line, they'd choose to do it differently. I think the one company that might see some potential there would be Rackham. Doing Star Wars using an approach similar to AT-43 or Confrontation might have interest for minis collectors who are fed up with blind packaging and 15 different versions of Darth Vader. Personally, I hope that doesn't happen since it would almost certainly impact the other Rackham lines negatively.

-Rognar-

Thursday, January 28, 2010

Rognar Called It.

Good bye Star Wars Saga

Want a job at Wizards?

WotC is looking for a new editor

Link

One requirement not mentioned in the ad:

-Must be willing to leave quietly when we fire you just before Christmas

-Rognar-

Tuesday, January 26, 2010

So, what's on your iPod?, pt.5


What can I say about Apocalyptica? The obvious, four classically-trained cellists (Is that redundant? Are there any other kinds of cellists?) from Finland who use their powers for good, bringing symphonic metal to the masses. Probably best known to North American audiences for their covers on YouTube and their appearance in Some Kind of Monster, a documentary film about Metallica released in 2004, the group has been around since the early '90s. Their most recent studio album, Worlds Collide, was by far their most successful, reaching as high as 59 on the Billboard Top 200 in 2008. As one might expect, Apocalyptica produces an unusual brand of metal, at times symphonic, gothic, progressive, with an occasional track like "I'm Not Jesus" (sung by Corey Taylor of Slipknot), which can only be described as straight up rock and roll. While most metal music works better with fantasy, I feel the Apocalyptica sound lends itself well to a sci-fi rpg setting, especially space opera. This is good news for someone like me who detests techno, the usual music style associated with futuristic campaigns.

-Rognar-

Editorial note: Apocalyptica, Crom, Sabaton, without doubt, everything interesting in heavy metal today is happening in continental Europe. The Scandinavians, Finns and Germans have taken over from the Brits and the Americans as the true powerhouses of metal.

Monday, January 25, 2010

Pathfinder rule musings

Saving throws and magic items:
The save DCs for spell-like effects generated by magic items are too low, in my opinion. For example, the dagger of venom inflicts the effects of a poison spell on the target. This is a 4th level spell, so the Fort save DC is listed at 14. This DC does not, of course, incorporate the ability score modifier of the creator, presumably because that value is not known for every magic item. However, this means many magic items become pretty useless at mid-levels. Now remember, in the example above, poison is a 4th level cleric spell. That means the caster has to have at least Wis 14 to cast it. So, at minimum, the creator of a dagger of venom must have a +2 Wis bonus. I propose, then, that the save DC for this item should be 16, not 14. Also, if a PC wanted to make one, he should be able to use his own ability modifier. That way, a dagger of venom or any other magic item could be as dangerous to 15th level characters as it is to 3rd level characters.

Determining magic item functions:
I think the combination of using detect magic and the Spellcraft skill to identify magic items has caused many higher level spells to become much less useful. Consider, the number of spells that allow one to identify magic items, detect magic, identify, analyze dweomer, arcane sight and arcane sight, greater. Now admittedly, none of these spells exactly duplicates the effects of the others. For example, using detect magic or identify requires a Spellcraft check, while the higher level spells do not. However, I suspect most players will find little incentive to have all these spells in their daily list. There is just too much redundancy.

-Rognar-

Wednesday, January 20, 2010

Now this is funny...

Most gamer humour is about as funny as a kick in the 'nads, classics involving gazebos and magic missile attacks on the darkness being the exception, rather than the rule. This, however, is hilarious.

-Rognar-

Tuesday, January 19, 2010

Mearls on game balance

I know what you're thinking, "Jeez, will you quit with all the game balance posts, already?" Well, what can I say, this post on Mike Mearls site has been getting lots of discussion on the blogs of late, so I'm just catching the zeitgeist. I agree with everything he says and I'm not sure where the controversy lies. After all, Mearls admits that many gamers don't care about combat balance. He just argues that having combat balance does not have to be detrimental to the non-combat aspects of the game. Hey, if you want to suck in combat, go right ahead. I suggest starting with a bard and building from there. D-bane, got anything to add? :D

-Rognar-

Boring Magic Items

As I continue to gear up for the upcoming campaign, I've been looking at rule tweaks. Pathfinder has lots of items but for the most part they tend to get crowded out my those items which grant a numerical advantage.

The Cape of the Manta ray is very stylish but most people would trade it in a heart beat for a good ole cloak of resistance.

What I propose is to grant all of the PCs level appropriate bonuses. Everyone can add +2 enhancement bonus to the stat of their choice, a +2 resistance bonus, and a +1 deflection bonus. Items that grant these bonuses will be removed from the game. I'll leave in the Amulet of Natural Armor. I was going to lower starting cash somewhat but when I realized that there are no magic marts, I may just leave it alone.

Maybe I'll give everyone free armor and weapon bonuses too although now I'd definitely have to lower starting cash. Any comments?

Respectability? No thanks

When I look back at my early gaming life and ponder what it was that made D&D so cool in '81, I realize it was because the game was subversive. It was teaching kids reading, writing, mathematics and it was doing it without any adult supervision. That is ultimately what caused certain religious and political authorities to condemn D&D. The kids were learning, but not necessarily the things their authority figures wanted them to.

So now the generation that grew up on D&D is reaching middle age. We have kids of our own and we hope to pass on the hobby to them. Some of us want D&D and other RPGs to take on an air of respectability. Well, I say nuts to that. I think the hobby should remain the forbidden fruit, something not talked about in polite company. Like your dad's collection of vintage Playboy magazines, your old D&D books should be something the kids stumble upon while poking their noses in places they don't belong. I think this is the way tabletop RPGs will survive and endure. This hobby can't hold a candle to video games in the minds of kids today unless it has some element of danger. Make our games subversive again.

-Rognar-

Sunday, January 17, 2010

A&AM Early War 1939-1941 comments

Bicycle troops (Belgian and Japanese) are actually pretty useful, assuming you have a decent number of road hexes in your map.

The Coordinated Fire commander ability of the Polish Officer is not as great as one would think. This unit can only attack adjacent targets, so in order for other units to benefit from the ability, you have to place your officer in the front line. That is a great way to lose your commander early.

It's not much to look at, but the Marmon Herrington is an excellent armoured car. I could see using it in any year of the war.

The BEF Infantrymen and the Finnish Ski Troops are both excellent 4-pt. infantry units and would be highly useful in any scenario. Too bad the Finnish Ski Troop doesn't actually have skis, though.

The T-28 is a beast. It looks scary as hell and is murder on infantry as well as early tanks.

The Semovente L40 looks awful. I'm even more annoyed that it's a rare and that I've got three of them.

The Cruiser Mk.III A13 is a great-looking unit. Too bad it has tin foil armour.

The Covering Fire SA of the Japanese Type 99 LMG is going to make the Banzai charge even more devastating and it's only a 4-pt. unit. At least it doesn't have Double Shot.

-Rognar-

A&AM Early War 1939-1941 first pulls

I got my first 18 boosters from the Axis & Allies Miniatures recent set, Early War 1939-1941 (thanks, D-bane). I'll have more to say later, but here are my rares:

Soviet Union
T-28
MiG-1
BT-5 (x2)

Finland
T-26E

United Kingdom
Cruiser Mk III A13 (x2)
Matilda II

France
Morane-Saulnier MS.406

South Africa
Valentine II
Marmon Herrington Mk.II AC (x2)

Poland
7TP

Germany
PzKpfw IV Ausf.A
Panzer III Ausf.F

Italy
Semovente L40 da 47/32 (x3) (WTF?!)

So, I missed two of the four aircraft in the set, including the Stuka. That sucks! Also, I don't have much use for three Italian assault guns (no idea how that happened). Still, it's a good start. I will obviously be jumping into the singles market at some point.

-Rognar-

Friday, January 15, 2010

My charitable donation to WEG

The seemingly endless saga of misery that is West End Games has taken another turn. As I mentioned some time ago, WEG was looking to make a rebound. They had a new product, Septimus, a space opera rpg by reknown game designer Bill Coffin, and a new publishing model, Open d6, which would allow the venerable d6 game engine to become OGL. Along came GenCon. Eric Gibson, the current owner of WEG, arrived with a stack of Septimus softcovers and a plan.

Then he disappeared...

Rampant speculation followed. WEG's forums were abuzz with speculation, as the fans (who by this time, number in the tens) debated the future of the company, its owner and the game system. Fans created Open d6 Resurrection, Antipaladin Games created a clone called Mini Six and pretty much everyone felt they'd seen the last of West End Games.

Well, Eric Gibson has resurfaced and he's busily doing what he can to put to rest any rumours of his (or WEG's) demise. Problems with his overseas printer have made him unable to get his hardcover Septimus books into stores, while GenCon softcover and pdf sales have been weak. The Open d6 project is not dead and he's not too happy about these non-WEG efforts to create reasonable facsimiles.

So, partially out of sympathy for a struggling company that has given me a lot of joy over the years and partially out of curiousity about a product that seems increasingly unlikely to ever see the light of day in stores, I bought a pdf copy of Septimus. It is quite a tome, weighing in at a hefty 364 pages. The first 95 or so pages are dedicated to describing the world of Septimus, a Dyson Sphere on the very edge of a dying galactic empire. This description is quite detailed, and yet, there are some glaring omissions. Several things are mentioned repeatedly, but never clearly explained. For example, a particularly traumatic event, known as Steel Helix, is mentioned repeatedly as the source of much of the destruction currently seen on the surface of Septimus, yet no explanation of Steel Helix is given in the text. A free quick-start pdf of the Septimus game released months before the full game mentions a rebellion and describes a rebel military action called Iron Helix, which is presumably the same thing, but anyone without a copy of this earlier release would have little idea about this most important event in recent history of the game world. Other unexplained things include the Seven Cities (presumed to be other settlements outside of the capital that have been cut off by Steel Helix) and ZPG (some sort of disease which may be related to corruption of the advanced technology used to control the inhabitants of Septimus).

Beyond this criticism, Septimus is actually a pretty solid game. The d6 rules are fully presented, so no other books are required to play and the number of game and character options are quite extensive. The game is not as polished as Eclipse Phase or CthulhuTech, but it is certainly easier for inexperienced players to understand. It has a lot of potential, but at this point, I don't think West End Games has the resources to get this game off the ground in any significant way. Pity!

-Rognar-

(Edit: Upon further reading, I have a clearer idea about the Seven Cities, although a timeline and a more detailed history would certainly help to elucidate the various political relationships within the game setting.)

Evolving Rules

I found this interesting article by Monte Cook. He makes some interesting comments on how gameplay shapes rules and rules shape gameplay. A worthwhile read.

Thursday, January 14, 2010

Evil Campaign

The DM mantle will pass to me in the next few months and I've been trying to figure out what I'd like to do. One of the ideas that I've had is running an evil campaign. As long as there is no outright back stabbing they can be a lot of fun.

The problem is motivation. In a sandbox campaign where the PCs can wander around and do what they want this isn't as big of an issue since the PCs will pretty much decide what they want to do and motivate themselves. With an AP or Module they are generally written to good characters. Getting the evil PCs from Point A to Point B can be a real challenge. From past evil campaigns, having a powerful patron is a good way to keep the PCs in line but all of the adventures I have in mind would require some major rewrites.

Now I can understand being a mercenary and taking gold to rescue the princess but when you are asked to protect a town from an army giants, the town is just not going to be able to offer enough money to entice the high level characters.

I have three fleshed out ideas in my head. Going evil will rule out one right away but the other two might be workable. Is there any interest in going evil next time around or shall we stick with the familiar neutral/good parties? I guess even lawful evil works ok since you aren't likely to go back on your word.

More on game balance

An interesting post I read at Wondrous Imaginings got me to thinking that maybe I have been mistaken in what I understand game balance to mean in the mind of the old-school gamer. I always thought of game balance to be an approximate leveling of the field in terms of overall effectiveness of each character class. In my younger days, we often argued one class was better than another. I remember when the original Unearthed Arcana was released, everyone pretty much assumed the fighter class was irrelevent now that the new barbarian class was so obviously superior. That was our idea of a lack of game balance. However, game balance apparently means something different to JoetheLawyer, since his criticism stems from balancing encounters. He argues that new school D&D lacks realism since high-level parties never encounter weak opponents. This is, of course, not true. It happens all the time, but why waste valuable playing time dealing with such minor inconveniences. We don't play out every encounter with a particularly bothersome mosquito, so why should a group of 12th level characters bother to play out the one round of combat it takes to stomp out a small band of normal orcs. We just assume a few such encounters took place and were dealt with appropriately.

-Rognar-

Friday, January 08, 2010

Rippin' on Avatar

As I said in my original post about Avatar, it is both a tour-de-force of visual effects and, at times, a pretty dumb movie. Leave it to Dan O'Brien at Cracked.com to give it the thrashing it so richly deserves.

-Rognar-

Wednesday, January 06, 2010

What interests me in 2010?

Over the past few years, I have bought a lot of game stuff. Of course, D&D 3.5/Pathfinder has been my game of choice, but I have also invested heavily in Star Wars Saga Edition and CthulhuTech. Then there are the miniatures. Worse than game books, pre-painted plastic minis are my gaming drug of choice. WotC has certainly pried a lot of my hard-earned coin out of hands over the years to which my massive collections of D&D, Star Wars and Axis & Allies minis can attest. I have lost interest in serious collecting of the D&D and Star Wars lines, although I do pick up singles that catch my eye from time to time. Also, support for the A&A line from WotC has been drastically diminished, reducing it to a single new set in 2009 (and likely more of the same in 2010). This is actually a good thing, since my new miniature obsession, the AT-43 line from Rackham, is looking to lay a wallop on my bank account. So, what am I looking forward to in 2010?

1. Pathfinder - We know the Advanced Player's Guide and the GameMastery Guide are coming out this year. There are also rumours of a Pathfinder Bestiary II in the works, although no firm release date has been announced for that. All three would be must-haves for me.

2. Star Wars Saga Ed. - First up for 2010 is Galaxy of Intrigue, due to be released this month. Beyond that, only The Unknown Regions has been announced for release, prompting speculation that WotC will be finished with SWSE this year. If so, I'm cool with it. The game is pretty much complete anyway.

3. Eclipse Phase - I got into this game late in 2009 and I look forward to several new products coming out in 2010. The Eclipse Phase Gamemaster's Pack, Sunward: The Inner System and Gatecrashing have all been announced for release this year.

4. Axis & Allies Miniatures - Poor old A&AM, the red-headed stepchild of the WotC miniatures lines. Like 2009, there will probably be one naval and one land set released this year. I only collect the latter and it is expected to be a Mid-War (1942-1943) set. I will continue to support A&AM until the company kills it.

5. AT-43 - As mentioned previously, AT-43 is my new obsession. I've only just gotten started, so I have a lot of catching up to do and a limited budget to work with. I have some units from the UNA, the Red Blok and the Therians, so I will probably concentrate on those factions for the time being. I like the Cogs as well, so I might get a few of those. I will certainly be looking for sales like that awesome one last weekend at my FLGS. Thanks for the heads-up, N!

-Rognar-

Tuesday, January 05, 2010

RPG approach to AT-43

The miniatures game AT-43, published by Rackham, could be converted into a pretty cool, combat-heavy, role-playing game, perhaps using the d20 Modern/d20 Future ruleset. I would, however, make some changes to the setting, based on my own personal tastes. For one, I don't really care for space-based sci-fi settings in which humans are the main protagonists, but which don't include a prominent role for Earth. This is especially annoying when the humans exhibit very familiar cultural traits. A perfect example is Battlestar Galactica. Earth exists in the BSG universe, but it is lost in myth. Apparently, the humans of the future can retain the names of mythological and literary figures, but lose the spatial coordinates of their planet of origin.

AT-43 takes this to another level. Humans were transplanted in another galaxy by our descendents hundreds of thousands of years in the future. The earthlings of 600K AD are actually no longer biological, but rather digital. Still, they create humans and set them up on other planets in other galaxies. The humans of the planet Ava come to blows with our descendents, called the Therians. Ava has two factions, the United Nations of Ava (UNA) and the Red Blok. The latter has all the trappings of the USSR; Russian names, the red star, communism, despite being 600 millenia removed from the 20th century. Talk about genetic memory.

I would definitely set up an AT-43 rpg campaign in the nearer future. The technology level displayed by the UNA and the Red Blok is not that far advanced from the present day. They use mechs, lasers and gauss weapons, so an early to mid-22nd century setting would be fitting. The Therians would be some other extragalactic superempire and the Red Blok could, perhaps, be Russian colonists on Mars who have reverted back to their communist roots. The Karmans would be uplifted apes, who have been granted the same rights on Earth afforded humans and may have even created their own colony somewhere in human space, while the Cogs would be exactly as they are, an huge alien empire constantly warring on the Therians. Humans would find themselves in the middle of a galaxy-spanning war between the Therians and the Cogs. Meaty stuff indeed, for role-playing adventures.

-Rognar-

Further note: I have just discovered that Rackham has a game called AT-43 Tactics: Tactical RPG. Although it has some elements of an rpg, in that each player controls one character and that character increases in abilities over a series of missions associated with the AT-43 Operation Damocles boxed set, it seems to be extremely limited in scope.

Saturday, January 02, 2010

Rippin' on BattleTech

Oh man, this is a stroll down Memory Lane. During one of my "elves-and-dragons-are-so-f*ckin'-lame!" periods in the mid-90s, I filled my need for testosterone-fueled mayhem with hours and hours of BattleTech. Inner Sphere mechs were just as pathetic as the art in this article would lead you to believe, so we usually played clan vs. clan. Then we realized D&D was cool and we all made our way back.

Battletech

-Rognar-

Clan Wolf Rules! Jade Falcon, suck it!

Saturday, December 26, 2009

What am I reading?

It has been a very long time since I even finished a novel, let alone finished it in three days. For that reason alone, I have to recommend Old Man's War, the Hugo Award finalist in 2006 by John Scalzi. To say it was influenced by Robert Heinlein's Starship Troopers would be a gross understatement since the novel is a virtual rewrite of the classic. However, if the plot is borrowed more-or-less intact, the universe envisioned by Scalzi is quite different. The galaxy is literally overflowing with life, while planets suitable to support it are rare. Thus competition is extreme among the various races seeking to claim some lebensraum for themselves. People of Earth are largely ignorant of life in the colonies, as indeed are most colonists. The real power lies in the hands of the Colonial Union and the Colonial Defense Force, the civilian and military branches of the authority responsible for administration of the colonies. Because they routinely engage in contact, both hostile and friendly (ok, mostly hostile), with the wider galactic community, the Union and the CDF have the most advanced technology. Earth is a backwater by comparison and the Union seems content to keep it that way.

They still need a steady supply of recruits, however, and they have a unique way of acquiring them. Humans who reach the age of 75 are allowed to sign up to the CDF, enticed with the implied, but not quite confirmed promise of a healthy, young body. After their tour, which may be from 2 to 10 years, they may muster out and settle down to live another lifetime as a colonist. They can never return to Earth, but for many, the trade-off is worth it.

Old Man's War was Scalzi's first novel and three more books in the same setting have been released, The Ghost Brigades, The Last Colony and Zoe's Tale. They promise to reveal more of the motivations of the Colonial Union, which seems to be more than it appears. I will definitely be looking for the rest of the series.

-Rognar-

Wednesday, December 23, 2009

Avatar...yeah, go see it.

I'm not sure if there's any point to reviewing James Cameron's new blockbuster, since everyone is going to see it. If for no other reason, everyone will want to see what half a billion dollars buys these days. The visual effects are like nothing you have ever seen before. Take the best of The Lord of the Rings and turn it up by an order of magnitude. They are reason enough to see it on the big screen in all its 3D glory. Good thing, because there's not a lot else to recommend it. The characters are rather one dimensional, the tone is preachy and annoying (with an obvious visual shot at the Alberta oilsands) and it was as much fantasy as sci-fi with floating mountains and pseudo-magical effects. Still, Avatar is crystal meth for your eyes. If you don't see it in the theatre, you're missing out, big time.

-Rognar-

Friday, December 18, 2009

What's wrong with game balance? Part 2

While I think that Game balance can go too far. I laughed when I saw this YouTube Video and since the old post was just that, I made a new one.

Linky

Thursday, December 10, 2009

What's wrong with game balance?

Spend any time in the "old-school" blogosphere and you will read plenty of reasons why modern versions of D&D are crap. Some criticisms are valid, some seem a tad contrived, but the only one I've seen that really seems completely out in left field is game balance. Apparently game balance is bad. Personally, I would have thought the desirability of game balance would be self-evident, but apparently not. I have strived to understand the argument, although I don't feel I'm there yet. However, I have acquired a few insights, so I thought I would write them down, in hopes that some old-school reader would further enlighten me. Some believe the pursuit of game balance places too much emphasis on combat. This is probably a fair criticism of D&D 4e in which the pursuit of combat balance has introduced a dreary, mechanical sameness to all the classes. For 3.x/Pathfinder, however, I'm just not buying it. The designers of these editions never attempted to make all classes equal in combat. Fighters and their ilk are clearly superior at low levels, while spellcasters (especially arcane spellcasters) have an undeniable advantage at higher levels. Yet, people still play rogues or clerics because they bring other talents to the game that are just as important as combat power. Having said that, few people want to play a character that is useless in combat and few groups want such a character in their party. So, some level of combat effectiveness is essential for all character classes.
Furthermore, the skills and feats in 3.5/Pathfinder make it easy to balance character classes based on criteria other than combat effectiveness. Rogues and rangers, for example, have a lot of skill points, relative to fighters and sorcerers. This makes these classes more versatile. The ranger can track and survive in the wilderness, has finely-honed senses and is fairly stealthy, giving him a lot of capabilities that the more combat-oriented fighter lacks. Likewise, the rogue has many options. He can concentrate on stealth, climbing and acrobatics and be a cat burglar. Alternatively, he can go for opening locks and disabling traps and be more of a safecracker. He can even specialize in forgery and bluff and be a con artist. This level of versatility certainly never existed in AD&D. Every thief had more-or-less the same skills as every other thief of the same level, with only minor racial variations.

-Rognar-

Monday, December 07, 2009

Spelljammer was cool...there, I said it.

For some reason, I've been thinking a lot about Spelljammer lately, that AD&D 2e campaign setting with space-faring orcs and interstellar mind flayers terrorizing the space lanes and battling the elven navy which strives to make the spheres safe for trade and exploration. It never really caught on back in the day and I suspect that's because no one knew quite what to do with it. I loved Spelljammer. The thought of beautiful elven man-o-war ships battling the menacing mind flayer nautiloids was simply awesome. It wasn't all cool, I'll grant you. Space hippos, the Giff, were pretty lame, as were the gnomish sidewheelers (indeed everything gnomish back then sucked, Spelljammer or not). Also, I felt some races, such as ogres and beholders, really had no business taking to the stars. Even the space orcs (Scro, get it, it's orcs backwards...lame) seemed out of place to me. The highly-organized and militaristic hobgoblins seemed a much better fit as the interstellar fascists. It would seem a fairly trivial effort to convert the best bits of Spelljammer to Pathfinder. Maybe the next time I find myself behind the screen, I will incorporate some Spelljammer elements into the game. Hmmmm, let me think....interstellar war between the mind flayers and the elven navy....things not going well for the elves....githyanki pirates....neogi slavers...a ghost ship....yeah, that's the stuff!

-Rognar-

Friday, December 04, 2009

Axis and Allies Minis - Early War list

Finally, the official list for the much anticipated Axis and Allies Miniatures Early War set is posted over at the WotC forums. Here it is:

AUS U Carro Armato M11/39
BEL U Belgium Bicycle Troop
BEL C Belgium Infantry
BEL U Belgium Officer
BEL R T-13B3
FRA C Canon de 75 Modele 1897
FRA R FCM 36
FRA R Morane-Saulnier MS.406
FRA U P107 Half-Track
FRA R Somua S-35
GRE U Greek Cavalry
POL R 7TP
POL U Polish Officer
POL U TKS Ursus Tankette
POL C wz.36 37mm ATG
SA R Marmon Harrington Mk. II AC
SA C South African Infantry
SA R Valentine II
UK C BEF Infantrymen
UK R Cruiser Mk III A13
UK R Matilda II
UK U Morris Reconnaissance Car Mk 2
SOV R BT-5
SOV R MiG-1
SOV U Mongolian Cavalry
SOV C Soviet Conscript
SOV R T-28
SOV U T-38 Light Amphibious Tank
FIN C Finnish Ski Troop
FIN R T-26E
GER R Junkers JU 87B Stuka
GER U Kubelwagen V
GER C Motorized Schutzen
GER U Panzer IB
GER U Panzer II Ausf. F
GER R Panzer III Ausf. F
GER U Panzerjager I
GER R PzKpfw IV Ausf. A
GER U Sd Kfz 2 Motorcycle Half-Track
GER U Sd Kfz 231
ITA U Autoblinda AB 41
ITA C Cannone da 75/27 Modello 11
ITA R Semovente L40 da 47/32
JPN U Japanese Bicycle Troop
JPN U Jungle Spotter
JPN R Nakajima ki-43 "Oscar"
JPN R Type 89B Chi-Ro
JPN C Type 99 LMG
SLO U Motorcycle Recon
SLO R PzKpfw 38(t)

I would have to say the aircraft interest me the most. The early war Stuka, the MS.406, the Oscar and the MiG-1 will all be great additions to the game. Also nice to see them add a couple more Finnish units and the long-awaited Japanese spotter.

As far as reprints go, we're getting another Kubelwagen V (groan), another Morris Reconnaisance Car Mk.2 (groan), another Somua S-35 (may be ok with a better paint job than the last one), another Carro Armato M11/39 (a captured unit used by the Aussies, i.e. cool), a PzKpfw 38(t) (Slovakian, suck it, Czech Republic!) a Sd Kfz 231 (groan), another Matilda II (not Australian, despite the rumour) and another Valentine (South African Valentine II). As far as the Valentine goes, we've had a UK Val I and a Soviet Val VI. They looked like the same sculpt to me, so I'm guessing the South African Val II will be the same. Still, an interesting addition.

-Rognar-

Tuesday, December 01, 2009

First Thoughts: The Summoner

I am really digging the Summoner but I am rather worried it's just too good. I've only built test builds so far since they released it Monday instead of Friday. Without even looking at the summoner himself the eidolon is very strong. I built one at level 6, 10 and 14 since we usually cap out around 14. All are Quadrupeds

Level 6:
At level 6 he's a real monster. With large size and sinking a few points into more str you can get it up to 28. throw a few more points making the bite better and you get +15 to hit for 2d6+13 damage. Throw Power Attack, vital strike, and Improved natural attack (bite) in there at that is pretty ugly - +13 6d6+19. Only 55 hp but still pretty decent. That's excellent damage against CR6 mobs.

Level 10:
At level 10 the fun begins. Much the same as before but shift a few points from Str to Con, and add the Con poison. His physical stats are now 30/16/21. +20 to hit and 2d6+15 for damage. Again with power attack and Vital strike we have +17 6d6+24. Not a big difference but we now have a nasty poison that does 1d4 con damage every round. Add the ability focus feat and your poison has a DC of 22. Fairly tough for a CR 10 encounter.

Level 14:
At level 14 there is a bit of a problem. While huge size is tempting its often tough to drag a huge pet through a dungeon with you. Which is a shame since a huge critter continued from above is pretty awesome. It is made out of HPs (average 193) and a poison DC of 26. Around this point you start to fight lots of high fort save bad guys and I'm not sure if Poison is still a good way to go. I'm thinking a grappler might be better.

One of the things I dig the most about the Eidolon is you have the option to completely rebuild him every level. You can try out lots of different options to see which is most effective. Its fine to make the eidolon over specialized since its really only half your character and if you encounter a situation where your pet is useless you can just summon something else.

The transposition ability is great. The battlefield tactics it opens up are impressive. I'll probably try building up some humanoid eidolons tommorrow. I suspects that do even more damage.

Sunday, November 29, 2009

Two Handed vs Two Weapon Fighting

As I fiddle with my back-up character (the last session came really close to a tpk) I have been investigating the differences between 2 handed and two weapon fighting.

Two Weapon Fighting
Pros: Looks cool. Good for many opponents with no DR and low AC. Exceeds damage of two handed style only at higher levels (14+). Many changes to land crit feats if you are using a high crit range weapon.
Cons: Requires a ton of feats to out perform 2-Handed. Requires both a high dex and high str to be effective. Lower chance to hit and low damage on each swing means DR is a problem. Only decent on a full attack.

Two Handed Fighting
Pros: Only need high str. Works best against 1 or 2 opponents. DR less of a problem. The Vital Strike feats make even attack standard actions good damage. Effective with few feats (Power Attack essential). Higher chance to hit for much bigger damage.
Cons: Large weapons cannot be used in a grapple/confined spaces. Fewer swings mean less chance to land critical hits.

Friday, November 27, 2009

Rippin' on Traveller

It loses steam near the end, but there's some funny stuff in Zack and Steve's latest bit. If you were ever a Traveller fan, some of this will make you laugh out loud.

Traveller art

-Rognar-

The Night the World Walked Home

Ok so this is a gaming block but tonight was just too weird for it not be told somewhere.

Here is the breakdown of events:
16:30. Cold, Snowy. Windy. Buses backed up downtown. Wanting to catch the bus that will drop me off right at my door I began walking along the route looking for the 109.

16:45. I have walked about 4 or 5 blocks. The buses are not moving and I am getting cold so I hop on the first bus that will drop me off near my house. The 116. I brush the snow off myself and pop open my book.

17:30. The bus finally leaves the downtown core area going north on center street. Keep in mind I usually get home between 17:15 and 17:25. I am not too worried as this has happened before when they were doing some bridge work. Back then once we had left the core it was smooth sailing.

18:00. We have gotten as far as 16th avenue. For those of you that don't know Calgary, this is about a 15 minute walk from where we were 30 minutes ago. Traffic is not moving.

18:30. I have by this point read over 100 pages of my book and taken a 15 minute nap. The roads are literally ice. Cars are sliding everywhere and emergency vehicles are struggling to get by. Accidents are everywhere. We've passed two abandoned buses and there are lots of people on the side walks. The bus is roasting hot and has only moved a couple car lengths in the last 10 minutes. 4 of us at the back of the bus have had enough. One woman's husband tried to come get but discovered that the roads have been blocked off by the cops. There will be no rescue. We decide to walk.

I used to be a big runner and am built for it. Tall and thin. I do lots of walking and my pace is very fast. My wife hates hiking with me. I quickly lost the 4th person but the other 3 of us made good time as we marched north. Luckily the snow had stopped and it was actually quite nice out although still a bit cool.

19:00(approx.) We discover the source of the trouble. There is a big hill just before McKnight Blvd. Every single bus that had left the downtown area after 4pm was pulled over on the side of the road. None were moving. cars were smashed into each other and nothing was getting through. Why hadn't anyone told us this? We were now glad that we had decided to walk. It would be many many hours before any of the buses were going anywhere. There is a steady stream of people walking north. A few going south as well.

19:30(approx.) We run into another group of refugees, err I mean walkers. The guy I am walking with knows one of the women in the other group and stays to chat. The woman and I carry on.

20:00 We reach Beddington and the roads are now open. The woman calls her husband for a pick up (she lives in Coventry, the community north of where I live) and thanks me for walking her this far. She offers me a ride home but I decline. I can can catch a bus here to take me home but I decide to finish what I started. The night is lovely and I feel alive. The other walkers seem strangely content as well. I pick up the pace.

20:45 I get home. I even stopped at the liquor store near my house to pick up some Rum. I've had a carton of Eggnog for a week and it was getting lonely with out its wild and crazy pal.

So for some perspective I live just north of 96 Ave and I got off the bus around 30th Ave so I walked almost 70 city blocks in about 2 hours. Crazy fast. Extrapolating that out I estimate I could walk to work in about 3 hours. I think the total distance is 12-13km. Interesting since I had guessed that it would have taken 4+ hours before.

Anyway. I had a great walk home, met some interesting people, got lots of exorcise and got lots of fresh air. So despite all of the traffic misery I had a nice evening.

Not that I wish to repeat it anytime soon.

Oh Mongoose, I can't stay mad at you

Was it all a big understanding? Maybe. Anyway, Matthew Sprange has apologized:

Deepest apologies for that, it wasnt meant how it sounds (Canada is one of the places RPG publishers print if they don't go to China - only reason it was mentioned). The offending line has been removed.

We like Canada at Mongoose. We all want to live there. One of us does!

Ok, we're cool.

-Rognar-

Thursday, November 26, 2009

Screw you, Mongoose!

In his annual State of the Mongoose address, Matthew Sprange threw in this little nugget of economic nationalism:

We also made a promise this year that we would only be printing books in the US – not China, not Thailand, not even Canada, but the good old US of A.

Which has since been changed to:

We also made a promise this year that we would only be printing books in the US. Mongoose is part American, with offices and our main warehouse situated in Ohio and in these times of economic woe, we wanted to do ‘our bit’ to keep our own nations going, rather than feeding the Tiger Economies.

Cowards.

In truth, I didn't know Mongoose even printed books in Canada and had they not decided to pump up the "America First" crowd, I would likely have remained none the wiser. But they did, so screw you, Mongoose! I will continue to not buy any of your products, especially since you lost the distribution rights to CthulhuTech.

-Rognar-

Monday, November 23, 2009

Rejoice! The embargo is lifted.

I don't know if anyone else has noticed, but there hasn't been many updates to the new releases page of the Sentry Box website this month. Before today, no new rpg products had been received since Nov.2. WotC, Catalyst, Paizo and Mongoose had all been "no shows" until today. Finally, someone has run the blockade and delivered our much-needed game supplies to us. At last, I can get my copy of Scavenger's Guide to Droids...and maybe a copy of Poo: The Card Game.

-Rognar-

Tuesday, November 17, 2009

The seal is broken.


I love cool miniatures and I am an obssessive collector. The only way I can resist throwing myself into the many awesome minis out there is to never start buying anything. Sometimes sticker shock is enough to keep me at bay. This is why I never leapt into Warhammer. Other times, it requires sheer force of will. Most of the time, my interest fades over time or the quality of the product becomes so atrocious, I just can't justify the expense anymore (talking to you, WotC). But there is always a shiny new hotness from which I just can't stay away. And so, I come to AT-43 (You bastards!). I did it. I walked through the door. I broke the seal. Rackham did what Games Workshop and Wiz Kids could not. They hooked me. May God have mercy on my soul.

-Rognar-

Monday, November 16, 2009

Magic item creation in D&D and other strangeness...

The manufacture and trade of magic items in D&D has always been problematic for designers of the game, at least it appears so to me. In 1e/2e AD&D, the demands that had to be met to make magic items made them prohibitive. XP expenditures and permanency spells ensured that no PC would ever make a magic item. In the two decades that I played these editions, not once did I ever see a single magic item produced. As a DM, this was troubling for me. After all, I had to assume the same disincentives that apply to PC magic-users would also work on NPCs. Aside from the XP costs, which no red-blooded adventuring spellcaster would tolerate, magic-users and clerics have a virtual monopoly on magical power in a world where magic items are scarce. Why would they jeopardize that priviledged position? True, there would be exceptions. Liches, for instance, have all the time in the world. They could probably find time in their busy schedules to forge a few magic blades for use by their minions. Also, there would likely be a few potent items created at the behest of powerful nobles who have the authority to demand such items from their magic-wielding courtiers. However, this doesn't seem to be enough supply to furnish the multitude of +1 longswords circulating within most D&D campaign worlds.

D&D 3.5 included a somewhat more complete set of rules for magic item creation. Some items, such as scrolls and potions, could be created by low-level spellcasters and the XP costs for such items was low enough to entice at least some non-adventuring NPCs to give it a try. The permanency spell requirement for permanent magic items was dropped, however XP costs were still involved and the same disincentive was there. Supply should still be miniscule in comparison to demand. Further adding to the problem was the weird D&D economics of magic items. It costs half the list price of a magic item to make it and you get half the list price of a magic item when you sell it. So, there is literally no profit margin at all and no compensation whatsoever for the days or weeks it takes to make magic items. Obviously, a DM who wants some sort of commerce in magic items could step in and rationalize the magic item economy, but a game that has such clear and complete rules on so many other aspects of adventuring life seems to have a curious blindspot as far as the magic economy is concerned.

Pathfinder made some progress in making sense of the magic item creation system. The biggest and most far-reaching change is the eradication of the XP cost. I have seen more magic item creation in the last year as we started playing Pathfinder than in my previous quarter-century of playing D&D. The availability of magic items for purchase has also been tackled. In D&D 3.5, it was a free-for-all. Adventurers would return from their dungeon crawls loaded down with perfectly suitable magic items, but knowing they could buy any item they wanted at Ye Olde Magick Shoppe, they would happily liquidate their massive hauls to get that +2 flaming burst keen greatsword for which they'd been pining. Those days are past. The availability of powerful magic items for sale on the open market has been dramatically reduced. If a character wants a particular item, he must acquire it through adventuring, commission its construction from a willing spellcaster or make it himself. And make it, we do. Now we happily liquidate our massive hauls in order to buy the raw materials needed to make the items we want. Item creation feats, once seen as pointless rule bloat, are now highly desirable. Still, the irrational economics of the magic item trade have not been abandoned. It is still not possible to make a living making magic items. Maybe in some future Pathfinder supplement, they will finally correct this oversight.

-Rognar-

Sunday, November 15, 2009

Pathfinder campaign - moral crisis grips the team

Our new campaign is heating up. We have Damius, the sorcerer with a taint on his soul, Alphonso, the pure-hearted paladin with a strange past, Haer, the bard on a slippery slope of moral decay, Shadowstalker, the elven ranger who is drawn to human cities as a moth to a flame and Mugden, the brooding cleric of the god of death. We find ourselves entangled with a nascent rebel movement in the decaying city of Westcrown, former capital of Cheliax, the empire of devils.

So here we are, facing the first internal crisis in our new campaign. We have uncovered an amulet, which our paladin has determined to be some sort of evil magic item. Our "morally-flexible" bard has informed us that the item is a "brain cylinder", a device which stores a human mind. He goes on to tell us that the mind is probably imprisoned and that there is a way to free it. The sorcerer, no genius to be sure, wants to destroy the item, figuring the trapped mind will simply move on to its just reward. Although the sorcerer has little reason to trust him, the bard is almost supernaturally persuasive and no one else has any means of verifying the bard's conclusion. The bard seeks to take the item for a couple of days so as to facilitate his intentions for it, whatever they may ultimately be and no one can come up with a suitable justification to argue otherwise. Is this the start of the eventual unravelling of the group? We shall see.

-Rognar-

Thursday, November 12, 2009

What am I reading? The Black Company

This book lived up to its reputation and I quite enjoyed it. Unlike most of the books sitting in my "To be Read" pile this one doesn't clock in at over 700 pages but a much more manageable 320. I love reading big books but I've noticed a tend that fantasy books are increasing in length. 300 pages is a good size, I don't want to read a monster each time.
The book is written from the point of view of a single character which seemed a bit odd at first but I got used to it pretty quickly and it works well. I knew something of the plot going in and elements that I expected to be a bit cheesy worked just fine for me - even the silly wizard duels. All of the characters are painted in lovely shades of grey. Even the "good guys" in this book are black hearted villains. The only character that can be described as an innocent has a future foreshadowed. This future will obviously play a big role in future books and it will be interesting to see what the future holds for them.
I've got work to do so I'm just going to sum it up by saying that I really enjoyed it and look forward to borrowing the rest of the series.

Power to the Droids

Next Tuesday, the Scavenger's Guide to Droids makes its long-awaited debut and if early reviews over at the SWSE forums are any indication, it has the potential to be one of the best supplements yet. Droid characters are getting a complete overhaul. Different droid types, like astromech droids, medical droids, battle droids, are being presented as races. This sounds interesting. In the past, droid statblocks included a statement as playable or non-playable. It tended to be rather arbitrary and not always very intuitive. I don't know how the new rules will play out, but the thought of playing a droideka (previously verboten) will be sure to excite every red-blooded Star Wars fan. Sentry Box, here I come.

-Rognar-

By the way, fan support from WotC for the Star Wars RPG is reaching new lows. Less than a week before a new release and there is still no mention of this product on the website, except from fans in the forums. Fans have to get their info from Amazon.com. I'm beginning to think rather than seeing a new edition of the game next year, they may simply stop publishing new products, the d20 Modern model of product line support.

Wednesday, November 11, 2009

Lest we forget...

Heartfelt thank you to all Canadian servicemen and servicewomen, past and present, who sacrifice so much for the freedoms we enjoy. You are all heroes.

-Rognar-

Tuesday, November 10, 2009

New Pathfinder playtests coming soon!

Oh happy day, new Pathfinder character classes are being revealed by Paizo for playtesting. The cavalier and the oracle start on Friday, followed later by the summoner, witch, alchemist and inquisitor. I'm as giddy as a schoolgirl.

-Rognar-

Another "New School" myth

Wouldn't you know it, just when I start talking about what I consider to be misconceptions about modern versions of D&D within the "old school" community, the Grand Poobah of that community, James Maliszewski of Grognardia, starts talking ability scores and what role they should play in D&D. I have never played the original game called D&D. In fact, I have never even seen a copy in person (although I've heard there is a complete set in the special collections of the Miskatonic University library). So imagine my surprise to learn that once upon a time, Str meant nothing in the game. That's right, if Conan the Barbarian and Wesley Crusher both whacked you with a sword in OD&D, the result would be the same. Now, JM has some issues with OD&D and ability scores (though oddly not with the aforementioned), but he doesn't want ability score benefits to dominate level benefits as he apparently believes to be the case with newer editions of D&D. I will concede, this was the case to some extent with AD&D, although I don't personally take issue with fighters having exceptional strength benefits other classes don't. Still, this discrimination has been addressed to a significant degree in 3.5/Pathfinder, both through the use of multiclassing and feats. For example, you have a wizard and you want him to be a passable swordsman. Obviously, he won't be on par with a dedicated fighter of similar level, but that doesn't mean he can't hold his own against a few orcs. He can take a level of fighter. It costs him a bit in terms of casting ability, but he gains proficiency with a whole slew of weapons. Maybe he's not very strong, but maybe he has a high Dex. Ok, take the weapon finesse feat and use a light weapon such as a short sword or rapier. Voila! Now he can use his Dex bonus instead of this Str bonus on attack rolls. Of course, I haven't even touched on the spells the wizard has at his disposal to improve his combat prowess, such as bull's strength, cat's grace, heroism, haste and rage. With so many options, there is virtually no character concept that can't be accommodated using the 3.5/Pathfinder ruleset.

-Rognar-

"New School" myths

The tabletop RPG blogosphere seems to be dominated by proponents of "old school" gaming. I have a theory about this. First of all, WotC and Paizo provide online forums for fans of 4e and 3.5/Pathfinder respectively, thus diminishing the need for fan sites to provide that sense of community. Secondly, the demographic of old-school fans is probably older than the average of the rpg community and in the age of Twitter and Facebook, weblogs are probably seen as a bit old-fashioned. Younger gamers probably prefer these more up-to-date social networking options.

Now, since I am a "new school" greybeard, I have a foot in both worlds. I like to read what the old-timers have to say (cuz I was there, man!), but the games themselves have limited appeal. I'm a bit of a power gamer. I freely admit it and I don't apologize for it. Old school gaming just doesn't offer the cornucopia of chargen options that I can get with 3.5/Pathfinder and there is nothing a power gamer loves more than character options. Now, I don't begrudge the old-school folks their preferences, but I have noticed some misconceptions circulating within their community that may be colouring their opinions. I don't seek to change anyone's mind, I'm just telling it like it is.

First off, not putting any ranks into a particular skill doesn't mean you can't use said skill. There are exceptions (mainly knowledge skills), but most skills, such as Swim, Climb, Stealth, Bluff, Intimidate and Diplomacy, can be used untrained. Of course, an untrained character will be less skilled than a trained one, but that is how it works in the real world, so why should it be any different in the game world? Also, being required to use a skill untrained encourages creativity on the part of the character because they will seek out ways to improve their chances of success. For example, someone untrained in Diplomacy might offer a gift or favour to an NPC in hopes that will improve his chance of success. Another character unskilled in Climb will make a habit of carrying around a knotted rope or a hammer and spikes.

Another criticism I read recently is that characters cannot be generated on the fly. Now it's true that guys like me spend a fair amount of time on character generation, but that's because it's fun and challenging, not because it's necessary. It is entirely possible for a veteran player to create a character in 5 or 10 minutes, after making a couple of decisions on your character concept. For example, I want to create a 5th level melee fighter. Okay, first is ability scores. In 3.5/Pathfinder, there are several options for generating ability scores, but your DM has already made that decision. If he makes you roll them, then roll. It's the same as older versions of D&D. On the other hand, if he wants a point buy system (which is what we use), chances are you've already got a favourite set of numbers. 20 point buy? I like 16,14,12,12,11,10. The 16 goes on Str, the 14 on Con, the 12s on Dex and Wis and the 10 and 11 on Int and Cha. Saves and attack bonuses take a few seconds to look up. Feats may seem daunting, but after playing the game for awhile, you learn which ones are worth it and which ones aren't. I give my fighter weapon focus, power attack, cleave, weapon specialization, iron will, toughness and blind-fight. Are these the feats I would select if I spent more time on the character? Not necessarily, but they are commonly known to be good choices for my character concept, so they can be chosen quickly. Skills are easy, since fighters have few skill points and few choices anyway. I'll take Climb, Swim and Intimidate, maximum ranks. All I have left to do is equip my character. Sure, this part takes a bit of time, but it takes time in every version of D&D I've ever played. Of course, spellcasters will need a bit more time, due to spell selection, but again, this is no different from older versions of D&D.

-Rognar-

Monday, November 09, 2009

The doom that came to White Wolf

Wow, I had no idea White Wolf had fallen so far. Using terms like "imprint" and "legacy business" to describe a company that was, at one time, a serious competitor for WotC/TSR is stunning. While it's sad to see any tabletop rpg publisher fall on hard times, I have absolutely no attachment to White Wolf at all. I'm just glad it didn't happen to a company that makes products I care about, like Paizo or Catalyst Game Labs.

-Rognar-

Friday, November 06, 2009

"Defiance" has finally dawned

I first took notice of the Dawn of Defiance adventure path on the Star Wars Saga Edition website back in March '08. At the time, the first three installments were already available and I seriously considered running the campaign at that time under the ridiculous notion that future installments would be released at reasonable intervals. It's a good thing I didn't since the 10th and final installment only just became available a couple of weeks ago. Considering how quickly we ran through Age of Worms last year, we would have spent a lot of time twiddling our thumbs if we went through DoD instead.

-Rognar-

Edit: Obiri set me straight. It's been over two years since we finished AoW. When you reach my advanced age, it's hard to keep these things straight. All events since the Battle of Waterloo seem like they just happened yesterday.

Thursday, November 05, 2009

Rippin' on Warhammer 40k, pt.3

The second half of Zack and Steve's beatdown of Warhammer 40,000: Rogue Trader.

-Rognar-

Tuesday, November 03, 2009

Blast from the past - Star Frontiers


From 1981, when I first started playing D&D, until 1989, when I went away to grad school and became exposed to a wider world of RPGs, there was basically only one game publisher for me. Despite a brief dalliance with the Space Opera game by Fantasy Games Unlimited, I was a tried-and-true TSR fan. AD&D was our game of choice, but we did try some other TSR products, namely Gamma World and Star Frontiers. The former seemed a bit silly to me and my gaming buddies and we quickly shelved it, but the latter was a frequent diversion from our usual weekend AD&D game.

First published in 1982, the original boxed set, called Star Frontiers Alpha Dawn consisted of a 60 pg. rulebook and the complete module, SF0: Crash on Volturnus. Despite its small package, the original game is remarkably complete, with an elegant ruleset. It lacked rules for spaceships and ship-to-ship combat, but those would be introduced the following year in the Star Frontiers Knight Hawks boxed set.

There were four player races in the original Star Frontiers game, Humans, amorphous Dralasites, insectoid Vrusk and simian Yazirians. These races have seen a recent resurrection in the d20 Future supplement to the d20 Modern game from WotC. A fifth NPC race, the vermiform Sathar, represent the main villains in the game. The game uses a percentile, skill-based system. There are 13 skills, divided into three primary skill areas (PSAs). The skills are as follows:

Military PSA
beam weapons
gyrojet weapons
melee weapons
projectile weapons
thrown weapons
demolitions
martial arts

Technical PSA
computers
robotics
technician

Biosocial PSA
Environmental
Medical
Psycho-Social

Players would choose a PSA for their character, which would allow for more rapid advancement in the associated skills..

There are 8 abilities in the game which are generated in pairs. For example, strength and stamina are rolled together, although after that first stage, they can be advanced individually. The other ability pairs are dexterity and reaction speed, intuition and logic and personality and leadership.

Besides skills and abilities, XPs can also be spent on special abilities of the alien races. For example, Dralasites have the ability to detect lies and XPs can be spent to improve that.

In 1985, the game underwent a radical reboot with the publication of Zebulon's Guide to Frontier Space. It changed the rules quite dramatically and introduced several new player character races. Unfortunately, two more books were in the works, but never got published and so, the new version of the game was never completed. Thus, diehard fans of the game insist, the original Star Frontiers is the real Star Frontiers.

-Rognar-

Monday, November 02, 2009

Five for fighting

Several iconic monsters from D&D 3.5 have undergone significant revisions in the Pathfinder Bestiary. Here are the top five:

5. Outsiders - There have been lots of changes to the various classifications of outsiders, although the capabilities of most of them seem relatively unchanged. The terms baatezu and tanar'ri have been abandoned, thus removing the last vestiges of the demon/devil controversy. Kytons (chain devils), which weren't true devils anyway, have now been removed from the ranks of devilry completely and given their own entry. The celestials have also undergone a reorganization. The eladrins have been renamed as azata and lillends have been added to that group, along with the ghaeles and the bralanis, while guardinals seem to have disappeared completely. Perhaps the latter will reappear in later books (assuming anybody cares).

4. Drow - There are now two flavours of Drow, the garden-variety dark elves and the new and improved Drow Nobles. The latter possess all the abilities of standard drow, but enjoy higher spell resistance and greater attribute bonuses. They also have more spell-like abilities.

3. Zombies - Are you bored with plain old zombies? Now there are fast zombies and plague zombies to raise the tension level.

2. Dragons - The most iconic of all D&D monsters have been pumped up with a bunch of new abilities. For example, ancient blue dragons can use their breath weapon to create lightning storms, while old black dragons develop an acidic bite.

1. Tarrasque - From its very earliest AD&D days, the tarrasque has been the ultimate monster, nearly impossible to kill. Well now, that line from nearly impossible to just plain impossible has been crossed. There is no known way to kill a tarrasque.

-Rognar-