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ONE D&D: What Changes Are Coming In The New Edition?
Today, Wizards of the Coast announced the inevitable: A new edition coming to our beloved Dungeons & Dragons. If you’re a grognard like me, this will be the fourth time this has happened to you, and it can be an unsettling experience for those who aren’t used to it. Even then, it always makes me nervous.
Dungeons and Dragons is more than a game I play. It is a part of my way of life. I’ve been playing since I was eight years old, and have loved it just as long. It’s at these times of transition that I realize that my way of life is essentially in the hands of people who are strangers to me. Sure, I can play an older edition, and sure I can and do play other games, but major changes to the primary system hold the potential to cause me great distress or joy depending on the quality of those changes. It’s an unusual situation to have a group of strangers who may not share my world view or motivations change up something very central to my recreation and my identity.
New editions are inevitable and always carry potential. Fifth Edition brought in a lot of new gamers, and the popularity of Dungeons and Dragons and role-playing in general has increased over the course of the past several years. The accessibility of Fifth Edition, ease of play, and low barriers to entry really brought a lot of new people to the table. This is great, as we should all love to share our hobby with a new generation, especially when the alternative is for the hobby to die out.
Game companies also have to make money. While supplements often can be profitable, core books are always the big money makers, hence Wizards decision to create the Open Game License with third edition, which benefits many of us to this day in the perumtations that have arisen from it (like our personal favorite, Dungeon Crawl Classics, which borrows heavily from the system with some amazing varitions). So, there is always a corporate incentive to justifying a new run of core books. I’m not sure this is necessarilly in the players best interest, but part of that will be determined over time.
What is often concerning is the lifespan of an edition. Original Edition D&D was created in 1974 in a few small books in a tiny box, and was published cleaned up as AD&D in 1977, which was the chief system until 1989, when 2nd Edition was published. 2nd Edition was modified in 1995 with what we alwasy called 2.5 or Skills and Powers, which gave a lot of optional versatility to the game. Third Edition was published in 2000, with a revised edition (3.5) in 2003. 4th Edition was published in 2008, and 5th published in 2014.
I would tend to group that more or less like this:
AD&D and variants – 15 years
2nd Edition – 11 years
3rd Edition and Variants – 8 years
4th Edition – 6 years
5th Edition – 8 years so far (and will be 10 years by the time the new edition publishes).
So, we’ve had a good run with 5th edition. With any new permutation, there will be some haters. Time will tell whether the changes coming are good and necessary ones, or if they are a misstep. Wizards promises that this process is one where feedback is involved, and the playtest rules are available for free on D&D Beyond.
We’ve looked at the changes proposed and will summarize them here. There may be more that we haven’t noticed, so make sure you let us know in the comments.
WHAT’S CHANGING?
Backwards Compatbile – First, we should point out (as Wizards was careful to) that all products are going to be backwards compatible, so that adventures purchased today can be played in the new edition with little to no modification. I expect powers might have to be added (like the dwarven ability to tremorsense, see below) but theres no need to throw your books in the garbage just yet.
Racial Changes – The design philosphy espoused in the promotional video has indicated that an emphasis on different sorts of characters acting as heroes should be more possible and more accesible to players. This telegraphs something indicated in the first playtest pdf, which is the first major change.
RACES DO NOT CONFER ABILITY SCORE BONUSES OR PENALTIES
Races do differ in a number of ways from their previous incarnations. The short list is as follows.
Humans – Can choose to be small or medium size (as short as 2 feet tall, apparently); gain inspiration after a long rest (standard rule is to lose it now after long rest); Extra skill proficiences; Gain the Skilled feat or a feat of your choice.
Ardling – This is a new PC race for the upper planes. These animal headed creatures have different forms, but share the ability to fly for limited periods of time, and gain some inherent spell casting abilities based on their type.
Dragonborn stay very similar.
Dwarves are similar to 5th edition, but gain the ability to tremorsense for short periods of time each day.
Elves – Are divided in to three subraces, drow, high and wood and are tied to different regions. Each subdivision gets their own bonus spells based on their region, and otherwise have very similar abilities to previous incarnations.
Gnomes similar to previous editions as well.
Orcs – Listed here as full orcs, not as half orcs, which is an interesting change. Orcs add the ability Adrenaline Surge which allows the granting of temporary hit points during the use of a dash action, which can be used a few times per long rest.
Tieflings – Perhaps the most extensive changes, tieflings now have three variations – abyssal, cthonic, or infernal. Each carries with it some inherent spellcasting abilities and resistences. They all get thaumaturgy.
BACKGROUNDS
There is a new emphasis on backgrounds, which have become more than just a skill and a minor power. These are the major changes:
Stat bumps – It is now your career, not your race, that conveys a stat bump. You get a +2 to one stat and +1 to another.
Tool Proficiency – Each background gains a tool proficiency specific to their type.
Language: You gain a language based on the Background. Sign language has entered the language group as well.
Skill Proficiencies: This has remained essentially the same.
Bonus 1st Level Feat: Each background carries with it a feat appropriate to the background.
Starting Equipment – Starting equipment is now determined by your job.
These are most of the visible changes. However thre are a few other tweaks.
DRUIDS – Now cast from the Primal spell list, which is still essentially the druid spell list of old, but not characterized as divine spells. Too early to tell if this has other implications.
GRAPPLING – Always has been a headache. Now, a successful grapple reduces the grappled parties speed to zero, and imposes disadvantage to attacking anyone but the grappeler.
INSPIRATION – goes away after a long rest (except or humans).. You can inspriation at the DM’s whim, or if you roll a Natural 20.
DIGITAL OFFERINGS – Last but not least, Wizards is once again threatening to create a digital table top, as well as digital copies of the books coming with the physical copies. Digital copes of books are great, though it’s not clear how it wil affect local retailers. The Virtual game table has been threatened for years, but I’ll believe it when I see it. In the end, this isn’t that big of a difference from the current arrangement as most have played online with services such as fantasy grounds or Roll20. It’s really almost embarassing how Wizards has failed to meet the need in the marketplace for something like this, but previous attempts have been utter disasters. The groundwork has been laid by many, now, so we’ll see this endeavor when it really gets going.
We’ll continue to update as playtest items roll out and ONE D&D moves forward.
Dungeons and Donations: Encounter at Barrier Peaks
Dungeons and Donations starts this Friday at The Wyvern’s Tale in Asheville, NC and on twitch.tv for an amazing fifth year! This year will feature a slightly modified version of the classic adventure Expedition to the Barrier Peaks. Judging from the theme on the website and the staff shirts, it looks like an old school Star Trek aesthetic.
For those unfamiliar with previous years, Dungeons and Donations is a 24-hour D&D 5e marathon that benefits Extra Life, the gaming charity for Children’s Miracle Network Hospitals. In the past the graphics for the stream itself had a retro SSi-Gold Box type of feel that added to the nostalgia of playing through such classic adventures as Tomb of Horrors, Keep on the Borderlands, Shrine of Tamoachan, and White Plume Mountain.
If you are anywhere near the Asheville area, you can play and be on the stream! See how long your character can survive the deadly perils that await the party.
If you can’t make the trip, you can still affect the game! Donations can purchase boons (help the party) or banes (hurt the party). A $5 donation will buy a roll on either table. The peril level dictates what options are available based on how many people are in line waiting to play. The longer the player line, the more deadly the banes. If less players are waiting, the more beneficial the boons!
Can the heroes survive the alien ship and save the children? Join us this Friday for another year of incredible fun! For the children!
Mordenkainen’s Tome of Foes – Review
The latest 5E D&D book hit Friendly Local Gaming Stores this week: Mordenkainen’s Tome of Foes. I purchased this book thinking it would be essentially a supplementary monster manual along the lines of the classic Fiend Folio. In fact, this book follows the format provided in Volo’s Guide to Monsters.
The first section details classic D&D struggles of Demons vs. Devils, Elves vs. Drow, Dwarves vs. Duergar, Githyanki vs. Githzerai, and… Halflings vs. Gnomes?! Not really, but they wanted to include some new material for the little guys so they threw them together at the end. The second section is a more traditional bestiary with monster stat blocks, as well as stats for NPCs that the DM could use to illustrate the struggles detailed in the first half. There are brief sidebars representing personal notes from Mordenkainen about different sections of the book. Unlike the fun disclaimer in Volo’s or the entertaining condescending disdain in Xanathar’s, the sidebars here add little if anything. This is disappointing as a similar format was followed in one of my favorite 4E supplements, Mordenkainen’s Magnificent Emporium, and those side bars added really cool details and perspective.
There is a great deal of background information and flavor text detailing the various struggles illustrated in the first half of the book. This may provide excellent context for classic rivals like demons vs. devils or elves vs. drow and reasons behind these struggles. There is also quite a bit of detail associated with the pantheon of gods for each race including alignment, province (what they are known for) as well as suggested domains and common holy symbols. Each section spends some time on world-specific variants of races (Gully Dwarves in Dragonlance, cannibal Halflings in Dark Sun), but usually without stats to make them anything more than window dressing.
Peppered throughout the first section are a few player options and sub-races with traits and tables to help provide more character details for PCs, especially if you like playing Tieflings or Elves. Tieflings gain 8 optional sub-races to demonstrate allegiance or infernal origins associated with a particular layer of the nine hells (Asmodeus being the default described in the Player’s Handbook). New elven options include four distinct eladrin variants that correspond with the seasons (Spring, Summer, Autumn and Winter), as well as a Sea Elf and the goth cousins from the Shadowfell, the Shadar-Kai. The Dwarven section provides the Duergar as a playable race. Githzerai and Githyanki traits and tables are provided as PC options as well. While additional halfling personality/ideal/bond/flaw tables are provided, the only new sub-race in the last chapter of the first section are deep gnomes (aka svirfneblin).
The bestiary second half of the book includes some fantastic dual-page artwork, as well as helpful indexes that sort creatures by type, CR, as well as typical environment.
This book is for DMs looking for inspiration using some of the classic D&D struggles detailed over the 40 years of monster manuals of every edition. It is also for players who may be looking for a particular sub-race they miss from a previous edition or more background details and inspiration for new characters. Should you buy it? Maybe. This one isn’t as essential as Xanathar’s as it isn’t as great a value for the money from a player options perspective. As a DM, if you already own the adventure Into the Abyss, there will be a significant amount of repeated stat blocks as all the demon lords are repeated here. If you’ve always wondered what the story was behind why demons and devils fight, or the origins of the elven diaspora, this is the book for you.
History Check: Gary Gygax High School Yearbook
A facebook group I frequent auctions numerous gaming items, sometimes common and sometimes very rare. Several of the members are known gaming industry talents, and others are just collectors like myself. At the end of November, Garrett Ratini put up an item that was a rare gem from his collection. It wasn’t a game book, but books containing a surprisingly rare set of photos that made up a part of gaming history. And how the auction ended is where the real surprise happened.
The items auctioned were the 1953 and 1954 years of the Geneva Log, the Lake Geneva High School yearbook. It was during these years that Gary Gygax, Don Kaye and Mary Powell were all in attendance. A treasure for the gamer who wants to own a piece of history, but especially for the rarity of the photos inside. To appreciate just how rare, you have to know a little something about the history of these three individuals.
Gary Gygax, for one, did not finish high school, though did finish his degree years later. A few months after his father passed, he dropped out of high school in his junior year. These volumes then contained rare pictures of him as a student.
Secondly, Don Kaye is depicted in the book as well. Don Kaye, a close childhood friend of Gygax from age 6, co-founded Tactical Studies Rules (TSR) with Gygax and made one of the first Dungeons & Dragons characters, the infamous Murlynd. While the depiction of these two legends in one book might not appear to be noteworthy in itself, it is one of the few rare pictures of Don Kaye.
TSR was founded in 1973 by Gygax and Kaye. Later, Brian Blume bought in and supplied the capital to allow the publication of Dungeons and Dragons. However, Kaye suffered from a heart condition and needed surgery. He never disclosed this to his partners, and died of a heart attack before the scheduled surgery could take place, dying at age 36 just as Dungeons and Dragons was beginning to gain momentum. As a result, few public pictures of Don Kaye exist.
Mary Jo Powell was a friend of Kaye and Gygax, and was wooed by Kaye for some time. However, Gygax was also smitten, and proposed marriage at 19 years old. Kaye was upset enough to not attend the wedding, though they later reconciled. Ernie Gygax recently posted a picture of Mary Jo the day after the proposal, shown below:
Mary Jo once suspected Gary of having an affair while she was pregnant with her second child, but going to confront him in a friend’s basement, found him sitting with friends around a map covered table. She may have been the first of what my wife calls “Gaming Widows” (being spouses left by the wayside for the husband that games too much).
Garrett Ratini put these items up for auction, and the true collectors of gaming history began to come out to bid. The buyout price for the books was $1,200.00 and likely that number would have been met, I suspect, knowing the habits of this community of bidders. But an unexpected bidder placed a bid at somewhere around the $400 mark, and that was Luke Gygax himself, founder of Gary Con and Gary Gygax’s son.
With the permission of all involved, Garrett terminated the auction and gifted the books to Luke. Now, these books and images of his mother and father are with him, where they truly belong.
Pre-digital history like this is easily lost, and is not on the radar of many historians, with the exception of Michael Witwer and Shannon Appelcline. Hopefully books like this will make it into the archives like the one held at GenCon 50 this past year. Fortunately, I believe we can anticipate these books being treasured by the Gygax family, both for themselves and for posterity.
Review: Tales from the Yawning Portal
Alright, let’s jump right in….
What’s in it?
Tales from the Yawning Portal is Wizard’s latest release for 5th Edition, and is the same high production quality as their other releases. Unlike previous releases, it is a series of unconnected older adventures that have been converted up to 5th edition from previous editions of the game (ranging from several OD&D mods to some early 3rd edition modules, and some playtest content).
The adventures featured are:
- The Sunless Citadel
- The Forge of Fury
- Against the Giants Trilogy
- The Tomb of Horrors
- The Hidden Shrine of Tamaochan
- White Plume Mountain
- Dead in Thay
There is also a brief chapter for magic items (15 of these) and a chapter for monsters (39 of them). Also, starting of the book is a brief flavor detail for, you guessed it, the Yawning Portal Tavern.
Those are the facts. Now, the real question…
Should I Buy it?
This book is for grognards wanting to spare themselves the minimal trouble of converting a few old classic scenarios for their group, many of whom may not have played the mods. Alternately, it’s for newer players that have heard about classic mods and want to take a crack at them in 5E and see what all the fuss is about.
Tales from the Yawning Portal takes the heavy lifting out of conversion, cleans up some weird oddities from older mods, and generally makes the older content much more approachable for a newer player, primarily because old originals are perhaps hard to find and the trouble of converting some of these classics may be a little daunting.
So, do you need to buy it? No. You definitely do not.
Should you? Only if you want to revisit these classics. I personally do, but that’s not going to describe everyone.
This is a collection of classic mods first and a general game supplement second, or perhaps even third. In some ways I appreciate the fact that Wizards isn’t spamming their release schedule with Fiend Folios and Magic Item Compendiums in droves, forcing us to shell out for semi-mandatory releases. On the other hand, I feel like getting 39 monsters at a time is a somewhat slower financial torture. That, and now if I want to find a monster, I have to flip through Volo’s Guide to Monsters, or now Yawning Portal to find what I’m looking for in addition to the Monster Manual. It’s not really convenient or logical.
In a lot of ways, 5th Edition is a response (perhaps a kneejerk response) to the vitriol that arose as a result of the new ideas of 4th Edition. 4th Edition is commonly summarized as “a great game, just not dungeons and dragons”. As a result, 5th edition has a much more old school feel, without all that horrible THAC0. This is a slapshot right down the throats of all those geezers like myself that just want to play ancient modules until we die, and make other people play them too.
The great thing about this book is that you get a lot of content, and a lot of short usable play hours with it. You can play pieces of it without having to feel married to it for a year (a complaint that some of us are feeling in our current Out of the Abyss campaign). Being able to play a few sessions, then stop, can be very welcome when seeking published content. Also, they snuck the ENTIRE GIANTS TRILOGY in here! That is Fricking Awesome! So there is good to be had.
The monsters, however, as well as the magic items, are there to support the rest of the published works and don’t really stand on their own as a supplement (nor do I believe they were held out to do so). Overall, it’s great to have on the shelf, but the home campaigner or the long haul campaigner is going to scratch their heads at this release. This is nostalgic potpourri and historical esoterica.
So, proceed with the knowledge of what this book is, and see if it is worthy of your shelf. It’s on mine, and I’m glad for it and look forward to sharing some old classic content with my group for a couple 3-shots.
A parting note:
One last thing I wanted to mention, and can’t seem to find a place to fit into this review, is the curious disappointment I have that the Yawning Portal, famous for it’s connection to Undermountain, is not at the head of a book for UNDERMOUNTAIN! It’s a fun way to connect these modules as tales from tavern-goers but something I hope Wizards will attempt in the months and years to come. That’s a classic that definitely belongs on the shelf.
Review: Volo’s Guide to Monsters (5E)
TLDR: If you’re running 5E, you need to buy this book.
When I heard that the next book in the 5E lineup was Volo’s Guide to Monsters, I was a little disappointed. I’ve never been much of a Forgotten Realms fan, and Volo’s Guide sounded like it was going to be a fluff piece with articles similar to the old Dragon Magazine “Ecology” pieces. While that’s great for magazine content, I didn’t get too excited about the prospect of a $45 book with minimal new information.
Fortunately for me, Wizards really outdid themselves in packaging a variety of things in this book that make it a very valuable addition to my growing 5E collection.
Volo’s Guide starts with the following disclaimer in small, easily missed print, under the cover attribution:
Disclaimer: Wizards of the Coast does not vouch for, guarantee, or provide any promise regarding the validity of the information provided in this volume by Volothamp Geddarm. Do not trust Volo. Do not go on quests offered by Volo. Do not listen to Volo. Avoid being seen with him for risk of guilt by association. If Volo appears in your campaign, your DM is undoubtedly trying to kill your character in a manner that can be blamed on your own actions. The DM is probably trying to do that anyway, but with Volo’s appearance, you know for sure. We’re not convinced that Elminster’s commentary is all that trustworthy either, but he turned us into flumphs last time we mentioned him in one of these disclaimers.
I enjoy the fact that wizards is having fun with this volume, and it made me enjoy getting into the book a bit more than if I hadn’t noticed it. I also appreciate Wizards sold a special limited edition FLGS cover for only $5 more (pictured above) to help the local shops get a leg up.
The book is broken into three parts: Monster Lore, Character Races, and a Bestiary.
Monster Lore
Monster Lore, the first 100 pages of the book, is what I had expected, but some crunch where I otherwise expected fluff for lifestyles of Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mindflayers, Orcs and Yuan-Ti.
Examples of neat details that might constitute crunch include beholder charts detailing size, shape, texture, and a great random name generator, with tactics, variant eyestalk abilities, minions, treasure and a lair map. History, mindset, and biological function is laid out in a depth previously unvisited in text as far as I’m aware, allowing the GM a deeper background on this favorite of monsters.
The Chapters going forth are what I’d call asymmetrical, being that they don’t follow a routine pattern. Chapters on Giants have more details about origins, their habitat and personality traits. Gnolls have details on tactics, random traits and features, and tables to help build a gnollish warband. Mind Flayers have some magic items listed that are specific to their culture. Yuan-ti have a variety of charts detailing their variable physiology.
Each race detailed has a map of their typical lair, which gives some great examples where the trappings of the race might be otherwise somewhat mysterious (Mind-Flayers in particular).
Overall, these chapters are well written and flesh out the background of these common and popular monsters. Is it essential? No. Is it helpful? Yes. My fear had been that for $45.00 I was going to get that, and that be it. Fortunately, it goes on.
Character Races
Now we start to hit things I can work with, and things that people invariably try to do on their own with varying degrees of success. I happen to currently be playing a kobold priest of Kurtulmak in our Out of the Abyss game, and have been playing a kobold trapper race variant my GM got off the internet somewhere. I yearned for canon guidance on what a kobold PC should look like. Fortunately, Volo delivers.
Races detailed are Aasimar, Firbolgs, Goliaths, Kenku, Lizardfolk, Tabaxi, and Tritons with a separate section for “Monstrous Adventurers” giving blocks for the already detailed bugbear, goblin, hobgoblin, kobold, orc and yuan-ti pureblood.
I’ve always been a guy that likes the idea of playing the monster as a PC, and this opens doors for me.
Bestiary
This, by far, seals the deal for this book being a must-have for the dedicated 5E player. 100 pages of new and classic monsters that were conspicuously absent from the Monster Manual. A few personal favorites include:
- Barghest
- Bodak
- Catoblepas
- Darkling
- Baubau
- Devourer
- Flail Snail!
- Froghemoth!
- Several new Variant classed giants, very cool
- Girallion
- Flind
- Leucrotta
- Quickling
- Shadow mastiff
- Spawn of Kyuss (Greyhawk?)
- Trapper
- Vargouille
- Vegepygmy!
- Xvarts (Eric Mona must have been involved in this)
- Yeth Hound
- Many more!
Also a number of “Beasts” (including a rot grub swarm) and 21 new stock NPCs which are sure to prove super useful on an ongoing basis (in particular, it appears a mage of each spell casting school, archers, archdruid, war priest and so on). Not mentioned in my list are also special “classed” versions of various orcs, yuan-ti, hobgoblins, and so on, as well as some subcategories of other races like beholders that will prove useful in putting on games that utilize those species. This is where the book proves out its crunchiness but give me stat blocks that I can use to have a more interesting game.
Overall
Wizards has done a good job of bringing a little more than just the basics to each book it has published. Each adventure module has had a few spells and a few more general stat blocks that make each book tempting to pick up. This book, as a sourcebook, doubles down on that principle making there elements that you just can’t afford to miss. This book has extended value for the GM of your group, but remains optional for the player short of playing a racial variant. That said, I think anyone who picks it up is going to find it’s a great addition to their collection.
All Praise Kurtulmak!
ScareFest preview 2016
Fall is here! That means that AVLscarefest is only about a month away. Last year was a really fantastic time, and the organizers are going out of their way to apply feedback and make this year truly fantastic! From October 21-23 add set in the picturesque mountains of Montreat, NC, the old stone buildings of the campus and convention center set the mood for some spooky games of all types. Beyond the truly staggering amount of Pathfinder Society games, you’ll find thematically appropriate games of Call of Cthulhu, Dread, Ghostbusters, D&D adventurer’s league, Dungeon Crawl Classics, Lankhmar, Cryptworld, Savage Kingdoms, Bolt Action, and many more! Get your ticket and sign up for games at the warhorn.
Last year I had an absolute blast trying games I had never tried before like Deadlands Noir, Bolt Action, and Shadowrun. I also ran a pretty creepy table of Star Wars which became the impetus to get the Star Wars bounty hunter game going. This year I’ll be running Masks of Lankhmar and two sessions of Star Wars bounty hunters. Mike will be running the Shambling Un-dead and the Arwich Grinder!
New this year is a token system, in which players and GMs are all provided tokens that can be used to reward awesome role-playing, helping out around the con, and can be used at the end of the con to win some awesome prizes from local vendors. This encourages both excellent games and excellent community spirit. I can’t wait to see the results!
Don’t miss out on this fantastic con in the mountains. Try a game you have never played, or bring your favorite game to run. I’ll see you there!
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