Showing posts with label Cubicle 7. Show all posts
Showing posts with label Cubicle 7. Show all posts

August 25, 2019

And the Road Goes Ever On...

Well, it's certainly been longer between updates than I'd originally planned.  Most of that was due to distractions of other things, mostly gaming and work in about that order.

So firstly, another birthday has come and gone, leaving me a little bit older and hopefully a little wiser than I was.  In spite of some annoying incompetence on the part of the Arkansas Postal Service, I did at last get the last of my birthday presents from Clan Whitson, including a cool geek t-shirt and some yummy home-baked chocolate chip cookies.

In terms of gaming, in spite of some unexpected shake-ups in the routine, I've been fairly active on that front.  A Star Wars campaign using FFG's system in which I played a youngish minor Jedi (Sentinel/Shien Expert/Padawan) named Colwyn Morningfire just recently wrapped up; with the GM saying it might be possible that we'll return to that group of characters at some later point, but that he wanted to run a different system and style of campaign for a little while.

In lieu of that Star Wars campaign, the GM started off a campaign using Cubicle 7's Adventures in Middle-Earth, which is there d20 version of their award-winning The One Ring game, set several years after the events taking place in The Hobbit.  We're starting out as 3rd level characters, and have a notable lack of Elves or Dwarves amidst our company, and with having 32 points to use to purchase our ability scores, each of us is generally pretty competent in our areas of respective expertise.

The GM has already said he's not running the game as being entirely "rules pure" and has adapted a couple elements from D&D 5e for the characters.  The first of these was importing the Inquisitive archetype from Xanathar's Guide to Everything for our Hobbit Treasure Seeker (C7's slightly reworked Rogue class) as neither of the existing AiME archetypes (Agent and Burgler) really seemed to fit the character concept she had in mind.  So we now have a Hobbit who's quite cheerful in spite being so far from the Shire, overly curious about most everything, and having the common sense of a Took; nobody's called her a "Fool of a Took!" but that may just be a matter of time.  She is however very good at Riddles, something she proved in the first session by getting into Middle-Earth's version of an impromptu rap battle by engaging in a riddle-contest with a bunch of bar patrons and trouncing the handily; likely helped that the player has researched and typed up a bunch of riddles to have on hand to recite.

The other house-ruled bit in this game is our Woodwoman Scholar has the ability to use actual D&D-style magic, having used her starting virtue/feat and 3rd level class archetype feature to gain a limited number of spells, most of which are cantrips with a single first level spell.  Narratively, her background is that she was taken in as a sort-of apprentice by Radagast the Brown (she really enjoyed Sylvester McCoy's portrayal in the Hobbit films, and felt having Gandalf as her mentor would have been too cliche).  Helpfully, Cubicle 7 listed a number of 5e OGL spells that fit the general themes of Middle-Earth, from which the character made her selections, most of them being various utility spells, with only one spell (Produce Flame) having offensive capabilities, and even then it's not that great.  The player (who is the youngest of the group) seems pretty content with what she's got for magic, and even with her primary experience of the setting being the Peter Jackson films grasps that D&D style spellcasters are not a thing in this setting, and that magical effects are far more limited, so not sure if she's going to try to finagle more spells or not.

Another imported D&D 5e elements for this group is a reworking of the Totem Warrior Path for our Beorning Slayer, with the spell-based abilities removed and a couple other abilities tweaked.  He's already stated that he intends to go full-on Bear Totem.

The last imported element being the GM having tossed out the Known Lands feature the Wanderer class (C7's reworking of the Ranger to remove all spell-casting) and replacing it with a slightly modified version of the Natural Explorer feature from the Revised Ranger presented in WotC's Unearthed Arcana series, done mostly so that he's got more freedom to send our party into various parts of the Wilderlands without having to worry about my Dunedain Wanderer's key class feature being of limited use, especially as we have a mage who has a bevy of at-will cantrips to her name. Though we've started out in Lake-Town, having come there separately for different reasons, I have a feeling the GM's going to have us be traipsing all about the Wilderlands during the course of our various adventures, so I admit it'll be nice to not have to worry about is the journey taking us through my character's Known Lands.  The bonuses provided aren't quite as nice, having lost the "double your proficiency bonus for Intelligence and Wisdom checks when dealing with a known land" and not getting some of the revised Natural Explorer's other abilities right away, I think it works out, trading overall potency for increased utility.  We're still fine-tuning, so I won't be posting what the current state of this revised-revised Natural Explorer is at the moment.

So far, it does seem like quite a fun group, having a Barding Warden with the Fallen Scion background having a bit of a casanova vibe and aspirations of being The Hero of the group, much to our Woodwoman Scholar's great dismay, while the Beorning Slayer and Hobbit Treasure Seeker are fast becoming the group's comedic duo.  My Dunedain Wanderer hasn't quite found his niche within the company's social dynamics, but we've only had one session so I'm sure he'll find his place soon enough.,

Sadly, the Saturday Discord group that I'm in had a disruption due to our GM struggling with various real-life concerns, leaving our Mutants & Masterminds 3e Emerald City campaign in a bit of a lurch.  Luckily, thanks the above AiME campaign, I got the notion to run an adventure using that game for the group while our GM briefly stepped down to sort a few things out.  It helped that we're all pretty familiar with the 5e rules, so we wouldn't have to try and learn a radically different new system for what was likely to be a one-off.  And so, with a company consisting of a Dwarf Fallen Scion Warrior, a Barding Harrowed Warden, a Hobbit World Weary Scholar, and a Woodwoman Lured by the Road Wanderer, I ran them through the Eaves of Mirkwood.  A couple players remarked on the oddity of playing actual first-level characters, but everyone had fun and enjoyed themselves.  Unlike a typical D&D adventure, there wasn't very much combat except towards the very end, and I think the "encounter" that the players had the most fun with was sitting and conversing with a trio of traveling dwarves over a meal of roast pig and fine mead, getting into a riddle contest and a contest of blowing smoke rings, the later of which our Hobbit sadly lost in spite of a great effort of going for a big finish.

One major change I did for the adventure was to frame it as a tale being told by Gandalf to a group of Hobbit children, with the introduction being Gandalf agreeing to tell the children a story (he was in an unusually chipper mood that late spring afternoon), which also let me set the stage for the players as to where and when they were in the timeline of Middle-Earth (five years after the Battle of Five Armies, and on the western reaches of Mirkwood).  I had thought about using Bilbo to tell the story, but decided to use Gandalf instead as I've always liked the Grey Wizard, cranky as he might get at times.  And after the adventure as written had concluded, I went back to having Gandalf conclude the tale and shoo the various Hobbit children away, with one of them hanging around just a bit longer to ask the old Wizard if indeed there were more stories of this company of adventurers, to which Gandalf told a very young Frodo Baggins that there were indeed, but those were stories for another time.  The players very much loved the use of the framing device of their adventure being a story told by one of The Wise, giving them a greater sense of accomplishment and tie to the world of Middle-Earth.  I can only hope that any further adventures I run for them are met with equal enthusiasm and appreciation, given that until this adventure, I'd had an abysmal track record when trying to run any sort of D&D game (most efforts crashed and burned by the third session at the latest, and several attempts during my 20's didn't even make it through the first session), so it was nice to have a D&D game (modified though the system was) be both successful and appreciated by the players.

I also have to say that I really like the Journey mechanics that Cubicle 7 imported from The One Ring.  It removes a lot of the "need to roll for random encounters" and the chart for Journey Events gives the GM a number of options to either roll for or choose from beyond "you run into a bunch of monsters, what do you do?"  I can see why a lot of GMs have decided to import the Journey rules into their regular D&D campaigns.

Well, that's about what's been going on of late for me.  I've got a notion for a smaller Star Wars RPG post, but that will probably wait for next weekend.

April 13, 2019

The Intrepid Fellows - a party of adventurers for WFRP4e

Wow, two posts in one week.  That's got to be some kind of record, though we'll see how long it lasts.

As you might have surmised, I was pretty darn busy over the prior weekend, what with being down in Plano, Texas for the 6th GamerNationCon and 4 Days of Gaming Goodness.

Prior to that however, I had the chance to run a one-shot for my Discord gaming group, that being "If Looks Could Kill" by Cubicle 7 for the fourth edition of the venerable Warhammer Fantasy Role Play game (aka WFRP4e).  I made a few one-the-fly tweaks to events in the module, but overall it ran rather smoothly, with my buddy Eric (who is notorious for abysmal dice rolls) having a blast simply due to his usual habit of rolling low working in his favor, even going so far as to snark that "this must be what it feels like to be Jon!" in reference to my own habit of making some pretty awesome rolls when I'm playing.

Now, while I've got the PDFs of the characters from the Starter Set, I opted to instead use a quintet of characters that I'd created myself, as I knew for a fact they were legally built starting PCs and didn't suffer from any oddities incurred by the errata.  Plus, having made these characters myself, I had a fairly solid idea of what each of them was capable of doing.  And for the most part, they did what they were designed to do and did it well.

In the interest of sharing, here are the group of adventurers that refer to themselves as the Intrepid Fellows.  You can either click on the links in the individual character's name to get their character sheet, or click here to download the entire group as a single zip file.


Cedred Laudenheim, Human Guard
The ostensible leader of the band, Cedred is actually from a noble family that has long since been impoverished and fallen upon hard times.  He's very much a front-line combatant using a sword and buckler, but is also quite sociable thanks to a high Fellowship, and hard to surprise thanks to high scores in Intuition and Perception.  This was the character that Eric played, and between his very much getting into character as a generally heroic-minded individual and his habit of generally rolling very low on his percentile dice, Cedred was probably the MVP of the entire adventure, taking down the major threat of the adventure and gradually working on building for himself a reputation as a heroic figure.

Erwin Brahms, Human Rat Catcher
Erwin is very much a salt of the earth sort of fellow, as indicated by his trade of hunting down and cleaning out vermin infestations, with his small (but vicious) dog Otto being his most stalwart traveling companion.  Despite of only having a sling, he's the groups ranged attacker, which in this system can be surprisingly effective given how a single well-placed sling bullet can undercut whatever combat momentum the target has built up for themselves.  Erwin was played by Rick, and I didn't realize it until much later that Rick and Eric had largely reversed the character dynamic they have with their characters in my Force and Destiny campaign, with Rick being the crass boor contrasting with Eric's well-mannered heroic figure this time around.

Heidric Strohmann, Human Wizard
The token spellcaster in a setting where being a spellcaster can get you into a lot of trouble with the locals (namely, being lynched and/or burned at the stake), Heidric is an apprentice at the Colleges of Magic in the capital city of Altdorf.  For a one-shot, I didn't designate which color of magic he was studying, and figured that since he only has access to petty magic that he's drawing on just drabs of magical energy rather than properly channeling and focusing the various winds of magic.  Brennen played this character, and while unaware of the consequences of being an open magic user outside of Altdorf, he did much to avoid making it was obvious that he could use magic.

Karrag Thronsson, Dwarf Bounty Hunter
A surly and rather blunt individual, as befits a dwarf, Karrag is the group's muscle and ostensibly their tracker (sadly, the player's dice rolls didn't really help in that regard).  Played by Doran, Karrag as indeed quite blunt in his dealings with others, and had made good on capturing all three of a trio of local bandits that'd been plaguing the area that the adventure took place in.  He did notably get covered in ichor, and took down two of the bandits (who'd tried to lay an ambush for him) by himself without killing either of them.

Rosalinda Dottenbacher, Human Apothecary
This was a pre-gen I made specifically for Linda, as she has a deeply abiding love for medic/healer characters.  I had debated about making Rosalinda a Halfling, and in retrospect I kind of wish I had, but that would have pushed Rosalinda too far into being the party face, a role that I know Linda is usually not very comfortable with taking most nights.  Still, Rosalinda was helpful in patching up the injured members of the group and identifying a few plot threads, though she is very much a support character and generally not much use during a fight.  Still, her staggering variety of Lore skills can certainly provide the group extra information in the right circumstances.

For those curious, for each character I used the same set of randomly rolled values for their characteristics, which amusingly worked out to 125 points.  For race, I rolled randomly with the exception of Karrag, thus winding up with a party of Humans for some extra XP.  Talents were all rolled randomly, with most of them working out for the character concepts quite well, though Cedred having Noble-Blooded was a wrinkle that I eventually made work out for the character.

August 27, 2018

Thoughts on Warhammer Fantasy Role Play 4th Edition

So to switch gears a bit (apart from the actually posting), rather than jawing about the Star Wars RPG I'll be giving my thoughts on the newest edition of the Warhammer Fantasy Role Play, published by Cubicle 7.  I won't be going into exacting details on the mechanics, just sort of an overview.

For a bit of background, I got my proper introduction to WFRP with the second edition created by Green Ronin.  I had a good deal of fun with the small handful of characters I got to play, in particular a Bretonnian Knight Errant and a Human Protagonist (i.e. professional bully).

The world of WFRP is is much darker than your typical fantasy RPG setting, with magic being (ostensibly) a very rare and unusual thing, with the general tech level being around early Renaissance with some steampunk elements, mostly revolving around gunpowder weapons.  Also, the PC are not going to be grand heroes saving the world; in fact the best summary I've heard for WFRP is "the world's finest crappy peasant simulator" since most PCs are going to start off being on the lower end of the social strata and will be lucky to have a decent weapon or a leather vest.  You can read more about the game's history and elements of of the setting here.

So now the preamble's out of the way, on to what my thoughts are with the latest edition of "the world's finest crappy peasant simulator."  Overall, I like the tweaks made between 2e and 4e (sorry, but just couldn't get into the Fantasy Flight Games edition as it felt far too gimmicky and too much like a board game than a proper RPG).  I've only played two sessions thus far, having rolled up a Human Protagonist (what can I say, I love the entire concept of the career) for the group.

One notable change right off the bat is that it's officially part of the rules that you can either roll randomly to determine things like your race and your starting career or you can pick what you want.  However, if you opt to go with the random roll method, your awarded with a bit of bonus XP for each part of the process that you go with the rolled result; it's not a huge amount, but it's a nice little bonus to allow a little extra tweaking to your PC in the early going.

An issue that plagued the first and second editions was the "whiff factor" given that for most trained skills a PC would typically need to roll under a 35 on percentile dice, meaning that unless your had circumstantial bonuses you were more likely to flub the roll, which got especially tedious with combat as you could go several rounds of two opponents swinging and missing at each other.  What 4e has done is changed skills so that they now have ranks (or Advances as this game calls them) that give you a bonus to your value, meaning that as a PC gains more XP they can get better at the skills in their career; starting PCs still won't be amazing but at least there's a definite improvement track.

Talents have gotten a significant overall, as many of them are now ranked and provide a small bonus to successful tests 

Another tweak is to combat itself, where melee fighting is now an opposed check, with the attack hitting if the aggressor gets the better degree of success.  Also changed is the introduction of Advantage, with each point you have giving you a bonus to your combat checks.  Defending against attacks have been expanded, so that a creative player has a bevy of options available to them to protect against people trying to cave their face in, which is nice.

Combat overall feels a bit more dangerous, as every successful attack will inflict at least 1 point of damage no matter how good your armor rating it, so the much maligned "naked dwarf syndrome" of 1e has been averted, though it will still take a while to chip away at the health of foes with a high Wounds total.  Also, if you roll doubles on a successful attack (or even a successful defense) you inflict a critical hit, which can lead to some really nasty injuries that will linger for quite some time if nobody in the group is a trained healer.  So much like 2e, getting into a fight can have some nasty consequences beyond losing health points even if you win, which will definitely come to a shock to those players used to a "kick in the door" style of play.

Spellcasting has gotten quite a revamp, now requiring a skill check, with the more advanced spells needing a better degree of success.  It's definitely a bit more complicated than 1e or 2e, but if you do really well on the skill check with the lower power spells, you can get a greater degree of effect.

Now I've only played a couple of sessions so far, with the GM running us through a converted 2e adventure (don't know which one), but it's been pretty fun thus far, starting off with a bar brawl to ease us into how combat worked without too drastic of consequences, leading then into a investigative segment where we had to exonerate an innocent farmer that a local (and not very trustworthy) bounty hunter looking for a quick payday by claiming the farmer was a local bandit that'd been causing problems, and leading to a rather intense social encounter between the us and the bounty hunter as each side made their case to the local road warden.  Next portion had us on the road after liberating the farmer and the disreputable bounty hunter winding up with a heck of a black eye (literally and figuratively), and then getting roped into rescuing a little girl who'd been snatched up by bandits and was apparently the illegitimate daughter of a local noble baron, only to find the bandits had been ambushed by a band of goblins that had taken the little girl as a prisoner.  Our attempts at being sneaky and distract/scare off the goblins didn't really work out so well, leading to our Halfling Rat Catcher catching a nasty head wound from the lead goblin, though we managed to flee away with a couple of horses and the rightly terrified little girl, which itself lead to an amusing situation with the Witch having to deal with calming down the little girl at least enough that she wasn't screaming as we made our speedy escape from the pursuing goblins.  Of course, now we have to bring the girl to her father, which I'm sure that given this is WFRP is going to go swimmingly.

Overall, I've been enjoying playing this system.  It's definitely a bit more on the gritty side, and I will admit it's kind of fun to play a PC that's not the typical noble and upstanding individual, and instead embracing that fact that my character in this group is a boisterous rapscallion with a penchant for punching folks in very uncomfortable places.