July 19, 2014

Exploring the Galactic Fringe- the Delta-7B Jedi Starfighter

Changing gears a bit to head back to Star Wars after a post mostly about D&D 5th edition, I've been going through some various files in my "Homebrew Material" folder on my computer, and found a couple of vehicles that I'd done write-ups for under the FFG Star Wars RPG.  While they were initially for the Gaming Security Agency, I thought I'd simply post them here.

Given the hopes that the Force and Destiny Beta will be for available for the procuring at GenCon this year, I thought I'd go with a bit of a Jedi theme for this post.

 

Delta-7B Aethersprite Interceptor
Hull Type/Class: Starfighter/Delta-7B Aethersprite
Manufacturer: Kuat Systems Engineering
Hyperdrive: None

Navicomputer: None - Astromech Droid Socket
Ship’s Complement: One pilot, one astromech
Passenger Capacity: None
Encumbrance Capacity: 6
Consumables: Two days

Cost/Rarity: 180,000 credits/7
Silhouette: 3 
Sensor Range: Short
Speed:5
Handling: +2
Defense: 1/0 
Armor: 2
Hull Integrity: 8
Strain Threshold: 8
Customization Hard Points:1

Weapons
Forward Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical Hit 3; Range [Close]; Linked 3) 


Something of a stepping-stone between the Delta-7A that Obi-Wan piloted in Attack of the Clones and the Eta-2 Actis Interceptor used in Revenge of the Sith, the Delta-7B is a pretty capable ship, even during the Rebellion Era when it's a couple decades out of date.  It's speed is on par with that a a TIE/IN Fighter while being a bit more durable and packing a lot of extra firepower.  The onboard astromech doesn't hurt either (although that depends on how the GM handles the presence of NPC astromechs in their game), though at least unlike its predecessor this ship can accommodate a full-sized astromech that's not permanently affixed to the ship.  Lacking a built-in hyperdrive though leaves the Delta-7B reliant either on a larger ship to carry it or an external hyperdrive ring, like the Syluire-31 Hyperspace Docking Ring, which alters the stat block above as follows when attached:

Hyperdrive: Primary: Class 1, Backup: None
Consumables: One week
Speed: 4
Handling: +0
Special: Requires a Maneuver to dock or disengage with.

Now obviously this ship being heavily identified with the Jedi Order on top of its age means that it's going to be hard to come by and that piloting one will probably raise the eyebrows of an Imperial-leaning individuals.  And while it's not as sturdy as a Y-Wing or as flashy as an X-Wing, neither is the Delta-7B immediately identified as "a Rebel snubfighter."


D&D 5e - So it's actually kinda fun.

Been a few weeks since my last post.  And while things have calmed down on some fronts, they've gotten a tad busier on others.

Hard to believe that it's now less than a month until GenCon.  While the gaming and cosplay spotting is certainly going to be fun, and the dealer hall sure to be a drain on my finances, one of my big reasons for going to is to meet up with various members of the d20 Radio forum community.  One of the highlights for me trip last year was getting to meet and talk with Jay Little and a couple other forumites.  Seriously, Jay is a funny guy and has some amazing ideas when it comes to game design; I can easily see how the narrative dice system that FFG uses for their Star Wars RPG came about with him at the helm.

Of course, the big thing that I'm hoping happens at GenCon is the release of the Force and Destiny Beta for FFG's Star Wars product line.  As the last of the proposed three core rulebooks for the system, it's been teased to be pulling back the curtain on having PCs that are Force-users first and foremost as opposed to Force-usage being a "tacked on" element of the character.  I've spoken with the GM for the Saturday Star Wars game I'm, and we'll see about doing a re-spec of Valin based upon the new material, but I think I'm probably going to stick with his current build of Smuggler/Scoundrel/Force Emergent and see which of the new specializations in Force and Destiny work for him.  Valin's come pretty far from the slightly off-kilter street rate, to the point that the group longer refers to him as "a Force-sensitive street rat" but instead as a Minor Jedi.  It's taken over 200 XP to reach that point, and there's still plenty of room for him to grow, both as a character and in what he can accomplish, but it's been a fun journey.

I've also been involved in some official playtesting (can't say for whom and definitely can't say for what), and while it's certainly been fun (I'm working with a pretty fun and creative group of people) it's been fairly time-consuming as well, to say nothing of getting schedules to all line up, which is only a couple steps above herding cats.  Still, it's very cool to be seeing early versions of future material, even if said material doesn't always inspire awe.

But enough blathering, and on to the meat of this post.

Back in the middle of May, I did a blog post titled "D&D 5e... So. What?" in the wake of WotC's official announcement that a new edition of D&D was on the horizon, with a Starter Box in July, the PHB in August, and a new release each month after.  At the time, solid information was scarce as to what this new system would look like, and with the last few versions of the Open Beta playtest material leaving me cold, I really couldn't muster any sort of enthusiasm for yet another round of D&D Edition Wars.  To be clear, I actually enjoy 4th Edition (had a blast playing a Monk in a friend's sadly short-lived Dark Sun campaign), albeit in limited doses, and firmly believe that had WotC called that system anything but D&D, it probably would have been a lot more successful.  Truthfully, I am completely burned out on 3rd Edition, and want nothing at all to do with Pathfinder since it's really just 3rd Edition that's exchanged some elements of complexity for new elements of complexity without really addressing the underlying core problem with the system.

Well, with WotC announcing that they would be providing folks with the Basic rules of D&D 5e both online and for free, that answered the concern of "how are they going to get folks interested enough to at least take a look?"  The D&D Basic Rules pdf isn't very fancy, but it certainly gets the job done in providing readers with the basics of character creation and the fundamental rules for actually playing the game.  Now when I say basics, I do indeed mean basics.  You could ostensibly play a character from 1st level to 20th level using just the Basic Rules, but you'd be doing so with some pretty limited options.

But that's honestly to be expected.  As I remarked to one person on Twitter, the D&D 5e Basic ruleset is very much in the same vein as a "free-to-play" MMO.  Yeah, you can play those MMOs without paying anything, but you're not going to get the full content until you start dropping real-world coin in order to do so.  In that respect, D&D Basic is no different, as the free rules are there to give folks a taste, with the (eventual) option to pay to expand their options when playing the game.  So for what is tagged as a "basic" ruleset, anyone that thought they'd be getting all the bells and whistles has only themselves to blame for being mislead.

The races are the standard fantasy array of Humans, Halflings, Elves, and Dwarves, though the non-human races to get a bit of variety in that each has a sub-type presented that offers a couple of tweaks to the standard racial package.  Humans thus far are pretty vanilla (getting a +1 to all their ability score), but the document does state that if using the optional Feats system in the Player's Handbook, then their starting benefits become a good deal more interesting (+1 to two ability scores of their choice, proficiency in a skill of their choice, and a free starting feat).  Given that feats in the D&DNext Playtest packet were a good deal more potent than 3rd or 4th edition feats were, that sounds like it has promise.

The classes themselves are the standard D&D quartet of Cleric, Fighter, Rogue, and Wizard, with each having a fairly narrow focus in terms of class abilities.  The Cleric is predominantly a healer, the Fighter is a weapons expert, the Rogue is a thief/burglar, and the Wizard is a boom mage.  For players used to the variety of options that the two prior editions of D&D provided, this can feel very constricting.  Now each class does their one schtick quite well, but all you've got is that one schtick to choose from.  Since I tend to stick with combat-types in most RPGs, I don't see this as too big a problem where the Fighter is concerned, as that class has enough other fun abilities to make my character one of the bigger badasses in the room, including such things as an emergency reserve of hit points, the option of an extra emergency action, and eventually being able to make multiple attacks each round.

One of the more complex and perhaps worrisome elements of D&D has been the spell lists.  One thing that I like with 5e in regards to spells is that they've done away with multiple iterations of the same spell type, such as the various cure light wounds, but also found a way to incorporate the aspects of 3e's metamagic feats into the core spellcasting system.  While there are still some aspects of the much-maligned "fire and forget" method of casting, namely the "spells per day" element, it's not as restrictive as the Cleric and Wizard traditionally were, and is somewhat akin to the 3rd edition Sorcerer in that the character prepares what spells they have on hand, but can use their spell slots to cast as they wish.  And if they choose to cast a lower level spell using a higher level spell slot (like using 1st level Magic Missile as a 3rd level spell), then the spell automagically becomes more powerful.  Frankly, I think it's a neat way to keep those older spells relevant even at higher levels and in turn cut down the bloat on spells available.  The 0th-level spells are effectively innate abilities, able to be cast each round and not consuming a spell slot, which certainly helps the party wizard from feeling useless during the early levels of play, something that was always a problem in D&D editions prior to 4th edition.

Now the reason I'm going into all this?  Well, last night I got a chance to sit down with some gaming buddies from prior groups to play a one-shot adventure.  The GM used the first half of the 4e intro module Keep on the Shadowfell, having tweaked the kobold stats to bring them more in line with 5e by using the goblin stats from the Starter Box and various kobold stats from the playtest documents.  Our party of adventurers was five strong, comprised of a Human Folk Hero Fighter (Sword & Board, played by me), a Human Acolyte Cleric (Healing domain, token female of the group), a High Elf Sage Wizard, a Mountain Dwarf Soldier Fighter (two-hander with a maul instead of great-axe), and a Wood Elf Criminal Rogue.  And I must say, in comparison to how some 1st level PCs have felt in prior editions of D&D, we seemed to be pretty darn capable in our fields of expertise.  Granted we were a tad on the squishy side with the two Fighters being the only PCs to have hit points in the double-digits in comparison to 4e PCs, but then monster damage isn't quite as inflated in 5e was it could be in 4e.  The Elf player, being a 4e veteran, did mockingly complain that he couldn't dump-stat his Dexterity and resort to Intelligence for his Armor Class the way he could in 4e, but as noted it was a mocking complaint and he graciously accepted being the squishiest member of the party (AC 12, 6 hit points) as a trade off for having a very potent Intelligence score and thus some pretty impressive arcane power, though with a snooty personality that would give cause for OotS's Vaarsuvius to bemoan the character's lack of tact.

I must say, while I liked the "advantage/disadvantage" mechanic from the outset when it appeared in the playtest materials, seeing it fully in action really helped sell how much of a simple yet effective innovation it was for D&D.  Gone and good riddance to all the fiddly numerical modifiers, just simply roll an extra d20, keeping the higher if you've got advantage or the lower if you're at a disadvantage.  What really helped sell this mechanic was that a few times where a player or GM forgot that the character rolling had disadvantage, they could simply pick up a d20 and roll it; if it rolled higher just ignore it and go with the effect that had already happened, if it rolled lower then use that instead.  And the inverse if there was advantage on the table, though our Wood Elf Rogue was very good at keeping track of when he had advantage on his attacks, since that determined when he'd get the chance to do a sneak attack with his longbow.  What was interesting was that doing ranged sneak attacks was fairly simple, as per the text a Rogue doesn't need to have advantage if there's an active enemy within 5 feet of the target (which there often was since he focused on snipping bad guys that were engaged with the Fighters), something that I'm pretty sure wasn't the case in 3rd edition, and could be true in 4e but then I never saw enough ranged-combat Rogues to be sure (the ones I saw focused on stabbity-stab rather than shooty-shoot).

While the final battle with the Boss Kobold and his flunkies was a close one (the Dwarf went down to a critical hit and just barely survived thanks to the Cleric's intervention), our party of adventurers (hard to call the group heroic when one member is a surly drunkard and another is a self-professed hired killer) succeeded in clearing out the kobold warren.  Unlike 4e combats that could drag on sometimes, the lower hit point totals of bad guys in 5e helped avert that, meaning it was very possible for us to one-shot lesser bad guys, which helped make us feel fairly competent as opposed to being a party of utter noobs.

Also, I'm liking how the proficiency mechanic works.  Only thing missing from what I can see is a means to gain proficiency in additional skills, but hopefully that will be something addressed in the Player's Handbook (remembering that the Basic Ruleset is the "free-to-play" version of the game and doesn't have all the bells and whistles).  There's also the missing Feat system, but we knew that was "missing" going in, and honestly it wasn't really noticeable has ever class had some baked-in benefit that in 3rd edition would have been analogous to having a feat at 1st level.

So what about D&D 5th Edition?  In spite of my earlier misgivings, I enjoyed it, though a part of that I suspect had to do with getting the chance to game with folks that circumstances have otherwise prevented me from gaming with over the past few months.  There was talk of starting up a regular campaign, quite possibly adapting one of the many older campaign series that the GM had written up but never really got to run over the years, though we agreed to wait for at least the Player's Handbook, if not the Monster Manual so that the GM doesn't have to do quite as many guesswork-riddled adaptations of monster stat blocks.  There was also talk of where to set the campaign, but a large part of that will likely depend on what campaign series the GM opts to adapt.  We also mentioned playing through the Starter Box adventure, possibly keeping our PCs from last night's adventure (made easier by the GM not really having much in the way of loot to hand out to us

So in closing, unless you are vehemently against all things based on the d20 core mechanic or deeply tied to a prior version of D&D (or Pathfinder for that matter), I'd say give the Basic Ruleset a trial run before you completely write off this new version of D&D.  If you've given up on D&D ever being fun, you might just be surprised at what D&D5e can deliver if you give it half a chance.  I know I certainly was.

July 4, 2014

May the Fourth (of July) Be With You!

For my fellow American residents, a Happy 4th of July to you.

The past few posts have been predominantly geared towards Mutants & Masterminds.  But as I am first and foremost a Star Wars fan, I think it's time to head back in that direction.

In terms of Star Wars gaming, the big news is that the Age of Rebellion core rulebook has officially hit shelves as of yesterday.  I was fortunate enough that my FLGS had the book on the shelves along with the GM Kit, so I snagged both of those.  I've not really had a chance to look through the GM Kit yet (had other matters to attend to), but I'm really impressed with the layout and artwork of the AoR core rulebook.  The action scenes on display are, to me at least, really evocative of the fact that one of this game's central themes is war.  Kudos as usual to Zoe Robinson for her work in getting her art team to once again produce some great work.

There weren't as many changes to the mechanics as there had been for the EotE core rulebook, though Foresee has a rather major change in the left-hand side of the tree (the initiative boosting portion) that makes that first upgrade a lot more useful to a PC, and makes me glad I picked up the Foresee power for Valin when the opportunity presented itself.  In fact, it looks like most of the specializations are the same as they were in the Beta + Final Week Update.  That's good for folks that have been playing AoR characters, as they don't have to worry about their characters suddenly needing to be severely tweaked.  Admittedly I've not gone over the material with a fine tooth comb, so there might be some minor changes that I've overlooked.

Another reason is that in spite of thinking I was done with it, I've been tinkering with my Ways of the Force supplement.  Yeah, I know that it's just over a month to GenCon and the (hoped for) release of Force and Destiny Beta rulebook, but as a self-avowed "tinker monkey" I found myself going back and re-reading and revising various bits of material from version 1.3, with the top item on the list being Deflect Blasters.

While I like the idea of a competitive check, as it makes the opponent's degree of skill count for something, it was ultimately a clunky implementation, particularly when it got to the point of having the split a single talent into two separate talents just to keep them from being too overpowered.  I've got a newer version of the talent that looks very promising, as it's quite simple to implement and doesn't have to worry about whether the shooter is using autofire or not.  However, the one concern that I have is that it's very powerful, even if still limited to a once-per-round effect.  Right now, the current method plants the talent right back at Row 5 and nearly being a capstone talent of the Jedi Initiate specialization.

A few other talents are being revised, in particular Force Talisman and Fortified Body (which was always a bit of a 'meh' talent in prior versions).

Force Powers got some work done on them as well, particularly Message and Rebuke.  They probably still won't be to everyone's liking, but I think they work much better than the earlier versions I'd published.

I've also been revisiting the rules I created for lightsaber construction, and again have simplified the process, particularly where Advantage and Threat are concerned, but also Triumph and Despair with each having an effect but one that's simple to implement during play.  Gave those a bit of a test run for Valin with the GM's permission, and they worked pretty well, as it's a single roll that would be made during "party downtime" in between encounters and does carry the risk of failure for novice Force-users (i.e. Force Rating 1 with a sub-par Discipline dice pool).

I think version 1.4 is about ready to be released upon the internets and go zipping through the tubes, but I'd like to try and get a bit more testing done on the newest iteration of Deflect Blasters this weekend (time permitting).

I've also been making progress (slowly) on Fallen Stars, a FFG SWRPG module that was meant for the Order 66 Kickstarter last year.  Unfortunately, a series of real-life events made it next to impossible for me to finish that module in anything resembling a timely manner.  At one point I did have it "finished" but a test-run of the final portion of the adventure turned out so horribly that I felt it was better to just scrap what I had and start over rather than foist a crappy final act on the backers.  Admittedly, with Age of Rebellion now being a thing, I'm working on an Appendix discussing what tweaks to make to use this adventure with AoR characters, in addition to providing two sets of pre-gen characters, one group of EotE-themed ne'er-do-wells and the other a team of Alliance operatives.  The central theme of the group getting into a situation much deeper and far riskier than expected still carries through though, no matter if you're part of the Alliance or just an independent-minded spacer.

I've also been getting back into the Dragon Age RPG, particularly as Green Ronin has been dropping hints that Set 3 is actually on the horizon to becoming a reality instead of looking to just be vaporware due to various delays in getting the material approved.  Though with BioWare being focused on Dragon Age III: Inquisition, I guess I can't fault them too much in not getting the RPG stuff approved in anything resembling a timely fashion; guess I'm just spoiled by how Lucasfilm is able to get their end of the approvals process done in fairly short order.  I wasn't able to participate in the Open playtesting for Set 3 (didn't have a reliable group that was interested in the AGE system or the Dragon Age setting), but the material suggested does a lot to expand the world of Thedas for the RPG, even if one doesn't get into the higher (11+ levels of play).  I doubt that Set 3 will be available at GenCon (though I'd be pleasantly surprised if it was), but I may bring the materials needed to run "Duty Unto Death" with a group of custom PCs with me this year for a possible pick-up game.

Speaking of GenCon (just over a month away!), I lucked out and was able to snag a seat at a couple of FFG Force & Destiny events, so I've got at least two confirmed game sessions for the convention, as well as whatever pick-up games I manage to get into.  Even if the adventure didn't last too long on account of the GM being rather punchy, the pick-up run by Jay Little last year was quite amusing, and I still crack a smile at "drink vouchers."  Though a fair chunk of that has to do with the time spent in the lobby of one of the Marriott hotels with Jay and the other players, each of us taking turns changing lines from Star Wars to use the words "drink vouchers."  Some were really cheesy, some were really good, but they were all funny... at least to us.  I'm hoping that this year's GenCon will have a similarly memorable moment.

Well, I think I've rambled on enough for one day.  Again, to my fellow Americans, enjoy the holiday and stay safe.  And may the drink vouchers be with you...

Edit: Seems I might have accidentally overstepped a boundary with a portion of that post.  In the interest of "better safe than sorry," I've removed it, and would thank folks that might have read it before I removed it to not make mention of it here or elsewhere.