Nowhere Fast

About every other Saturday, friends come over and join my son and me to play 5E D&D. Overall, it’s been rather enjoyable despite my initial misgivings. I’ve not learned not to be skeptical about new things, such as new editions of D&D. For example, I continued to play 1E for years after 2E was released. I started 2E because I couldn’t find a 1E group while stationed in Hawaii. The only reason I started playing 3.0/3.5/Pathfinder was because a good friend had purchased the 3.0 Players Handbook and insisted that I give it a try. I never touched 4E, and I played 5E for the first time because I was out of town at a conference and bored one evening while just down the street from the hotel was a game/comic shop hosting D&D night.

Most of us Saturday gamers enjoy 5E well enough, but there is one persistent complaint (mostly from one player), which is that the characters aren’t advancing in level quickly enough. The problem, however, has less to do with the game system itself, and more to do with how often we play, which is, at most, twice a month for about 4-5 hours each time.

The 5E Dungeon Master’s Guide has some XP suggestions and alternatives, all of which have been echoed in other books. For example, is there really a good reason not to give an absent player’s character at least some XP even though the character might not take part in the current session? Not really. As the DMG points out, “Few players will intentionally miss out on the fun of gaming just because they know they’ll receive XP for it even if they don’t show up.” Currently, we don’t do this. We’ve talked about it, but, for whatever reason, it’s not happened so far.

The DMG also suggests giving XP for noncombat challenges (which I’ve done for years and years) and for completing a goal or for reaching an important milestone (which I’ve done for years and years). Since I’m already using these suggestions, and the perception that characters advance too slowly remains, it doesn’t seem as if they’ll solve the perceived problem.

Next we get to “Level Advancement Without XP” (DMG, p. 261). Here’s where things get interesting. The book informs me that “session-based advancement…mirrors the standard rate of advancement, assuming sessions are about four hours long.” This means that a 1st-level character needs one session of play to reach 2nd level, another session of play to reach 3rd level, and two more sessions of play to reach 4th level. That’s a session per level up to 4th level. After that, a character should level again after every two or three sessions.

This is not what our characters have been doing.

I’m pretty sure this is because no one is building encounters using the XP budget system described in the DMG. That’s too much like work for me. Session-based advancement, however, isn’t like work. It’s like counting, and I can do that with a minimum of effort. So, since I’m currently the DM for the Saturday group, that’s what I’m going to do.

Which means after our next session that all the characters will level up, even the characters whose players don’t make it to the game because real life has gotten in the way.

As an aside, the excellent The Black Hack uses session-based advancement for characters. If don’t own The Black Hack, you’re wrong. Life’s too short to be wrong. (Nota Bene: That link The Black Hack is an affiliate link.)

December 15th, 2018  in RPG No Comments »

The Son of Pohjola

The Old School Holiday Adventure bundle is still available for you to stuff into someone’s virtual stocking. For $11, you get 16 OSR-compatible products.

It’s been a while since I tackled another 5E D&D conversion of material from the AD&D Deities & Demigods. Today, I offer the Son of Pohjola, Louhi’s savage offspring. I once used the Son of Pohjola as the main villain in an adventure oh-so-many years ago. The heroes had trouble navigating the Son’s illusory maze while fighting off his minions (based on Warhammer 40K genestealers because I had the miniatures for them).

(Nota Bene: The Deities & Demigods link above is an affiliate link.)

This son of Louhi was a leader of the people of Pohjola and a savage enemy to Lemminkainen and the other good heroes of Kalevala. (Deities & Demigods, page 61)

Son of Pohjola
Medium humanoid (human), lawful evil

Armor Class 16 (studded leather)
Hit Points 170 (20d8+80)
Speed 40 ft.

Ability Scores STR 22 (+6), DEX 19 (+4), CON 19 (+4), INT 15 (+2), WIS 15 (+2), CHA 17 (+3)

Saving Throws DEX +9, CON +9, INT +7, WIS +7, CHA +8
Skills Athletics +11, Insight +7, Intimidation +8, Perception +12, Stealth +14, Survival +7
Senses passive Perception 22
Languages Common, Giant, Infernal
Challenge 13 (10,000 XP)

Action Surge (Recharges after a Short or Long Rest). On his turn, the Son of Pohjola can take one additional action on top of his regular action and a possible bonus action.

Assassinate. During his first turn, the Son of Pohjola has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Son of Pohjola scores against a surprised creature is a critical hit.

Expertise. The Son of Pohjola’s proficiency bonus is doubled for any ability check made with Perception and Stealth.

Legendary Resistance (3/Day). If the Son of Pohjola fails a saving throw, he can choose to succeed instead.

Master of Wolves. The Son of Pohjola can speak with animals with wolves and dire wolves. Any wolf or dire wolf that ends its turn within 30 feet of the Son of Pohjola must make a DC 18 Wisdom saving throw or be charmed for 24 hours (as animal friendship). Once per day, the Son of Pohjola can call 15 (6d4) wolves or 5 (2d4) dire wolves. The called creatures arrive in 1d4 rounds, acting as allies of the Son of Pohjola and obeying his spoken commands. The beasts remain for 1 hour, until the Son of Pohjola dies, or until he dismisses them as a bonus action.

Second Wind (Recharges after a Short or Long Rest). The Son of Pohjola can use a bonus action on his turn to regain 17 (1d10+12) hit points.

Sneak Attack (1/Turn). The Son of Pohjola deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Son that isn’t incapacitated and the Son doesn’t have disadvantage on the attack roll.

Spellcasting. The Son of Pohjola is a 10th-level spellcaster. His spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). He prepares spells from the bard (up to 3rd-level spells), druid (up to 3rd-level spells), and wizard (up to 5th-level spells) lists. He has the following spells prepared:

Cantrips (at will): acid splash, chill touch, dancing lights, fire bolt, guidance, light, mage hand, minor illusion, produce flame, thorn whip, true strike
1st level (4 slots): cure wounds, disguise self, witch bolt
2nd level (3 slots): heat metal, mirror image, see invisibility
3rd level (3 slots): clairvoyance, haste, protection from energy
4th level (3 slots): dimension door, greater invisibility
5th level (2 slots): dominate person, wall of force

War Magic. When the Son of Pohjola uses his action to cast a cantrip, he can make one weapon attack as a bonus action.

Actions

Multiattack. The Son of Pohjola makes two attacks.

+3 Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) slashing damage.

Legendary Actions

The Son of Pohjola can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Son of Pohjola regains spent legendary actions at the start of his turn.

Cantrip. The Son of Pohjola casts a cantrip.

Cunning Action. The Son of Pohjola takes the Dash, Disengage, or Hide action.

Detect. The Son of Pohjola makes a Wisdom (Perception) check.

December 14th, 2018  in RPG No Comments »

Valmar’s Tongue

I couldn’t find the artist’s name. The pic is either concept art or fan art related to something called Grandia II. Here’s my take on the creature.

Valmar’s Tongue is one of the seven pieces of Valmar, an ancient evil god. Valmar’s Tongue was removed during the Battle of Good and Evil, after which it was sealed in the Liligue Cave.

Valmar’s Tongue
Huge fiend, neutral evil

Armor Class 18 (natural armor)
Hit Points 218 (19d12+95)
Speed 40 ft., climb 40 ft.

STR 23 (+7), DEX 16 (+3), CON 20 (+5), INT 16 (+3), WIS 13 (+1), CHA 16 (+3)

Saving Throws DEX +8, CON +10, WIS +6, CHA +9
Skills Deception +9, Persuasion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, fire, poison
Condition Immunities charmed, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 11
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)

Gluttony. Valmar’s Tongue has advantage on melee attack rolls against any creature it has injured.

Huge Leap. Valmar’s Tongue’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Magic Resistance. Valmar’s Tongue has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Valmar’s Tongue makes three melee attacks: one bite, one pincer, and one tongue.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) piercing damage. The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Valmar’s Tongue can’t bite another target.

Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) piercing damage. The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Valmar’s Tongue can’t pinch another target.

Tongue. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (5d6) acid damage. On a hit, the target also takes 7 (2d6) acid damage at the end of its next turn.

Possession (Recharge 6). One humanoid that Valmar’s Tongue can sense within 5 feet of it must succeed on a DC 18 Charisma saving throw or be possessed by Valmar’s Tongue, which then disappears, and the target is incapacitated and loses control of its body. Valmar’s Tongue now controls the body but doesn’t deprive the target of awareness. Valmar’s Tongue can’t be targeted by any attack, spell, or other effect, except ones that dispel fiends, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, Valmar’s Tongue ends it as a bonus action, or Valmar’s Tongue is forced out by an effect like the dispel evil and good spell. When the possession ends, Valmar’s Tongue reappears in an unoccupied space within 5 feet of the body. The target is immune to Valmar’s Tongue’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

December 12th, 2018  in RPG No Comments »

Two Garments of…

Put off, O Jerusalem, the garment of thy mourning and affliction: and put on the beauty and honour of that everlasting glory which thou hast from God. (Prophecy of Baruch 5:1)

Garment of Mourning and Affliction
Wondrous item, rare (requires attunement)

Once you are attuned to this set of fine clothes, you are granted advantage on saving throws to resist poison, disease, and fear; therefore, you may conclude the garment is a blessing, but it is not. The garment functions as described above 1d4+1 times before its true nature is revealed, cursing you with baleful effects that impose disadvantage on saving throws against the effects of poison, disease, and fear. Furthermore, you have vulnerability to poison damage as long as the curse persists. You cannot voluntarily end attunement to the garment once the curse is in effect unless the curse is first broken with the remove curse spell.

Garment of Beauty and Honor
Wondrous item, rare (requires attunement)

This set of fine clothes grants advantage on Charisma (Persuasion) checks and on saving throws against charm and fear. The garment has 6 charges for the following properties. The garment regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the garment retains its power to grant advantage on Charisma (Persuasion) checks, but it loses all other properties. On a 20, the garment regains 1 expended charge.

* Charming Ways. While wearing the garment, you can use an action to expend 1 charge and cast charm person (Wisdom save DC 15).

* Calming Influence. While wearing the garment, you can use an action to expend 2 charges and cast calm emotions (Charisma save DC 15).

* Commanding Presence. While wearing the garment, you can use an action to expend 2 charges and cast command (Wisdom save DC 15).

December 9th, 2018  in RPG No Comments »

Old with the New?

I know I have more than what’s pictured. The “filing system” in my library is more of an art than a science. For example, I know I have S1. Somewhere.

I also used to have more AD&D modules than these. For example, I know I had EX1 when I was in high school. I remember staying up all night running a group of friends through it. While moving from home to Fort Bragg, North Carolina, to Schofield Barracks, Hawaii, and then back to Houston, Texas, some things got lost, left behind, or (ye gods!) stolen. Whatever. Things break. They get lost. C’est la vie.

My current gaming group has taken up 5E D&D. My son Christopher started us out in the village of Hommlet (not depicted but definitely in the library somewhere). It worked well enough. When Christopher got a part in A Midsummer Night’s Dream, he had to slack off on the DMing, so I picked up the ball and am almost done running the group through Forest of Doom, an adventure published in one of the Dragon magazines I have stashed away.

Both Christopher and I worked on retooling the adventures for 5E, which uses different maths than AD&D. Lately, I’ve started wondering if that was necessary. Permit me to explain.

In The Sinister Secret of Saltmarsh, the DM is told that the “module is designed for 5-10 characters of experience levels 1-3.” Right there is a difference between 1E and 5E expectations. A party of 10 characters in a 5E adventure? The system isn’t built for that. The few official adventures for 5E I’ve read assume a party of 5 characters. The 5E DMG assumes “that you have a part consisting of three to five adventurers” (p. 83). Sinister Secret assumes twice as many characters.

5E has an encounter budget system designed to create so-called balanced encounters of varying difficulties suitable for the levels of the adventurers facing the challenges. I’m not a fan of encounter budget systems. I don’t balance my checkbook, which is certainly more important than D&D, so why should I have to balance encounters? That’s work, and I do enough work at work.

Turning to page 6 in Sinister Secret, I find the random encounter table. It has four entries: four goblins, a pair of giant rats with three of their young, a giant weasel, or six giant ants. Let’s crunch some numbers for the goblins:

AD&D Goblins (x4): AC 6, 4 hit points each (16 hit points total), THAC0 20. Translated into 5E terms, that’s AC 14, 4 hit points each, +0 attack bonus.

5E Goblins (x4): AC 15, 7 hit points each (28 hit points total), +4 to hit. Translated into 1E terms, that’s AC 5, 7 hit points each, THAC0 16 (equal to a 2 HD monster).

This might seem like 5E goblins are tougher, but not quite. 5E characters tend to have more hit points than 1E characters, and their attack and damage bonuses are better as well. The big difference, it seems to me, is the goblin’s attack bonus. 5E goblins are going to hit more often than 1E goblins. Likewise, 5E characters are going to hit more often than 1E characters, at least at 1st-level.

All in all, it seems like the two editions are close in expectations. I probably don’t need to bother adjusting this wandering monster encounter. But what about one of the more difficult combats?

In the caves beneath the haunted house in Sinister Secret, the adventurers likely encounter, all at once, these creatures: a 4th-level illusionist, a human smuggler (equal to a 1st-level fighter), and five gnolls. In 5E terms, that’s a deadly encounter for five 1st-level characters, and that’s fine. It’s supposed to be a tough fight.

But what about the hit points?

The illusionist in AD&D terms has 11 hit points. In 5E, he could have between 20-30, depending on Constitution. The 5E smuggler would likely have about the same hit points as a 1st-level fighter. The five gnolls in AD&D terms have 60 hit points total versus 110 hit points total in 5E. Assuming all five gnolls hit in a round, they’ll average 25 to 30 points of damage. In 5E? 25 points of damage. Interesting coincidence. The THAC0 of a 1E gnoll and a 5E gnoll are comparable, as are the the AC. In short, it seems that the major difference between 1E and 5E might be the hit points. (Compare, for another example, 12 hit points each for lizard men versus 22 hit points each for lizardfolk.)

So, what happens if I run a 1E adventure for 5E characters, but don’t do anything in terms of trying to balance encounters?

I’m not sure, but I’d like to find out.

December 8th, 2018  in RPG 2 Comments »