Archive for the ‘news’ Category

Buy Jared’s dungeon paintings! And help out Jared!

Monday, September 10th, 2012

The inimitable Jared von Hindman produced some fabulous paintings for the Random Dungeon kickstarter: I asked him for a dungeon, and he produced five dungeon paintings, along with five dungeon keys (which are also paintings).

Here’s a sample: the Coroner’s Dungeon:

Coroner's Dungeon

And the map key:

Coroner's Dungeon key

If you’re interested in buying prints, I’ve made a store for all ten paintings on zazzle.com. Each dungeon painting print sells for $29.50, and accompanying key sell for $19.50, so you can get a full dungeon and key, both on heavyweight archival paper, for $49. All of the profits from prints will go straight to Jared – I’m not keeping anything.

Which brings me to some sad news – Jared is going through a tough medical and financial time right now. He’s sick, and stuck in a hospital. He’s also having financial difficulties. Tracy of Sarah Darkmagic has set up an indiegogo campaign to help him out, Operation Jared Tech, to get him enough money for computer equipment so that he can continue working. There are 13 days left: make a donation! Or buy a dungeon painting print. Either way you’ll be helping out a cool artist, writer, and fellow D&D player.

the wight land

Friday, July 20th, 2012

“The Ill-Made Mute” by Cecilia Dart-Thornton is somewhat of an odd novel. It’s sort of the counterpart of “The Night Land”, which I described as a better Shadowfell sourcebook than it is a work of fiction. The Ill-Made Mute is practically a Feywild sourcebook. It suffers some of the problems that you might expect if you tried to express a D&D sourcebook entirely as flavor text: it’s a bit of a world tour, and there are enough monster encounters to fill a bestiary. The upside is that there’s a lot of D&D inspiration to be mined.

You really could construct very full Fey monster encounter tables just from the encounters in the book. Fey creatures are called “wights” (confusing to my D&D-trained ear), and each plays by its own rules. It works very well with the rules I offered for giving every Fey creature its own ritual.

Here’s an essay in the novel that expresses the fundamental rule-bound nature of fey creatures:

Wights, he had told Imrhien, had to obey their own natural laws. Just as men could not become invisible or shift their shape in the manner native to wights, so wights–save, perhaps, for the most powerful–could not move against mortals unless certain conditions were fulfilled, certain actions taken or words spoken. If fear was shown, or if a mortal should be foolish enough to let his senses be tricked, or should he break certain silences or reveal his true name or answer questions ignorantly, or if he should transgress against wights by trespass or other means, then the creatures of eldritch could strike. Then the unfortunate man might be torn apart, drained of blood, crushed, hung, or slain by any manner or means, or he might simply die of fright. Yet even then, there was a chance he might still be saved by fleetness of foot, quick-wittedness, valor, intervention from others, or pure luck.

There are wight-encounter set-pieces of all kinds in the novel, but here’s a throwaway detail of some fairy creatures that can be used for some by-the-way fey flavor:

Here, where fantastic dragonflies and glittering midges played, more of the little wide-mouthed toads with bat-wings were skipping over the water’s surface, making free among tall rushes growing along the shore. They were quite lovely in a loathsome way, their froggy hides spangled gold and green, their tails long and thin, barbed at the tips. The veined vanes of their wings were so translucent that light shone through them. Their eyes were great, glowing, amber jewels, their teeth were many, tiny, and pointed.

Possibly this is a sight that can be seen on the way to the Temple of the Frog.

Here’s a set-piece to be found in one of the book’s underground dungeon environments:

Driven by an engine of rusted cogs forced into action, the portcullis began to descend, squeaking and clamoring with the reluctance of old age. It was halfway to biting the floor when, like an outrageous firework, a force came roaring around the bend and slammed into it. A current surged. Sparks exploded in a blistering snarl, and Diarmid was flung backward up the passage, where he lay motionless. Rent and twisted, metal screamed.

The “wight” here is a being made of lightning. It could be expressed as a pretty cool D&D monster. It does electrical damage, obviously, and it’s incredibly fast. Its weakness is that it can’t pass close to metal without being diverted into it – and then it bounces the way it came. Therefore, a portcullis, even a half-open one, is an impassable barrier: it will try to pass through the gap but will be diverted to bounce off the bars (electrocuting anyone touching the portcullis).

Another interesting combat effect of this power is that, if a wizard and a mail-clad fighter are standing next to each other, the electrical being can’t possibly attack the wizard: it’s, perforce, attracted to the fighter.

I’d like such a fight to offer lots of possibilities for trapping and channeling the monster.

Also handy: there’s an appendix describing the author’s sources for all the fairyland monsters, so you can skip the novel and go right for the folklore.

paladins with expense accounts

Friday, July 13th, 2012

“So should we go to Morne, to arrange for approval?” Mostin asked brightly. “Oh, no need for that, Mostin,” Eadric replied. “As an inquisitor, I am more than qualified to release the money to you. I’ll just write you a check to draw against the temple funds.” The Alienist’s mouth dropped open in an expression of disbelief. Here was such an enormous potential for financial abuse that his mind boggled. Then again, thought Mostin, that’s probably why he’s the paladin and I’m not.

Sepulchrave’s Lady Despina’s Virtue is the story of a real D&D campaign, but it’s also one of the most enjoyable fantasy stories I’ve read. It’s got a lot of stuff you can pull out and use in your own campaign. Here’s one thing you can use:

If you want to give a real moral temptation to a paladin, don’t have leering demons offer hellish pacts. Just have the paladin’s superiors give him an expense account.

PCs usually have stuff they want to buy. A lot of it can be used to fight evil, so there will be some legitimate expenses. There will also be a temptation to borrow against the expense account for less-clear-cut expenses, and pay it back out of future loot. See if you can get your paladin to start embezzling.

That’s when you bring in the inquisitors. Revel as the paladin is forced to compromise his ideals to avoid discovery. Laugh as he loses his paladinhood. Celebrate your dark victory as he returns as an anti-paladin!

Or not. But a paladin needs to face some real temptations, or he’s just a fighter with good PR.

treasure from Venus

Friday, July 6th, 2012

“Ruins. Cyclopean, strange, and alien in contour, half-destroyed shapes of stone were blurred against a dim background.” What’s waiting for us on Venus, according to Henry Kuttner’s science fiction story “Beauty and the Beast”, is a D&D dungeon crawl setting.

No dungeon crawl is complete without treasure. In “Beauty and the Beast”, astronauts find a jewel: “Oval, large as an egg, the gem flamed gloriously in the light of the electric torch. It had no color, and yet seemed to partake of all the hues of the spectrum.” Even more valuable, though, are the flowers that surround the ruins. “The new flowers had proved tremendously popular, and florists demanded them avidly. Lovelier than orchids they were, and they did not fade for a long time after being cut.”

If PCs travel to Venus and find beautiful flowers surrounding empty ruins, they probably won’t think to sell them to florists. If they do, they might get rich. They might also (spoilers ahead) plant the seeds of the destruction of civilization.

The egg-sized jewel turns out to be an egg (a classic D&D treasure trick). It hatches a Venusian, who, too late, tries to warn humanity about the beautiful flowers: “And now, the flowers grow on Earth. In a month, the petals will fall, and from the blossoms the virus will develop. And then, all life on Earth will be destroyed, as it was on Venus, and nothing will exist on all the planet but bright flowers and the ruins of cities. I must warn them to destroy the blossoms now, before they pollinate…”

download the original random dungeon generator

Thursday, June 28th, 2012

Today, Wizards offers a PDF of the Random Dungeon Generation section of the first edition DMG. Download the PDF! And then celebrate by buying my poster!

Kickstarter stretch goal news: I’ve got the board game rules for Dungeon Robber in pretty good shape, and will probably release a beta version next week.

peasants with magic weapons

Friday, June 22nd, 2012

A spritely little old fellow sat comfortably on a tree root not fifteen paces off. He was clad in a single garment made from the hide of some unidentifiable and long-dead animal. It covered him from neck to knees and was cinched around the middle with a wide belt with a brass buckle. From it hung several pouches, a double-edged knife, an old silver horn, and a crude but serviceable battle-axe, well-rusted and probably taken from a barrow.
Elizabeth Boyer – The Sword And The Satchel

The obscure corners of the D&D world are brimming with dungeons, barrows, and other ancient treasure caches. Occasionally, a peasant or woodsman will stumble upon a cave and emerge with an ancient, runed +1 sword or axe.

What will a peasant do with such a find? Some will sell it at the next county fair. Others live too far from commerce to find a willing buyer. And, jewels and runes or no, an axe +1 is better at chopping down trees than a regular axe.

This means that occasionally, PCs should find remote peasant families using ancient treasures in their labor. This might be an opportunity for the PCs to buy an item for less than market value, and it may tip the PCs off that there’s a source of ancient treasure nearby.

Here are some other possibilities (roll d20):
1- One of the ancient items is haunted! The peasant will give the PCs the treasure if they will take care of the evil, horse-sized cat in the barn.
2- The peasant is not what he seems! He is a barrow ghost in disguise, and only his magic weapon is undisguised.
3- The peasant is a mighty fighter who wrested the item from ferocious monsters. There are more treasures in the barrow, and more ferocious monsters. The PCs might be outclassed unless they bring the peasant along.
4- The peasant family acquires their treasures by murdering passing adventurers. They suggest that the PCs stay the night, and explore the barrow tomorrow. There is no barrow: the peasants will try to slit the PCs’ throats as they sleep. In the basement are graves.
5- The peasant asks for an exorbitant sum for either the treasure or the location of the ancient barrow.
6- The peasant is willing to sell and will adjust the price according to how big a deal the PCs make about the item.
7- The items are “cursed”: they love their peasant owners. While a PC has one of the items, all paths will bend so as to lead back to the peasants’ farm. Strange coincidences will occur so that the PCs keep meeting the peasants.
8- The item allows you to Turn werewolves using Turn Undead mechanics, and the peasant is afraid to sell it unless the local werewolves are destroyed.
9- The peasant is holding the weapon because it’s one of those ones that will not leave your hand until you kill a foe. The peasant can’t sell it until someone helps him kill a foe: apparently farm animals don’t count.
10- The peasant is waiting to hand off the item to a Chosen One, in accordance to an ancient prophecy about a Red Woman who will arrive from the east. The PCs are not the Chosen Ones, but the peasant is sick of his custodial duties. He keeps hinting to a female PC that she should go have a picnic in the East Pasture, and here, wear this red hat.
11-15: Just an ancient treasure the peasant found in a barrow. There is no more treasure to be found there.
16-20: Just an ancient treasure the peasant found in a barrow. There is more treasure in the barrow, and a guardian monster.

new 5e info from mike mearls’ q&a

Monday, June 18th, 2012

Mike Mearls answered D&D questions on Reddit last week. He answered over 100 questions. In this post, I’m not providing a full transcript: we already know that Next is going to be modular, that they want our feedback, and that Mike has a charming personality. Here, I’m just including the Qs and As that reveal new game rules information about D&D Next.

GokaiCant: I loved the advantage mechanic at first glance, looked like a really elegant way of handling attack bonuses and penalties. Until I had to make 36 rolls a turn for some mice. What approach, if any, will D&D 5e take to make Advantage/Disadvantage bearable with large encounters?

mikemearls: Ah yes, the rats. Sometimes, playtests reveal subtle issues. Other times, they hit you over the head.

This is a pretty big issue, because the monster design is aiming to keep hordes of orcs/goblins/etc a viable threat at high levels. So, at level 1 it might be 18 rats, but at level 10 it might be 18 orcs.
I’d like to incorporate a core “swarm” rule into the game, an easy way for DMs to group up monsters into single attacks. For instance, something that lets you combine X attacks into one die roll, with some small amount of damage even on a miss to make that an appealing option.

Hopefully, that solves the rat issue and also the humanoid horde issue at higher levels.

themanwhowas: Are you actually going to include modules for 4E fans who want flexible, intelligent, veteran fighters? With maneuvers, combinations and techniques like real swordsmen? Powers that are designed by game designers to be balanced as well as fun? That give consistency across tables, sessions and DMs? Or are we going to be forced to settle for dumb-as-brick fighters because that’s what the old guard want for nostalgia’s sake?

Question 2: On a similar note, encounter powers can make a lot of sense in-game. Tricks you can only pull once before enemies become prepared for it, like sand in the eye, trips, taunts, unexpected maneuvers and so on. Is there going to be a module that includes these, not just for fighters but for other classes as well? And don’t say I can improvise them already, I want mechanics that I can rely on.

mikemearls: Fighters – We have a maneuver system in design that we’re playtesting here in the office. In my Monday game, Chris Perkins’ fighter could choose between an inaccurate but high damage attack, a defensive attack that force an enemy to pay attention to him, and a second defensive option that boosted his AC. That’s just the surface of what we have going on in there.

I’d also like to extend the maneuver idea to other areas of the game – social maneuvers, rogue tricks, things like that. Our goal is to make a wide variety of characters possible, rather than stick each class into a limited box. Just as we’re moving roles out of class, we’re also moving complexity limits out of class as much as we can.

Encounter Powers – We’re looking at a mechanic that draws on the idea of pushing yourself beyond your limits between rests, basically a stamina-based mechanic. This is precisely the kind of more complex option that we place in the game for players who want to take on that sort of approach.

SleepyFingers
How does D&DNext plan to balance magical and non-magical classes and avoid caster-supremacy?
Also, on another note, I’ve heard that skills are almost non-existant as of the current builds and might just be a module that comes out. I know that skills is the hardest point to do because it lacks any consistency across editions, but the taking away of skills seems to put a huge focus on combat, which can be a bad thing. Though you probably don’t want to speak too concretely, I’d like to know what the current plan for skills actually is.

mikemearls: For caster supremacy, the key lies in attacking it from both ends. We can do a lot by reining in the most abusive spells and making it harder for casters to chain things together in abusive combos. The other end is making sure that we make an honest comparison of the casters to the non-casters.

For instance, if a wizard can turn invisible we have to be cool with rogues having an almost entirely assured chance of success to hide or sneak up on people. It’s unbalanced if the guy who is supposed to be stealthy has a real chance of failure, while the wizard’s magic has 100% chance of success of turning someone invisible.

For skills, we definitely will have them in some form to give people pointers to the non-combat stuff they are good at. Right now, classes give skills as appropriate but most of your skills come form your background. Backgrounds are not linked to class, so a fighter can choose the criminal background to become stealthy or good at picking locks.

The key discussion we’re having right now with skills boils down to this – does a skill make you better than you otherwise would be at something, or does it make you strictly good at it?

Making you better would be a +3 bonus, which is then stacked on top of an ability modifier. So, a Wis 9 rogue (ahem) would be better at finding traps, but still only at +2.

The second path removes abilities from the equation. The rogue would just have +5 to find traps. You’d use either an ability mod or your skill, rather than stacking them.

We’ve been arguing back and forth on which path works better. Neither has emerged as a clear front runner.

beckermt: With the return of Vancian casting are you planning on giving non-magical characters some sort of “pull out the stops” type of abilties?

I know the fighter has twice per day do 2 actions, but that’s not… you know, exciting, per se. The magic stuff allows casters to perform new and different abilities, even at a limited level.

Second Question: Is there any intention to add a Attacks of Opportunity system or somesuch to give players a more effective way to control the battlefield?

mikemearls: Yes, we’re looking at a set of maneuvers that characters can dip into to gain more concrete options in fights, along with options that you can use to push yourself beyond your limits for an action or two per encounter.

We’re strongly considering adding a free attack if someone breaks away from a melee. The playtest feedback has been a little soured on letting people move around without consequence. However, the rule would be much simpler than attacks of opportunity – likely it’ll be that if you start your turn in someone’s reach, they get an attack on you if you try to leave their reach using an action to withdraw.

Keep in mind that our goal for adding a mechanic like this would be to keep it very, very simple. We are 100% NOT going to give you a long list of things that provoke. It would be moving away from an enemy and nothing else.

SergioSF: Can you give us just a tid bit about bards?

mikemearls: The first pass on bards is going back to their Celtic roots while also looking at making a jack of all trades mechanic that doesn’t make the bard second best at everything. It’s still early, and the final design might be much different, but I really want to give the bard something unique that really speaks to their roots.

HighTechnocrat: With the limited numerical advantages gained by advancing in level, how will high level characters still feel the difference in power when they face foes which were a challenge at previous levels?

mikemearls: We’re working on higher level play in concert with our monster design, but you can expect that each class will have some built-in abilities that help them deal with greater numbers of foes and single, more powerful enemies.

For instance, fighters might have a mechanic that lets them hit several weak enemies at once at the cost of reduced damage. That doesn’t work so well against giants, but it lets a higher level fighter take down numerous, lower-level foes.

OTOH, a rogue might just get better at backstabbing or dueling one guy. It depends on the class’s identity and how we see it interacting with hordes of weaker enemies.

Armored-Saint: A common complaint on the discussion boards is that heavy armor isn’t effective enough when compared to light armor + Dexterity modifier. What plans, if any, are in the works to address this concern?

mikemearls: We’re completely re-working armor. We’re bulking up heavy armor, giving medium armor a better definition, and slightly pulling back on light armor.
Heavy armor allows no Dex bonus but has a high base value. Heavy armor always gives disad on attempts to be stealthy.

Medium armor has +2 Dex max or no Dex allowed. It sits below heavy armor. Classes like the ranger and barbarian are proficient with it. Some medium armors give disad on checks to hide or move silently. Basically, if you play a ranger or barbarian, you can either junk Dex and take a “heavier” medium armor or take a lighter one that lets you be stealthy.

Light armor allows full Dex and has no stealth drawbacks.

Rajion: 1) How much will coins weigh in the next edition? Or will the weight of coins be ignored, like sheets of paper?
2) If they will have weight, will the different varieties of coins have different weights, or will they have the same weight?
3) Will Platinum coins go back to a worth of 10 gold coins like in 3.5, or will they remain equal to 100 gold coins like in 4.0?

mikemearls: 1. Coin weight will likely be X coins/pound.
2. Likely they will all be the same.
3. I believe they are at 10 gold per platinum right now. You can expect a flatter wealth level for characters in 5e.

liblarva 1. Is there any other way to handle humans than the apparent +1 to all stats? It seems rather OP considering the new focus on abilities.
2. Will martial maneuvers be open to all, or limited to fighters? I ask because making subsystems for one or a handful of classes seems like a waste when the fighter can be given a simple bonus to these maneuvers rather than a unique subsystem. Similar to how classes shared spells in prior editions.

mikemearls: 1. Classes also give ability bonuses, so the ideas is that a human is more balanced than other races and that the other races are a little more focused vs. the generalist human.
2. Anyone can take maneuvers.

CastleCrasher Hey, I played the playtest with a couple friends of mine last weekend and we had a blast! My one question regards healing. I liked most of the mechanics, but I felt like the human cleric couldn’t quite heal enough. I was wondering what your thought process behind the healing kit was, and why you decided to make it an item instead of a class ability.

mikemearls: The idea behind making it an item was to make it something anyone could take. One direction we’re thinking of taking is making a cleric’s healing a separate ability from spells, so that we can give more healing without also having to give more spells in total.

cr0m: Hi Mike,
I’m one of the founders of Red Box Vancouver and a big fan of Basic D&D, so I’m loving the playtest rules–especially the choice of adventure!
Are there any plans for adding monster reaction tables or morale? They’re one of my favorite parts of the old school games. The first one really helps with sandbox play/improv and the second really speeds up combat.

mikemearls: Yup, you can expect both in rules modules. I wrote a set of morale rules for tactical play, and I expect we’ll include reaction tables for our interaction mechanics.

clue_bat: If most of a class’s cool abilities are in the first 3 levels (Rule of Three), might we see a return of 3.5’s level dipping? I’m sure we all remember characters that looked like this:
Fighter 4 / Ranger 2 / PsyWar 3 / Monk 2 / PrcA 2 / PrcB 3

mikemearls: We want to go back to 3e multiclassing, but I think we learned some very valuable things from the hybrid system in 4e.

deathdonut: 1. How do you plan to balance magic item stacking?
2. Will it be possible to permanently increase a stat?
3. Will magic users have items that directly increase their abilities in a way that corresponds to magic weapons for melee?
4. Is there thought given to the “budget” that different class styles will need to spend on equipment to keep up with the balance curve?

mikemearls: 1. We’re hoping to avoid +X items outside of armor, weapons, and shields.
2. Yes.
3. We’re looking to keep implements as items that increase spell accuracy/save DCs.
4. We’re actually looking at making buying equipment optional. Instead, you are given a starting package based on background and class.

shimmertook: How many levels is the current playtest model giving for a character’s entire career?

mikemearls: We’re looking at capping at level 20, but giving a set of options for uncapped advancement beyond that.

PrinceAuryn: How are magic items handled in DnDNext? Will we see a return to awesome extra damage, or will they say “super balanced” and +1 to hit.

mikemearls: We want magic items to feel awesome. I want the +1 or +2 to be something that you might even gloss over, and part of me wants to try designing the game without them.
I’d much rather have a hurricane flail that generates buffeting winds, knocks arrows out of the sky, and summons an air elemental than a +1 weapon. Key is – how many people agree with that? Are +X weapons/armor/etc iconic to D&D?

That said, I think we can have both. We’ll likely limit the maximum plus you can get, and we can then simply start with interesting/cool items and add pluses to those.

MindWandererB: 1. Any comments on Perception and the blind rogue/radar cleric issue? The wisdom=perception still has some bizarre side effects, like the fact that the characters who used to have Listen At Doors as a class feature are now among the deafest characters in the game, and that it’s considered a good choice to spec a cleric, not traditionally known as scouts, for high Perception. (And of course there’s the OotS joke that your hearing and eyesight get better with age, but that’s rarely relevant at the table.)
2) Any second thoughts on Intoxication and the fact that it’s a viable decision at low levels?
3) Any ideas yet about how to balance rogue damage?
4) Please comment on random HP and the decreased, irregular value of a Con bonus on HP.

mikemearls: 1) We’re looking at skills right now and trying to determine if skills make you better than you are (a flat bonus that adds to your ability check) or strictly make you good (a flat bonus that takes the place of your ability modiifer). So, the 8 Wis rogue with perception training might just be at, say, +5, rather than at +3 added to a -1 Wis check.
2) We definitely want to avoid making it abusive, but I think it’s kind of funny that getting drunk and charging into a dungeon might be a good idea.
3) Definitely taking a long look at this one. I’d like to give a rogue a nice but not overpowering bonus that he can get every round, and a BIG bonus (like AD&D backstab) for those once an adventure ambushes or set ups.
4) Random HP will be an option alongside fixed HP. The key to Con is that adding the bonus at each level can overwhelm class contribution to total HP. We need to find a middle ground.


The rest of Mike’s answers are worth reading too: check them out.

currency exchange between gold pieces, dirhams, francs, and dollars

Friday, June 15th, 2012

I found this amusing passage in a Kane novel:

“Have you, say, twenty-five mesitsi gold [about two hundred dollars]?” Arbas asked casually. The stranger faked a hesitant pause–no merit in giving the assassin reason to think to ask for more. “I can raise it.”
-Karl Edward Wagner – Darkness Weaves

I don’t know why, but I find the exchange-rate note charming. It also matches with my intuition that buying a 10-GP sword is approximately the same scale of professional expense as, say, buying an $80 electric drill. (Of course, 200 dollars in 1978, when the novel was written, is probably more like $600 in 2012.)

Oddly, I’ve been noticing a lot of specific expenses in books lately, which I can use to construct a tenuous web of currency equality.

This man used to work in the baths for a daily wage of five dirhams. For Dau’ al-Makan he would spend every day one dirham on sugar, rosewater, violet sherbet and willow-flower water, while for another dirham he would buy chickens.
-Tales of 1,001 Nights

According to D20SRD, “the typical daily wage for laborers, porters, cooks, maids, and other menial workers” is 3 SP, which is not too far from the bath man’s 5 dirhams. Let’s say that a dirham is equal to an SP, and the furnace man’s high pay is because Cairo happens to have a strong economy. After all, says 1001 Nights, Cairo’s “soil is gold; its river is a wonder; its women are houris; its houses are palaces; its climate is mild; and its scent surpasses that of frankincense, which it puts to shame.”

D20SRD is silent on the price of willow-flower water, but a chicken is 2 CP. That means that the bath worker and his wife eat five chickens a day! That seems high to me, but the story goes on to say that, when a guest stays with them, they feed him two chickens a day. So five chickens is plausible!

As a fun bonus, if we take the SRD, Kane, and 1001 Nights as equally valid, we can determine that 10 dirhams = 1 GP = $8 in 1978 = $24 in 2012, and we can infer the important fact that, in 1001 Nights Cairo, a chicken cost 50 cents.

All of this is, of course, nonsense, for many reasons. One of the main reasons is that the US economy is totally incompatible with any historical economy: things used to cost different amounts relative to each other.

Check out this late 19th century letter from Emile Zola to Cezanne:

I’ll reckon out for you what you should spend. A room at 20 francs a month; lunch at 18 sous and dinner at 22, which makes two francs a day, or 60 francs a month.…Then you have the studio to pay for: the Atelier Suisse, one of the least expensive, charges, I think, 10 francs. Add 10 francs for canvas, brushes, colors; that makes 100. So you’ll have 25 francs left for laundry, light, the thousand little needs that turn up.
-Emile Zola via Malcolm Gladwell’s What the Dog Saw

Look at the amounts budgeted for necessities. A starving artist who eats only two meals a day spends three times more on food than on rent. Half of his money is spent on food. That’s almost exactly the reverse of a US budget, where the food budget is typically 1/3 of rent.

That’s why we can’t really convert 25 GP to $200 USD. The modern world is too different from the past. Emile Zola, writing in the 19th century, inhabited a world that was, economically, closer to D&D and 1001 Nights than we are now.

dragons in 5e

Monday, June 11th, 2012

2 consecutive tweets from my twitter feed:

 

Rodney Thompson (@wotc_rodney) 10h
RIP, Sooty Rediron, my dwarf rogue who was just melted by an acid breath weapon. The first true casualty of @rjschwalb’s #dndnext playtest.
Bruce Cordell (@BruceCordell) 10h
My dwarf fighter Kormak hovers at -13 hp. It’s possible our 2nd level party shouldn’t’ve fought this green dragon. #DnDNext

The green dragon is breathing acid instead of poison! 5e speculation: Every dragon has swapped breath weapons with another. The Red Dragon’s breath weapon is now a line of blinding light (once belonging to the crystal dragon), and the black dragon has taken over the yellow dragon’s breath weapon: salt water.

(Oh man, there are so many B-list breath weapons: hot sand. inebriation gas. shrink ray. apathy gas.)

The speculation is a joke, but the tweets are real. Also for real, I have actually fought dragons in 5e.

I rode Rory’s coattails into the Friends and Family 5e playtest program that preceded the open playtest. There were more monsters in that F+F bestiary, including white and blue dragons. (Don’t be too jealous: the D&D version I played in that early ruleset was much worse than the one we’ve seen in the open playtest. Which means that playtesting is working.)

Like Rodney Thompson and Bruce Cordell, our group was destroyed by the dragon we fought. In that old snapshot of 5e, at least, dragons were TOUGH.

When the white dragon was spotted in the sky, my fifth-level witch wizard, Nelf, crouched on top of a tower, far from the rest of the party. I’d be able to get a fireball off, and, I reasoned, the dragon would rather swoop down and blast the other four party members at once than waste a turn killing one paltry wizard. I was wrong.

My fireball did a lot of damage and got the dragon’s attention. White dragons don’t like fireballs. It changed course and landed next to me on the tower. I’d buffed myself with Resist Energy (Cold), but it didn’t matter, because the dragon launched into a claw/claw/bite routine. I went from full hit points to dead in less than six seconds, and I didn’t even get the dignity of death by breath weapon.

Chewing meditatively on my head, the dragon swooped down on the rest of the party. It unleashed its cone of icy breath. The party died.

The fact that my wizard’s quick death wasn’t a comic freak – that even the party fighters could be flash-frozen in a single round – was, I have to admit, oddly comforting.

But it was a cold comfort.

jurgen’s rituals

Friday, June 1st, 2012

After writing 99 rituals to gain power over fey creatures, I probably don’t need any more, but I can’t resist collecting them.

James Branch Cabell’s novel Jurgen is a weird combination of picaresque and high fantasy that takes the usual conceit of the picaresque, “every level of society is absurd and corrupt”, and it extends it to fairyland, heaven, hell, and other planes of existence. I think the book might have a Message, but I was too busy taking notes on the rituals needed to overcome supernatural creatures.

And the notary’s wife followed her to Amneran Heath, and across the heath, to where a cave was. This was a place of abominable repute. A lean hound came to meet them there in the twilight, lolling his tongue: but the notary’s wife struck thrice with her wand, and the silent beast left them.

Characters might learn that being struck thrice with a wand of, say, ash, causes hellhounds to flee. Three strikes requires three melee hits, so there will be an interesting tension between this and the fact that three sword hits might just kill the creature. Of course, the math is different if three strikes with the wand causes the hellhound to SERVE the striker.

The voice of Dame Lisa, now, was thin and wailing, a curiously changed voice. “There is a cross about your neck. You must throw that away.” Jurgen was wearing such a cross, through motives of sentiment, because it had once belonged to his dead mother. But now, to pleasure his wife, he removed the trinket, and hung it on a barberry bush; and with the reflection that this was likely to prove a deplorable business, he followed Dame Lisa into the cave.

In this circumstance, Jurgen is forced to give up what’s obviously a potent protection in order to enter a magical realm. This is the type of decision that monsters may well try to force on PCs. What if you can’t enter the vampire’s castle unless you leave your holy symbol at the door?

“If this Thragnar has any intelligence at all and a reasonable amount of tenacity, he will presently be at hand.”

“Even so, he can do no harm unless we accept a present from him. The difficulty is that he will come in disguise.”

“Why, then, we will accept gifts from nobody.”

“There is, moreover, a sign by which you may distinguish Thragnar. For if you deny what he says, he will promptly concede you are in the right. This was the curse put upon him by Miramon Lluagor, for a detection and a hindrance.”

Two great fairy rituals here. Accepting gifts from someone is an obvious way to put yourself into their power, so you’re probably best off if you never accept gifts or food while in fairyland.

I also like the fact that the creature will always concede to your denials. It’s a quirk that could give personality to a conversation. Even if the PCs don’t know about the weakness beforehand, it’s the kind that they might be able to figure out.