Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Sunday, 11 April 2021

Tasha's Cauldron of Everything Review

Review copy courtesy of Wizards of the Coast.


Pros

  • Lots of full colour art (as we have come to expect of this edition). Really, keep this coming.

  • The puzzle section is well done. Actually, can we get an addition Dungeon Master’s Guide with extra traps, maps, items, and puzzles like this?

  • The patron section is also well done. What this does is provide more information for making quest givers and patrons for the party. This is particularly useful for new players, since more experienced ones would come up with this naturally.

  • The idea of the sidekicks section is also nice. It’s a form of non player character that can join a party, and is specifically made to be easier to play than normal. I like this idea, and it provides some mechanics out of the box for giving your fighter that squire they always wanted. And how to level them up. It’s easy enough getting them a guard, but harder to find a balanced way to have them level up with the party. There is one caveat I’d add. See the cons section.


Could Go Either Way

  • Class options in might not be well liked, by Dungeon Masters in particular. Some seem to make previous options look more useless, and don’t provide fixes to existing ones. Rangers in particular get the worst of this treatment.

  • This book is rather short. At 192 pages long, I wish it was longer.

Cons

  • The sidekicks made using the rules provided seem to be significantly weaker than a normal player class. This is in theory fine, since you might not want them to outshine the main characters. Well, except it also mentions some players could prefer playing the simplified character. In this case, the player could feel significantly weaker later in the campaign and may need to swap to a full character class later. Regardless, they are treated like a character for calculating encounter difficulty... which doesn’t seem right especially at higher levels. It’d probably be fine if there’s not many in the party, but if every player has one I imagine it’d throw off the calculation heavily.

  • No PDF*


* Denotes nitpicking.


Tasha's Cauldron of Everything Standard Cover
The standard cover for Tasha's Cauldron of Everything.
Tasha's Cauldron of Everything Standard Cover
The alternative cover for Tasha's Cauldron of Everything.



Introduction

So, I’ve got a bit behind with these. To catch up I’m going to try to do a shorter format for some books. I may also bring this format back for books that I have less to say about. That said, I do expect to go back to normal some time in the future. The way I’d describe Tasha’s Cauldron of Everything is as part a Players Handbook Addition, and as part a Dungeon Master’s Guide addition. The new class options play to the players side of the screen along with the new spells, and the new items, sidekicks rules, help on social contracts and session 0, negotiating with creatures, magical phenomenon, natural hazards, and puzzles all play to the Dungeon Master’s side. So what do I think?


New Player Options

Just over 1/3rd of the book is dedicated to new sub classes for existing player classes and new player class (artificer). I generally think this is the weakest part of the book. Part of it is I don’t think they’ve balanced new options and even some of the old ones as well as they could have, or should have. Also for my own sanity I typically make players consult with me for any options outside the Player’s Handbook. However, there’s also another 12 pages of new spells, which I’m more happy to see. This is because they’re easily limited, and also give the Dungeon Master more options to play with. After all, our enemies don’t have to be perfectly balanced one on one to be part of an engaging encounter.


New Dungeon Master Options

This is where the book really excels. As previously mentioned it includes new items, sidekicks rules, help on social contracts and session 0, negotiating with creatures, magical phenomenon, natural hazards, and puzzles. Just over half the book is dedicated to these.


Of particular note is the sidekick rules. I love the idea, and I think we’ve all at one point or another given the players an NPC that will travel with them. I also like that it allows a new Dungeon Master to quickly have stats at the ready for a new ally. It also allows each player to have two characters, one less complex than the other as not to outshine their main character. What I don’t like is how this ties into encounter design. They’re treated as full player characters, but in terms of pure combat prowess they really don’t match up past level 1. This is seen most obviously at level 20, where they have a 5th level spell at most. Yes, some classes follow a similar progression, but they get other abilities in return. That doesn’t really happen here. The more such characters are in an encounter, the worse the problem becomes. One probably won’t affect the balance too much unless the encounter is already balanced on a knife’s edge. However, if half the party is? I think they’d feel it.


The puzzles are also a nice touch. I also like how they take the time to mention ways to customize the puzzles. This helps with both fitting into the theme, and even though it may seem obvious such options can be easily missed. The ways to customize the puzzle also sometimes mention ways to increase the difficulty of the puzzle, which again is very helpful. Handouts are also provided to make them easier to run. Honestly, I wouldn’t mind if they had a book in the future that is just half full of puzzles.


The magic items are well illustrated, and interesting ones are included. Again I wish there were more. However, I also wish they stopped adding items that increases a spell’s DC. Spells can already target a creature’s weak stats, and there aren’t as many ways to raise DC resistance as armour class. Previously, very early in the edition, magic items would increase the to hit of spell attack rolls, but raising DC was not done.


The other options tend to be on the smaller side, but they’re also welcome. They also don’t overstay their welcome, but are interest reads and the sort of inspiration I hope to find in books targeting Dungeon Masters. The exception is that the social contracts and session 0 sections probably won’t have much for more experienced Dungeon Masters. Really, I do wish there was more.


The Art and Book Build Quality

The high quality and quantity of art remains. My complains about maps being black and white are also not present, as no maps are included. I still wish more of the art was in my preferred realistic style, but that’s also consistent from other books. The covers are still great, and the quality of my books was good as well. The quantity also there, with many of the items having their own illustration. However, as always, if you’re in the store make sure to check for damage and to ensure the book has a good binding. If you’re ordering online, you won’t have the same chance.


Price

As usual the price is $49.95 in the States. You can check the MRSP here, or your local game store. They could have a deal. I do think this one is on the short side unfortunately. I wish they went back to the length of the core books.


What I felt was Missing

Some sort of new maps would’ve been nice. I always appreciate them as a Dungeon Master. The part about customizing spells should really be added to the basic rules, and/or new editions of the Player’s Handbook. It’s short enough to fit, but powerful enough that I think new players and Dungeon Masters could benefit.


Free Stuff

Nothing to see here.


Summary

In general what’s here for the Dungeon Master’s side of the screen is solid. I like what there is. And even if I won’t use the tables for natural hazards, I can still use the rules provided for events such as avalanches. Really, I just wish there were more events, more puzzles, more magical phenomenon, and more in general. That probably speaks to how much I liked that section. It’s almost like a light addition to the Dungeon Master’s Guide. I say light as that was a 300+ page tome. That said, I’m less wowed by the new class options. Though this remains consistent with my previous opinion of new class and subclass options in other books. If you liked additional options provided in previous books, you might like this too. It's a bit more extreme in the power department than some of the earlier ones in my opinion. Other than that, it’ll come down to the price vs. the page count and content.

Sunday, 6 March 2016

Dungeon Master: 10,000 Year Old Lich

As far as enemies and NPCs go, Liches are a lot of fun. However, I generally liked having neutral versions of typically evil types of characters. I also found myself wondering what lich so old that it was considered old by lich standards would look like. The below was what occurred as a result.

Backstory

The players found this lich in a completely sealed underground laboratory where the lich was working away on its unlife's work. At the time they were quite low level (level 3 if I recall correctly) and naturally were quite concerned about running into one so early. They were noticed and were surprised that the lich was pretty relaxed about the situation (though obviously it could have easily just killed them all with a fireball if it wanted). Over the course of their campaign, they would often consult with this character.

The overall story (which I present here rather vaguely to allow for easy modification to fit your game) is that a very knowledgeable wizard worked on a number of knowledgeable pursuits in order to benefit the lives of normal people. However, it was quickly apparent to the wizard that the wizard's peers had different ideas of where to focus their time (a possibility is that they considered the work impossible to accomplish). Knowing this and growing older, the wizard underwent the process to become a lich and in undeath continued to work on its work. When a particular milestone was reached that could benefit the world at large, the lich would find a method to make sure it reached the right hands to spread (often by teleportation).

Personality

“I have all the time in the world; I can spare a few moments.”

While a large amount of people purse undeath in the hopes of living longer and out of fear of death, this is not the case for this lich in particular. It was a desire to continue to study and investigate magic and the world in general that lead this character to undeath. As an extension of this, they will choose their work over their own undeath without a second thought. It will also avoid direct combat unless its work is threatened. Being old and understanding the possibility of accidents and setbacks, it keeps backup caches of its work. Naturally, it can't back up everything as

In general, this lich is obsessive and can focus on a problem for weeks at a time. However, it is also willing to talk and is generally quite friendly. Getting help is a bit trickier and the work will be chosen over matters of grave importance if possible. If, however, the work it is doing is ever threatened the lich will help without a second thought. It is also generally willing to help as long as it doesn't have to go too far out of its way, even without benefit to itself (if it has an item or scrolls it can easily replace, it will give it away without a second thought). Naturally, being undead and nearly 10,000 years old, it is extremely patient.

Lair

This lich also wishes to preserve works that would otherwise be lost. Many items, paintings, books and even notes from people that interested the lich are kept and preserved. Within the lich's lair, time seems to stand still and dust is absent. Fancy, well made carpets cover the floors and much of the space on the walls is covered by paintings it has collected, the colours of which are almost as crisp as the day they were painted. If asked, the lich is happy to share the history of the items.

Uses

If a high level caster is needed for scrolls and other magical things, this lich makes for a good choice that will probably be different than most mentors and helpers they've dealt with. An option is to also have its life's and undeath's work somehow linked with the main goal of the campaign. It can also act as an antagonist, though it won't actively try to hurt the players unless they try to actually destroy the notes and work done to that point. If subtle influence needs to be exerted on a kingdom or a leader, it also provides as a good ally for the members of the party due to its long history and experience in doing so (though up until this point it was mainly to have its research found and used).  

Sunday, 28 February 2016

Dungeon Master: Scroll Wizard

I mentioned previously some ways that scrolls can be used to make things more varied. It inspired me a bit to create a wizard that mostly used scrolls in order to present a threat to the players (stats wise, they are quite poor). This way, a threat can be provided but there is still a lot of room for randomness and spell failure. If defeated quickly, the players become in possession of spells above their level.

Stats

Level 2 Wizard
Ability Score
Strength 10
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 10
Charisma 10
Hit points: 12 (using averages)
Skills: Arcana, Insight, History, Persuasion
Proficiency Bonus: +2
Armor Class: 10 without mage armor, 13 with mage armor

This wizard doesn't know much magic beyond cantrips. The main way they use magic is through spell scrolls (their spell save DC is low with their own spell) since their spellbook was lost or destroyed (or never had one?). To succeed the wizard must meet or exceed 10 + the spell's level.

Pick a few scroll such as:
Magic Missile (1st level)
Comprehend Languages
Protection from Good and Evil
Thunder Wave (1st level) DC 13
Acid Arrow (2nd level) DC 13 *
Scorching Ray (2nd level) DC 13
Shatter (2nd level) DC 13 *

* These spells are particularly dangerous to a 1st level party. Scorching ray is less so since it can be split up between 3 targets to prevent one shot kills.

Note: Above all found in SRD.

Playing Them

Having so many spells to choose from due to the spell scrolls, there is no shortage of the kinds of character that can be played. They can be cowardly. They can be cocky. The level can also be adjusted in order to make them last longer in combat (lacking a spell book, there's not much else). High level spells have high DCs to beat in order to cast the spells, so there is a bit of a risk/reward system. I find that spells in the middle, especially at low level, are the ones to watch out for. A level 1 wizard has a high enough chance to cast a fireball or shatter that it really heavily threatens a level 1 party (fireball does a lot of damage for that level) unless an appropriately low intelligence score is also used (it's why I used 7 for which gives a -2 that is balanced out against a +2 proficiency for a net of +0). Disintegrate, while devastating if cast, has a far lower chance of succeeding.

Scrolls like this also allow a lower level wizard to challenge a high level party if needed. In this case, the DCs won't be a problem. I'd recommend not treating these wizards like a regular NPC for experience purposes. The use of these scrolls like this makes them more of a challenge than their CR will imply. Be careful since using scrolls in this way (to make a weaker character stronger instead of an asymmetrical character) since it may make them feel weak if used to often. It is still an easy way to put scrolls in the hands of the party spellcasters.

Something I find is important, however, is describing the effects of a failed spell well. I remember very clearly how in one case, the Dungeon Master decided to describe the fireball flying towards the feet of our party but when it hit the ground, it didn't explode like it should have. Instead, it went out. While this should not be used every time, used sparingly it can create a real sense of suspense as they wait to see the damage that results and are instead greeted with no damage at all.

A multiclass NPC or martial class with limited magic use can also be used instead and provide for more opportunity (Eldritch Knights benefit extremely greatly from scrolls like this while also having better AC and health).

Conclusion

Having played against these kinds of wizards, the tension that can result from the possibility of failing to cast a spell is something I greatly enjoyed, especially since I knew the devastating effect it could have if it worked. Hopefully this wizard provides some fun in your games too.  

Sunday, 22 November 2015

Dungeon Master: Defense Wizard

A while ago I wrote a sample villain (you can read the old article here). However, Dungeons & Dragons 5th edition allows for multiple different kinds of wizards through arcane traditions. As an example, I will modify the stats and character of Sator Ivertillion to be in line with the School of Abjuration.

Stats

Level 5 Wizard
Ability Score
Strength 10
Dexterity 10
Constitution 9
Intelligence 11
Wisdom 10
Charisma 18
Hit points: 17 (using averages)
Skills: Arcana, Insight, Deception, Persuasion
Proficiency Bonus: +3
Armor Class: 10 without mage armor, 13 with mage armor

The above ensure though he is a level 5, the spell save DC for his spells is 11. This gives even a level 2 player a chance to survive a spell, though it is still an incredibly deadly situation to be in for the level 2 party. His low health also makes it possible to kill for a low level party, especially when surprise is gained as well.

To make the difference even more pronounced, the School of Abjuration perks from the Player's Handbook can be applied up to level 5 (other schools can be used for different kinds of wizards). In fact, I'd argue that those kinds of differences make it far more unique for the characters. It also acts as a way to show the feasibility of certain class builds if for some reason your players are avoiding them, though this should never be the main reason. Instead, I find that the novelty of the character and combat encounter should be the main reason (we don't want combat to be too static).

Playing Them

In this case, playing the character as a coward is the most straight forward way and also the potentially most memorable if your players are used to aggressive combat encounters. Similar to previously, this character will avoid combat if they can by using their deception and persuasion skills. However, in this case they should be more likely to lie in order to avoid combat. At the same time, this character should be far less willing to die for their goal.

When running combat with this character, spells should be used when possible to boost the character's allies and help prevent damage. They should still have one offensive spell just in case but it should be quite significantly weak. The first spell should be something defensive that benefits the caster such as mage armor, and the first move should be used moving into a place that will give them cover if it is possible.

Of particular importance to have this character's combat style mirror their personality is the use of reactions. Since they are meant to be a coward, a dispel magic or shield spell should be cast regardless of how much damage may be done. It also gives the players a way to lock down the character, though they will need a magic and martial character to work together or two magic characters (to use up the reaction).

At the same time, this character should be very willing to flee if things are not going their way. If they get too hurt during the combat, they should also try to flee (the low hit points and AC means that the players still have a fairly good chance of dropping them and the low other scores mean that the players have a good chance of catching up in a chase).


The character can still be played as brave. In this case their main role would be to help their allies and to limit the effectiveness of other magic users.

Conclusion

There we have another wizard to drop into games as a villain. The other schools can be employed in much the same way but the tactics of the wizard will need to change to incorporate the school. As always, feel free to bring up any questions.  

Sunday, 19 April 2015

Dungeon Master: Villain Sator Ivertillion

I thought it was time I'd revisit the material I wrote for creating villains. In this case, I am going to outline one particular example in the hopes that someone somewhere will find it useful. Feel free to change any part as needed. The below rules will assume Dungeons & Dragons 5th edition, though it should be reasonably easy to convert it over to any other system. 

Stats

Level 5 Wizard
Ability Score
Strength 10
Dexterity 10
Constitution 9
Intelligence 11
Wisdom 10
Charisma 18
Hit points: 17 (using averages)
Skills: Arcana, Insight, Deception, Persuasion
Proficiency Bonus: +3
Armor Class: 10 without mage armor, 13 with mage armor

The above ensure though he is a level 5, the spell save DC for his spells is 11. This gives even a level 2 player a chance to survive a spell, though it is still an incredibly deadly situation to be in for the level 2 party. His low health also makes it possible to kill for a low level party, especially when surprise is gained as well.

In general he should be run as a diplomatic and scheming character.

Appearance

He is a handsome man of average height. Due to his background, he tends to wear high quality clothes. He is young with no gray in his hair. When tired he cannot hide it from his appearance.

Background

Unremarkable in basically every way except his appearance and silver tongue, the best way to describe Sator's abilities is average. Coming from money, magic was taught to him from a young. While he was able to learn a great deal to the hard work and time he put into learning magic, he was never considered talented. In general, he is not a perfectionist and prefers to complete what he started or achieve what he is after instead. This philosophy runs through all his actions from his study of magic (even as a young student, he preferred to learn a spell and move onto another one instead of mastering it) to his personal endeavors.

As a child he was frequently sick. Even though he grew stronger with age, he still gets sick more often than the average person and doesn't have the same physical endurance. He is painfully aware of this fact and has learned how to cover up this weakness.

Despite being born to a rich family, he is fairly good with money. This is mostly attributed to his ability to talk his way into more advantageous situations that others could not. He also understands failure is an option and is quite used to his plans failing, though when aggregating his endeavors he comes out ahead. When things aren't going his way or his plan is failing, he is not against making changes or abandoning the plan altogether.

Why Is He a Villain?

This kind of villain should be hostile to the players' intentions simply due to circumstance. For this reason I have left out some parts of his personality in order to allow the Dungeon Master to pick the opposite of the player characters (if the players are lawful, he can be chaotic in order to act against them). This also means he can be made into a potential ally if the players find a way that can benefit both parties.

Playing Him

When used against a lower level party, this kind of villain can still pose a major when played straight and predictable. Due to his resources and skills he will outmatch the players. He should also be played as charming and adaptive to the situation if needed. He should be able to cause serious grief to the players in the diplomatic arena with his ability to win the approval of those he speaks to (players included). Sator does not lie often though he is very good at it and prefers the half-truth method of lying.

His average intelligence and wisdom can be played one of major two ways. At times he can be painfully predictable but at the same time his ideas will not be a bad one (though it won't be genius either). He is also capable of extremes where he can have completely flawed ideas and other times where he can have genius ideas. His ability to consistently have the full range of quality ideas (even though there will be more painfully average ideas than genius ones) should help him be less predictable.

He does not like combat and tries to avoid conflict by using his speaking skills. However, he will defend himself if needed while looking for ways to preserve his own life and his goal. Deciding whether he values his own life or his goal more should be made on a case by case basis by the Dungeon Master.

Conclusion

There he is. Feel free to change him in any way to make him better fit into your game. If there is anything that needs clarification, feel free to leave a comment. As always, I hope this helps.