Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Sunday, 8 November 2020

D&D 5e Critical Hit and Fumble Charts Review

Pros

  • Collection of fumbles and critical hit options for D&D 5th edition

  • Outcomes are well varied

  • Fits on one page for easy reference

  • Free!

Cons

  • Bleeding effect ending not specified in the description (this could have still fit on the page)

  • Too many options to remember (will need to use the one page reference mentioned above)

  • If you've been playing a while, you've most likely developed your own table if you like the idea


Introduction

Fumbles and critical hits are a classic part of D&D. I remember the very first game I played had one. The idea of players expecting something awesome after they roll a natural 20 is an iconic part of the game. However, sometimes the fumble and critical tables we are used to don't exactly translate over well to a new edition. For those of us who need a new set of tables, there is the 5e Critical Hit and Fumble Chart.


The Details

The chart is quite nice and straight forward. Not every option is equally likely and instead ranges on a D100 are given. As you can imagine, some criticals are better than others so such a setup makes sense. If you like most of the table but take issue with a couple of areas, this table makes a great starting point. You can just cross out the one that is there and add your own at the now freed slot. I also like how the last page has the entire contents of the file fit on one page. This makes it work as a great reference.


There are a couple of nice options as well in order to make criticals or fumbles less common as well as provide advantages to some classes. I like having extra options provided and considered, as anyone who has read my item descriptions would know.


Issues

Some of the effects mention bleeding but the description itself does not mention how to stop the bleeding. A clever Dungeon Master can use rules similar to alchemist fire or to other bleeding effects. However, be aware that the Dungeon Master will need to figure out the specifics (maybe you want a certain DC to be met before it ends). For some people, it's best that way. If you are newer and wanted it all written, you'll consider it incomplete.


The table isn't the kind of thing you memorize. Since there are many options and uneven number ranges, you will need to use the last page as a reference. However, since the author had the foresight to provide such a reference page, it's really only a minor issue at most. If, however, you are the kind of person who prefers to do as little looking up as possible, you might prefer to use the default critical hit and critical failure rules.


Conclusion

If you need a critical hit and fumble table for the current edition of Dungeons & Dragons, this is a good place to start. It's easy enough to modify but is generally fine as is. Be aware that you might need to come up with your own way to end the bleeding effects specified in the document. The last page is also easy to print and use as a reference. If you want to make your own, you may also want to look at this one for inspiration.

Monday, 24 December 2018

D&D Core Rules Gift Set Review

Review copy courtesy of Wizards of the Coast.

Pros:
  • These are the solid core books of Dungeons & Dragons 5th edition all in one package
  • The new covers look fantastic in my opinion. I’m a big fan of the in-game book style of 3rd edition, and the styled covers of these make it look like a book without it’s dust cover.
  • It’s the complete core rules and Dungeon Master’s Screen. Roughly 1000 pages of D&D 5e rules goodness.

Could Go Either Way:
  • You don’t really need all 3 books to start playing. You can run and have fun with a set of dice (or an online dice roller), the basic rules, and the SRD. However, the extras, especially traps, bonus rules, and monsters are a welcome addition for Dungeon Masters and players like having more options. This isn't the kind of thing to get when you want to get your feet wet, it's the kind of thing you get when you want to go all in.
Cons:
  • The books have been around for a while now. That means you can pick up used or discounted copies for cheap. That said, if you can find the set for cheap it’s a good combo, but it’ll be easier to find the older books. I was able to find the set for decent prices, but having to do the research and number crunching is not a plus.
The contents of the gift set. Nice looking covers if you ask me. They even showed up well on my camera.


Introduction

It’s the holidays. Time for family, friends, and rolling saving throws. I am lucky enough to play D&D during the holidays at least once, though the big one for my group was always Halloween (rather thematic I think). However, Wizards of the Coast has recently released a core gift set and I'll be looking at it today. It features the core rules, the previously release Dungeon Master Screen, and a box to keep it all together.

The Books Themselves

I’ve reviewed all of the books in this set except the Player’s Handbook. Click on the following links if you want my complete thoughts on the Monster Manual or Dungeon Master’s Guide. The short version is that I really liked the Monster Manual and still do. My second choice was the Dungeon Master’s Guide, and third was the Player’s Handbook. It's not that I didn't like the Player's Handbook, but it isn't essential as the basic rules provided enough to play with their 4 basic classes and one archetype each. That said, the extra choices present in the handbook are extremely useful for players to help distinguish their characters. It's also extremely helpful for new players to read. 

The creature section of the Player’s Handbook is less useful today than when it was released, because you’ll find the same content in the Monster Manual. And the Monster Manual has a lot of content that is now publicly available in the SRD and the basic rules. However the SRD is art free, only contains stat blocks, and doesn't include everything, but it does include a lot of monsters and one subclass of every class. That makes it extremely useful for the experienced Dungeon Master, but those new to the game will benefit from the lore and fluff provided in the full books. They are good books. Again, for more information check out my full reviews.

Dungeon Master’s Screen

I never got the screen on release. I only heard people say it had a lot of wasted space. Well, now I do. This screen is alright, but I think many experienced Dungeon Master’s either make their own, or add their own notes using sticky notes or clips. I think the content of the screen is a good start, but I’d add my own reference sheets to make everything seamless. In particular I would have liked to see the fatigue and weather rules included. The visuals are nice and help make it easier to skim, but I really would’ve liked to have seen more on it. Now is it worth 20 dollars? I mean, that could be spent on miniatures or something. That’s a harder question. I could see it being very helpful for a new player, but an experienced player could make their own quite easily and have it exactly as they like. Now that I think about it, they probably already have. Even worse, if you mostly play online using Roll20 or something, you can just have your reference sheets on your desk with no fear that your players will read it. That said, I think I will end up using it for my in person games now that I have one. I’m also sure you can find it for less. I can see it being an extremely useful boon to a new Dungeon Master. It's worth noting that the limited edition version also has new artwork done in the same style as the book covers.

Covers

The normal covers are exactly what you expect to get. We've seen them before. The special edition covers, which are the ones I received, are new and I personally really like that style. They even changed the cover image for the Dungeon Master's screen. My favourite cover from this edition is still Rise of Tiamat. The art style just works for me on every level, and I’d like to see more. In the normal core books, my favourite is the Monster Manual but I think I might prefer the black background and stylized art of the special edition covers. The problem is that whenever I found the limited edition gift sets online, they cost more. I guess that’s the limited edition part coming through.

Price

The MSRP for the set is the same as the MSRP of the individual components put together or $169.95 USD. However, the books have already been around for a while. The Dungeon Master’s Guide, the last released of the core books, came out 4 years ago. This means you can easily find it online either used, or at a discounted price from the MSRP. The good news is that I was also able to find the gift set at reduced prices as well. This means you’ll either be paying the same or more for the gift set than buying the books separately yourself. Or, worst case, you’ll find it harder to buy the gift set. The end result is that you need to do some math to determine if buying the set is the best deal, instead of a no-brainer. Personally I think this was a missed opportunity.


Conclusion

This is a collection of the prove D&D 5th edition core rule books. The Player’s Handbook, Monster Manual, and Dungeon Master’s Guide are included along with a screen. There is also a limited hobby store exclusive version featuring new cover art, which I think is fantastic. If you know someone who loves D&D, it would absolutely make a great gift. Where it gets complicated is that it’s a pricey item at a $169.95 USD, which the same price as buying everything individually. To make matters more complicated, the individual parts have been already released so it could be more expensive to buy the set. You’d need to do research to check prices when you buy, as I was able to find deals where the non-limited edition gift set cost the same as the reduced price individual components. Even at reduced prices, the gift set is still expensive making the D&D 5e starter set (MSRP 19.99 USD) the low price alternative that’s a much better fit for people who you aren't sure will enjoy D&D. It even comes with dice, which the gift set doesn't. However, for those who you know have been dying to get the new core rules it can’t be beat when found at the right price.

Thursday, 16 November 2017

Dungeons & Dragons: Xanathar's Guide to Everything Review

Review copies (standard and limited edition) courtesy of Wizards of the Coast.

Pros:
  • New player options in the form of class paths.
  • New rules for Dungeon Masters. Some of them, such as how to determine area of effect shapes, would have been very welcome in the original books since they are so vital. At this point though, I think we've got a hang of it but multiple methods are provided. The new encounter guidelines are also nice and allow us to see how levels map to challenge rating.
  • Random encounter tables for just about every location.
  • A bunch of low powered magic items.
  • New downtime activities. And they are good! And they provide role-play and campaign growth opportunity through the new idea of rivals!
  • Lots more full colour art. It's no different than other books in this edition but lots of art should always be commended.
  • The page design is nice. The page outline and numbering are visually pleasing and fit into the style we've come to expect of this edition.
  • Binding on both of my books were perfect.
Could Go Either Way:
  • I'm not sure if I got unlucky but there were some odd artifacts on a couple of pages in my standard edition of the book. My limited edition was perfect though. If you are picking one out at the store, and are a perfectionist, you may want to keep an eye out.
  • 17 pages of tables for possible NPC names. I'm never against tables in my books but some people will definitely consider this padding, especially when the book is already on the shorter side.
Cons:
  • It's a bit on the short side. It's 192 pages long but it's a full price book. It's even shorter if you remove the tables of character names. This makes it hard to recommend over say the Monster Manual if you don't have it, which is a 300+ page tome.
  • Few options that weren't well received by me or my players. The 3 that stood out most at my table were the Samurai archetype, and the spells Invulnerability and Mental Prison.
  • No PDF, though electronic versions are going to be provided. This is almost there, but I think that if such a version was included as a bundle with the physical book it would be far better value. I also not needing to depend on the internet. One day.*


* Denotes nitpicking.

Xanathar's Guide to Everything Covers
The Covers for the books. I'm quite a fan of these.

Introduction

It's already been a bit more than 3 years since the release of D&D 5th edition (if counting from the release of the starter set), and in that time we've had a few new options for players here and there. We had some in the earlier adventures like Princes of the Apocalypse, as well as The Sword Coast Adventurer's Guide but so far it's been pretty restrained this edition. Instead we got adventures that also functioned as introductions to settings. Curse of Strahd and Out of the Abyss, I mean you. In Xanathar's Guide to Everything, we get a whole slew of new class options and spells for players to choose from, but also a bunch of new options for Dungeon Masters to sprinkle through their world. We also get some new downtime activities and rules which appeal to both. Okay, Dungeon Masters can also use the new spells and re-engineer the new class options, but if you lock a clever Dungeon Master in a room with nothing but elastics and toothpicks they'd still come up with a rule system by the time you let them out. With that overview out of the way, let's jump into the meat of Xanathar's Guide to Everything, which is kind of like The Sword Coast Adventurer's Guide with less fluff about the Sword Coast.

One of the spells I've already employed in one of my games. It's the kind of thing that makes for a good entrance for a necromancer. Dance, puppets, dance. It's also a good example of the kind of art to expect in the book.

New Player Options

Just about every class gets some love in some shape or form. New class options and new spells are probably the biggest highlight for players. The section on spells takes up 25 pages while the new class options take up over 50. As well, we get a small number of new racial feats. The suggestions for coming up with character stories are also nice to see. Characters are more than a bunch of class levels after all. These take up around 10 pages.

If you'd hope to love every option, I have to say that I did not. There were quite a few that I'm really looking forward to see at the table. I've got a player really wanting to try out the War Magic option. I also based an encounter around an Oath of Conquest paladin in last week's game. Spells are always a fun resource for Dungeon Masters and I'd be lying if I didn't sprinkle a few of them through my NPCs as well.

There were also a few features and spells that my players didn't want to see. My player who loves his fighters and other physical damage dealing characters had a beef with the Samurai option for fighters. He didn't feel the math quite worked out due to the ability to regain a use of their main ability every start of combat, leaving the Battle Master outmatched one on one when fully prepared. I tend to flip flop on this point because the Battle Master has some incredible tricks up their sleeve. Invulnerability and Mental Prison were more universally disliked. In the case of invulnerability it was due to the massive advantage while still being able to cast out damaging spells while for mental prison it was the lack of save attempt after the spell succeeded. At this point in my RPG playing career I've come to realize that there will probably never be a book of rules/player options where I'm happy with everything. A few such issues can still make an otherwise flawless book or rule system frustrating. We'll see how they go over during play. I did steal some parts of the Samurai class option for an NPC, so there is always that.


New Magic Items

The magic items included here cover a couple of changes and are a welcome addition. They aren't the earth shattering objects of power that will slay liches in a single turn. Instead, they are mostly common items that provide roleplay opportunities. I'm happy to see more of these kinds of items but if you were expecting a healthy range, from small and insignificant outside of role-play opportunities to earth shattering, you'll be disappointed. I have already thrown a couple of items from this book into one of my campaigns and they went over well. I'm confident there will be more to come. Just know what you are getting into.

New Rules

Similarly, we Dungeon Masters get some attention too. Of the total 192 pages (~174 if we don't include the character names), just under 70 of them are dedicated to Dungeon Master stuff such as new rules and guidelines. Some parts are more useful than others, such as the new downtime activities being far more useful than the rules for determining area of effect (seems like something that should've been in the 3 core books), but they were still nice to see. For me, the downtime activities and the emphasis on rivals as well as complications within them was one of my favourite parts. It takes it from a simple thing to do between sessions to something that contributes to the collaborative stories being told.

The new trap rules were nice to see. As well as outlining the same "simple" traps like in the Dungeon Master's Guide, they also brought up the idea of complex traps. These act kind of like a restricted legendary creature as they have an initiative score, and even give experience. Personally though, I was really happy to see the alternate guidelines for encounter design present. We've seen them in Unearthed Arcana before, but I personally feel that having an easy mapping between level and challenge rating was long overdue. The table is found on page 91 and roughly mirrors mine from the Unearthed Arcana. It's still not terribly consistent so I'd recommend using it as a reference and not bothering to memorize it. Generally taking the player level, dividing by 2, rounding down, and subtracting one will get you to within 1 challenge rating. It's not perfect, and will tend to either get the number right or underestimate, but it can be useful as a quick estimation tool. It's also nice knowing how many low level creatures you can throw at a certain leveled player at a glance.

One of my favourites from this book. It may be my bias showing though, since some of my favourite painting are by Aivazovsky. What? I like seascapes and boats.


The Art and Book Build Quality

The book is what we've come to expect from this edition of D&D. It's got good quality pages and a good hard cover backing. My bindings were perfect and my only real complaint in this section is the artifacts present in my standard edition version of the book. One thing I feel should be noted is that along with the smaller page count, the book's spine was made thinner. I quite like how the pages fit in the closed book since it helps combat the wavy page issue that can happen.

The art is also in the style we've come to expect and also plentiful throughout. From diagrams helping to explain the rules for determining area of effects to the illustrations of class options, it's well done. I would have liked to see more in the style I prefer (more realistic) but it's without a doubt well done. With how consistent these books have been this edition, I feel like I can almost copy paste this section. I do have to say though that some sections don't lend themselves as easily to art as others.

Price

The suggested price is the same 50 USD that most books cost in this edition. It's not quite as short as the Sword Coast Adventurer's Guide but it's about 30 pages away. I'm sure you'll be able to find it for cheaper but I can see this as being one of the bigger issues with this book. If you are missing the Monster Manual, and Curse of Strahd, it may be hard to justify getting this book over those two unless your players are starved for new options. My person bias aside, the value calculation is influenced by the length factor.

What I felt was Missing

I would have liked to see more ranger spells here, especially since it's the class that probably needed the most help in this area. The melee focused ranger in particular doesn't have too much to choose from if they want to try to use their magic to enhance their melee attacks, while the ranged version has a lot more to choose from. This was a perfect chance to address this issue.

It would have also been nice to have a few more commonly useful map templates at the end of the book. Call me spoiled but I would have liked a map or two out of a guide to everything. It's a bit nitpicky since we already have quite a few maps provided in other books, but it would have been a nice to have.

Generally, I think 30+ pages more would have made the book a far easier value proposition for a lot of people. It is a bit short page wise and while I'll definitely be using things from it, it cuts a bit too close for me to be overjoyed with the price. At this point in this edition's life new books will face competition from already released books that people haven't had the chance to buy yet, which further complicates the value calculation. Opportunity cost, our good old friend, makes his appearance once again. Obviously a good sale or deal will take this complaint away though.

Free Stuff

Nothing to see here. Move along.

Summary

I began this review comparing Xanathar's Guide To Everything to The Sword Coast Adventurer's Guide because I think it gives the best idea about what this book is. It's similar in that it attempts to provide new options for players but also things that would be interesting to Dungeon Masters. Where it differs is that instead of providing fluff on the Sword Coast, something that would be of interest to a Dungeon Master wanting to set their game in the Sword Coast, it provides new mechanical options such as downtime activities. If you really wanted new player options, this is probably the closest the edition has so far to a Player's Handbook II. However, due to its shorter length, lack of brand new classes, and a desire to appeal to Dungeon Masters as well, it isn't quite there. It's more like part of a Player's Handbook II mixed with part of a Dungeon Master's Guide II, though probably leaning more towards a Player's Handbook. What you need to do is ask yourself if you want something that will give you a setting with an adventure, help flesh one out, provide new mechanics to throw into your game, or new options for your players to create their character's with. If it's player options, this is the first book outside the core books that you'd want to get. There are also some mechanics and options for Dungeon Masters, but the choice isn't as clear cut since we have other books to choose from as well. This of course will be tempered by the price, which could make other books in this edition that you haven't had a chance to enjoy all the more tempting. 

Update
This is a picture of the artifact I mentioned. 
Xanathar's Guide to Everything Book Artifact