A good friend and long-time D&D player has started his own D&D / RPG blog over at https://theveiledland.wordpress.com/. Good stuff so far and I encourage you to go and check it out. It’s probably not surprising that his burst of writing energy has inspired me to revisit my backlog of post ideas for this blog, so hopefully you’ll see a few things here as well.
On multiple occasions throughout the years my friends and I have discussed how to best insert alchemy into D&D. Across each edition, alchemy has taken different forms. Sometimes it’s presented as a skill. The (awesome) potion miscibility table in AD&D was a form of alchemy in its own right. And in fourth edition, various alchemical compounds found their way into the consumables catalog along with potions, scrolls, and whetstones. Now that I’m playing fifth edition, one of my players asked how he might mix a little alchemy into his bard’s bag of tricks. That sounded like a good excuse to dream up a little sub-system that might work as part of the game. In the spirit of a more “hackable” D&D, I thought I would share those ideas here.
It’s probably been almost two years since I started reading about D&D Next. It has been fascinating to see the game evolve over that time – reading discussion forums and comment threads debating the merits of Vancian spell casting, flattened math, and a more flexible, “hack-able” framework. Now that I have two of the three core rulebooks, and have played about 20 sessions, I am happy to report that D&D “5th Edition” has renewed my love for the game. It’s awesome and my favorite edition so far.
That’s not to say that I wasn’t really enjoying 4th Edition. I was. Playing 5E just feels right… it flows in a way that 4th didn’t but doesn’t turn its back on the things that 4E got right. Lots has been said about this edition and others… I’ve enjoyed playing each one, and am now enjoying the modern incarnation.
Being excited about the new edition has also stirred my interest in creating content for my game and contributing more to the community. I know a few people have occasioned across this space over the past year and I hope that you’ve found something useful on your visit. Now that I’m playing and creating more, I hope to add more frequently.
Until then, keep a d20 close and keep rolling.
As I prepare to kick off a new D&D Next (playtest) inspired campaign I went looking for the community’s ideas on alternative character sheets. The one in the playtest packet gets the job done, but I tend to dislike the one-size-fits-all approach to record sheets. More after the break… but this is a snapshot of what I’ve come up with:
Today in his Dragon’s-Eye View column, Jon asked the community to share ideas about the color and texture of Dungeons & Dragons. The more I thought about it today, the more I’ve found that I really like the question. Beyond color and typeface, there is a lot of texture in D&D. Whether you are playing a high fantasy/high magic setting or something grittier, characters are almost constantly surrounded by it: hand-crafted leather armor, meticulously woven chainmail, and battle-notched blades are staple accessories. And almost every adventurer will come across craggy mountain peaks, crumbling ruin walls, or welcoming cobblestone streets eventually.
So what are the defining textures in D&D for me?
The background is a black leather texture I found online (these are all shamelessly ripped off from Bing Image search). Leather was the first image that came to mind this morning… but as I browsed leather textures online, I was disappointed that many of them felt wrong. Real leather is wonderful to hold and looks great on an old tome. On-screen (or page) leather texture can look really lame. Almost like it is trying to hard to by old and gritty. Used sparingly, I like it. But I chose four different elements that represent D&D to me:
Gold coins represent not just treasure, loot, and reward, but you can almost feel them slip through your fingers as you enjoy the spoils of your last adventure. The luster is seductive and the metallic shine hints of all of the other ways in which metal is used in fantasy worlds.
Fire is unpredictable, dangerous, violent, and primal. Dragons breathe fire (at least the red ones do). Wizards hurl fireballs into battle. Torches illuminate even the deepest, dankest dungeons. No fire = no D&D.
The Northern Lights are almost otherworldly and call to mind the mysterious, the magical, and the mystical side of D&D. Bilbo’s Sting glows blue when Orcs and Goblins are near. Arcane runes glow blue and green when activated. Even in a low-magic campaign setting, the unexplained often manifests itself as shimmering lights.
Stone statues make me think of a time when great craftsmen put their soul into incredible works of earth and stone. Statues are erected to heroes and to gods. The stone walls and buildings which they adorn are the very surroundings in which most D&D adventures take place.
What do you think? Does these images look like D&D to you? I really enjoyed the comment stream on this one… lots of great ideas out there.
Creating high-quality maps for our encounters seems to be an almost universal quest amongst DMs. Everybody has their favorite approach: from Chris Perkins’ Map Fu with the venerable wet-erase battlemat to published poster maps and Dungeon Tiles. Recently, Mike Shea released a short video in which he demonstrated the benefits of sandwiching your dungeon tiles between black toolbox liner and an acrylic sheet. I’ve been using the acrylic sheet for awhile now and can vouch for it’s awesomeness… more on that later.
But I don’t use Dungeon Tiles or poster maps… I’ve always wanted to, but the limited selection of settings and pieces always leaves me wanting more. In the past I’ve played with creating some of my own tiles but, after a lot of work, I had that same “locked in” feeling. What I needed was an almost infinite source of high-quality maps that I could tweak or re-purpose as needed.
Enter the D&D Insider Map Gallery…
A number of great bloggers have written commentary on the use of action points in 4e, and many have made good suggestions as to how to make the use of action points a bit bolder. Ameron’s “Putting More ‘Action’ in Action Points” on Dungeon’sMaster.com, “Other Uses for Action Points” on Polyhedral, and “Fun with D&D 4e Action Points” by the Chatty DM come to mind. I’ve been struggling with this question myself as my group hits our one year anniversary of play. More often than not, action points are being used as a simple re-roll which gets the job done mechanically, but fails to create the big moments that I’m looking for in our encounters.
So, David and I put together a set of simple house rules that attempt to encourage bold play without nerfing the flexibility of the system as a whole. These ideas definitely build upon suggestions others have already made but, hopefully, take them one step further.
While this isn’t my first post to this blog, it’s a new year and in 2012 I plan on increasing the activity you’ll see here. As such, I thought it made sense to take a few minutes to introduce myself and our first guest contributor at strangedice.com, David. There is a lot going on in the D&D community, and with WotC’s recent announcements, I expect that there will be a lot more in 2012 and beyond. Exciting stuff… and I’m looking forward to it!
I’ve been playing Dungeons & Dragons since I was in third grade in the 80’s. Through junior high and high school I poured through printed materials, playing when I could get a group of friends together. I spent hours painting minis, designing dungeon crawls, and progressing my favorite character up to Immortal status using 2nd edition rules (and ignoring some of them too).In college I DM’ed a large group (as many as eight at one time, I think) for a couple of years in a weekly game, and had a great time doing it… ahh, memories. 🙂 Unfortunately, after college I didn’t play for years.
A little over a year ago I got the itch to play again largely because of a couple of really good podcasts (Major Spoilers’ Critical Hit primarily). David and I started talking about putting together a game and a couple of months later we had four players ready to go. We have since grown to six (with 5 actively playing right now) and have settled into a pretty good rhythm. We’re playing 4th edition and I love it… that’s not to say that there aren’t things that I think could be tweaked, but we’re level 7 today and happy.
Not unexpectedly, over the past year I’ve found myself with the kinds of spin-off projects that DM’s often undertake to make their game better – houserules, papercraft, game organization, etc.. And that brings us to strangedice.com… a place to post some of my thoughts and ideas about role-playing with Dungeons & Dragons and hopefully give back to a community that has given me so much over the past year.
That’s it and that’s me. I hope you subscribe and I look forward to hearing what you think of some of the projects I’ll be working on in 2012!
While the details are a bit fuzzy, I’m pretty sure I started playing Dungeons and Dragons in the 4th grade. I picked up the Players Handbook and DM’s guide at a garage sale. I went on to buy the original Red Box, and the Blue Expert set. I spent hours reading through modules that I poured what little money I had into. I played and DM’d an equal amount, running friends and siblings through classics like Village of Homlet, Lost Caverns of Tsojcanth, Beyond the Crystal Cave, Castle Amber, and many more. My sister still holds a grudge because she was killed by a snake the one and only time she decided to play with me and my brothers.
In college, I found a great gaming group that went on to be my closest friends from college. We played weekly for about a year and a half and then drifted apart, and I continued adventuring as a solo for a while. To this day I ponder what surprises the world my DM came up with had in store.
John wrote about how we got into playing again. Since we started, I’ve been completely obsessed: consuming blogs, podcasts, and Insider material. I’ve recently started DM’ing for my 10 year-old son and 4 of his friends, and he’s now equally hooked. I’m really looking forward to sharing thoughts on our game, and the game as a whole, and hearing your comments.
I’m still playing with the idea of a simpler character sheet to run at the table. I realize that this is one of those decisions that is based purely on personal preference… cards work great for some people, the CB-generated sheets for others, power2ool.com, etc.. In this case, I was interested to see what would happen if I took the D&D Encounters character sheet format to an extreme… could I get a 6th level character on 2 sides of a single page. I built these sheets for 4 of the 5 players in my regular game (the Psion is very happy with his card sleeves).
I love to hear how people run their game or their character at the table and recently read Dixon Trimline’s post, The One-Page Character Sheet, on Critical Hits. Last year I played a few games of D&D Encounters and quickly found that I really liked the half-page, two-sided character sheet (card) the pre-generated characters came on. As I am always looking for ways to tweak the bits in my game, I sat down to recreate the same look and feel in a full-page, custom character sheet for one of my players.
I set out to create a single-page sheet for a heroic tier character, but was ultimately unable to get the aesthetic I was going for and keep it all on one page so I settled on front & back. I’m sure this could be condensed to one page if I gave up some artwork… but what’s the fun in that? Obviously, continuous care and feeding would be required here as the character levels up and gains more powers and magic items.
I used Microsoft PowerPoint because it provided a pretty good mix of control over the layout of components on the page and ease of update. It’s also installed on every PC I sit down in front of. 🙂
Clearly one’s character sheet is an intensely personal choice; some love cards cut out and slid into protectors, some play with the CB sheet as printed, and others spend time to create a custom view of their in-game alter ego. It would be really nice if there was a template-friendly character export from the CB that could be fed through a style sheet transformation to generate custom sheets.
Here’s what I propose: In addition to the full XML export the CB provides today, I’d love to see a simplified XML snapshot that just saves the attributes that define my character right now (abilities, feats, skills, powers, etc.). If such a thing was available, I have no doubt that we would see a wide variety of CSS templates, Excel files, and other custom sheet generators pop up on the Internet. I would think that it would also offload the WotC team from developing new character sheet options for the CM print dialog, while maintaining control over the actual character generation function.
Microsoft PowerPoint 2010 Downloads