Tag: fantasy

  • Warcraft: Mythic+ Affixes Are Overbearing

    Warcraft: Mythic+ Affixes Are Overbearing

    Since its addition in Legion, Warcraft’s Mythic+ dungeons have become an insanely popular endgame activity. I’ve participated in most seasons, missing only seasons 3 and 4 of Shadowlands while I was unsubscribed. Overall, it’s been a huge boon to the game. Mythic+ serves as a PVE activity that doesn’t require the level of investment and set-up that raiding needs.

    The system has survived some large changes since its inception. Fortified and Tyrannical were originally envisioned as a hurdle for keys beyond level 10, but are now present on all keystones. We’ve seen several affixes nerfed, rotating seasonal affixes, and some that have been introduced and removed entirely.

    Presently, Blizzard is testing a new slate of affixes on the Public Test Realm, and much of the player base has had few kind things to say for them. Many players find the affixes to be unduly impactful, to the extent that players have to focus more on avoiding the negative consequences of failing the affixes over battling the mechanics designed specifically for the dungeon.

    Others claim this criticism is the whining of a player that lacks the skill to engage with the affixes as they are. However, many of the top-rated Mythic+ players share these opinions, as I do. And, while I’m certainly not in the realm of the very best players, I’ve never lacked the ability to attain the goals I chase in the game.

    But, as a pre-emptive counter to anyone who would discredit this post on the merit of skill or accomplishment, here is my raider.io profile. I have two characters beyond the rating threshold for Keystone Hero and several Keystone Master achievements.

    Now, let’s talk affixes: new, old, and philosophically.

    Playing the Affix

    The most criticized affixes are the ones that become so intrusive to the standard gameplay that they overshadow the usual dungeon experience, such as Explosive and Sanguine.

    With Explosive, we are constantly battling our UI to kill these priority target bombs before they explode for heavy group-wide damage. For many players, the task of killing these bombs falls on the healer’s shoulders – at the lower levels of play, players are unlikely to swap targets and kill them, while at the top-end of play, the group loses the least amount of damage throughput if the healer defeats them all. Since these spawns scale with the number of enemies engaged, many orbs might be active at once, rolling throughout the duration of a fight. On the PTR over the weekend, there was an adjustment in testing to make these orbs several more times durable, but with a reduced spawn frequency.

    Now, conceptually, I don’t think this was a bad direction. However, the pool of hit points tested over the weekend was bloated such that players were simply ignoring them outright with their spawn cadence. I’d prefer to see the spawn rate reduced further, but I think another nerf to both values would be an even an even better adjustment. UPDATE: Blizzard has since proposed a huge change to the functionality of Explosive orbs, having them instead shield enemies based on the health remaining instead of damaging the party. I think this would be better for the experience of the affix, but I don’t think it addresses much the feeling of playing against the affix over the dungeon. We’ll see how it works when that begins testing.

    Then, Sanguine requires a dedication to movement and area control beyond what is usually asked by the affixes or base dungeon mechanics. Even the tools players bring to aid the tank in repositioning monsters are suspect in many scenarios, with enemies that are immune to knockback and grip effects, or uninterruptible casts, which adds an element of target prioritization on top of this affix’s asks. I think it’s wrong to say that all affixes shouldn’t affect tanks because of the role they play in the group, but I think Sanguine is a bit heavy handed in that it requires the tank’s engagement the most with minimal impact from the other players.

    There’s even a couple more affixes that have been adjusted since their introduction, but would’ve fit here before: Bursting and Bolstering.

    Bursting changes the way every pull in a dungeon should be played, with the enemies afflicting the players with a stacking damage-over-time effect for each enemy they kill. This extends the danger of a pull beyond the point where the monsters are dead, and asks for halting damage to prevent refreshing the damage effect’s duration. It’s since had a change to make it dispellable, allowing a class-utility counter to make it much more bearable with a priest’s Mass Dispel, but I haven’t chosen to run a dungeon with this affix without a priest all season, and not all groups have that luxury.

    Bolstering once called for adjusting target priority on many pulls in a dungeon, but the new duration limit on the buff has significantly reduced the impact of pulls with one monster of higher health than the smaller creatures around it that die from passive cleave.

    And there’s many more affixes that contribute negatively to the experience of running dungeons without overtaking the gameplay loop to the degree of those above outliers. Quaking hits casters harder than tanks and melee players by interrupting their casts and has required multiple specific exceptions to be installed to avoid catastrophic overlaps; Raging can create unavoidable one-shot damage instances with the only counter being large defensive cooldowns or limited soothe effects; Overflowing affected some healers much more negatively than others; Necrotic and Skittish put more responsibility on the tank in an unfun way; Inspiring created painful monster groups by restricting the use of the class tools we had to overcome dangerous enemies; Infested and Beguiling were infuriating to deal with throughout their respective seasons.

    And I think it’s bad for dungeon affixes to exist solely in this space – to add only annoyance to a dungeon. These were originally created to add variance to the dungeons week-to-week, because, for most people, running the same encounters ad infinitum would get stale fast.

    But Blizzard doesn’t seem to agree. Let’s look at those new test affixes.

    Our New Afflictions

    So, available for testing over the weekend, we had Incorporeal, Afflicted, and Entangling. Despite the callout, Afflicted looked to be the least offensive of these three. It functions a lot like explosive, but in reverse. A ghost spawns with low health and dispellable afflictions. Removing any of these effects or healing the ghost to full health removes the ghost. Should the ghost be left alone, it afflicts the party with a Haste reduction (which we don’t want). Unlike Explosive, the affix is presented more directly healer-facing. They can address it with their usual game play, and hybrid classes can ease the burden at low-cost, and I think both have factored into its reception thus far.

    Then, there’s Incorporeal, which has been adjusted a bit for the better since the weekend’s testing, but I still think could use a redesign. These creatures require direct crowd control effects or kicks to prevent them from massively hampering your group, but you generally would like to invest those abilities into the dungeon’s monsters instead. However, since it’s intended that they be immune to damage, and things like Blind, Polymorph, Hex, or Hibernate would deal with them completely, I think they’re not in as worse a place as they were when those effects were breaking.

    And, last, we have Entangling. Like Quaking before it, this affix is just going to be at its worst creating painful overlaps with the dungeon’s mechanics. I know it’s going away next season, but imagine this effect occurring during Odyn’s runes in Halls of Valor. That extra delay of movement could spell catastrophe for an otherwise successful key. In Blizzard’s post, they do talk about increasing the visual clarity of the effect, which was a pain point for testers over the weekend.

    Even as unintrusive as Afflicted looks, these affixes are all still annoyances to be layered onto the game. But I think it’s wrong to behave like that’s the best or only avenue to add challenge to the game.

    Examining the Philosophy

    In the past, I had discussions about my grips with the Mythic+ system and often talked about Hades, an isometric roguelite with fantastic game play. After you’ve had a successful clear or two, the game opens up a “Heat” system, where you can elect to add on additional modifier to make the run more challenge, and more rewarding.

    There’s options here that would be an annoyance if they were prescribed: enemies need to be hit a number of times before they begin taking damage; monsters can deal up to 100% more damage and have up to 30% more life or both; you have to sacrifice a boon to climb between the underworld regions; you put yourself on a timer. Yet, these never felt intrusive because of two reasons: one, they affected the “Heat” of the run at different values, so harder affixes increased the rewards more; and two, you picked every single effect you were going to deal with on a run. So, why the hell doesn’t Warcraft do it that way?

    Well, as far as picking your poison goes, I don’t think it would work as well in Warcraft. Hades is played solo, while Mythic+ is a 5-man group activity with the active player base of an MMO. Everyone having the same affixes on their key every week is good for people forming and joining groups. It just wouldn’t work as well to go from Volcanic in one key to realizing you have Spiteful ghosts chasing you down on the next.

    As for the former, there is a built-in rating system for Mythic+, and Tyrannical and Fortified already provide semi-separate score values, but I don’t think increasing the requisite investment to have all players engage with every affix would be health for the game. Currently, you can get a real decent rating on one month’s subscription, but if every affix had its own point contribution, it’d take several weeks to clear your scorecard of any zeroes.

    So, fundamentally, I think affixes-as-annoyances is a bad design space for Warcraft. It is good for the process of grouping to have keys prescribed for the week, and detrimental that we cannot opt-in to the annoyances.

    So, I’d propose–

    Affixes-as-Boons

    I think affixes should exist. Tyrannical and Fortified don’t need to go anywhere; they do a lot of the legwork in modifying the week-to-week experience in these dungeons.

    But positive-effect affixes – even built as a reward for engaging with something like Afflicted – would be better than what we have. I don’t propose this as a way to make dungeons easier; I’d want to see it paired with an adjustment to the overall scaling, so that obtaining the benefits from the affixes would affect the dungeon’s success.

    I wouldn’t even begrudge the existence of an annoyance affix paired with a boon affix. Just by virtue of design, the affixes will always be less interesting than the dungeon mechanics, because the affixes must be designed to be applied to all the dungeons, whereas a boss or monster pack have a lot more freedom in their design space.

    What affixes do to add variety to dungeons in the long-term is valuable, but instead of each week ending with the sentiment, “That goodness I don’t have to deal with that anymore,” dungeon affixes could instead foster excitement for the gameplay opportunities they provide. At the very least, I’d be interested to try.

    As always, thank you for reading. I’m looking forward to starting the climb all over again in season two, even with all my complaints. I just wonder if things can be better. Now, to get after these last few portals for my paladin …

  • RPGs: Dungeon Traps as Encounters

    RPGs: Dungeon Traps as Encounters

    During my table’s test run of Pathfinder, I came across a new way of thinking of traps in RPGs that I feel like a fool for not having considered sooner. In Pathfinder, traps have legitimate statblocks, like a goblin or bear or other monster your party would encounter in battle. A “complex hazard” will usually have a reaction to some way the players can interact with the environment nearby, and then they will roll initiative. The players can then attempt to hack away at the mechanism until it breaks, or find the device and disable it before it continues to affect them. A series of traps can become a full blown encounter this way, and I’d never thought to use them as such!

    So, while we’re still playing D&D to finish out my current campaign, I decided to give this idea a go. My party is currently exploring an ancient wizard’s laboratory, and the first room of this delve I devoted entirely to a “trap encounter.” I found this map, the Mad Lich’s Crypt, on talestavern and stocked it for my purposes, so thank you to user JustcallmeWendy!

    Now, onto the encounter.


    The Room

    So, the party began their exploration into this ancient and buried laboratory. A warning in an ancient dialect on the statues near the door gave them little pause, and the entered the first room. There, our fighter noticed a little barred grate near the floor that allowed them to see the blue brazier beyond. Just as he mentioned it, however, the party moved into the room itself, a hidden gate slammed down between them and the entrance, and I asked them to roll initiative.

    These red, glowering grates in the floor I made the origin for a 3rd-level Fireball. A rune would explode twice a round, once at its initiative rolled, then again ten steps down in the order, always exploding where it would hit the most people. This encounter also involved a bit of a puzzle, with these levers needing to be thrown within the same round to lift a wall to allow them to even get near the blue brazier that kept the traps active. Because of the order of events, our cleric player cast a True Seeing spell before the first fireball exploded (worried an invisible enemy may be in the room), and noticed that the floor before the lever closest to them was merely an illusion, just in time to warn the fighter not to cross it!

    Once a lever was flipped, it lit a torch beside the wall that would rise. However, after 1 round, the lever would reset unless held down by someone. Holding a lever down also caused a burst of cold damage (4d8) to whoever decided to do so, and thus the party was split, three members in the tunnel, and two left by the levers.

    Also, while the wall was raised, a lightning ballista became active, firing a 10-foot-wide 3rd-level Lightning Bolt down this corridor. But, the party managed to access the blue brazier and extinguish its flame, turning all the traps off before anyone get too damaged (they are 19th level, after all). With the fire extinguished, they found the gate to the entryway reset, the wall raised, and the gate blocking their path forward opened.

    I enjoyed this style of dungeon trap immensely more than the basic binary “I check for traps” rolls would usually fall into. I don’t enjoy overly punitive design, and hitting my players with a load of damage for failing to essentially bookkeep their progress through a dungeon never sat right with me. I still have a few things I want to improve on for this style of trap encounter more – a handful of which are explicitly in Pathfinder’s rules. I have further instances of traps being involved with and being full encounters in this dungeon, so I’m excited to keep honing the system further.


    That’s it for this post. Thanks for reading! Good luck out there, heroes.

  • Harry Potter and the Author Who Damaged Its Legacy

    Harry Potter and the Author Who Damaged Its Legacy

    I have this vivid memory from when I was a child. I don’t remember where we were or why we were there, but my brother and I were in a hotel room with my mom and an ad for Harry Potter and the Sorcerer’s Stone came on the TV. My brother and I were enraptured, and for weeks we quoted the “… or worse, expelled.” exchange. It’s the first time I remember hearing about the franchise.

    I couldn’t tell you how many days or weeks there were between then and when my mom took us to see the movie, but we loved it. And I was just a kid, not keeping up with movie releases or anything at the time, so when we went next year to see a sequel I was blown away even further.

    I went with my mom to nearly every Harry Potter release in theaters. I got the books as they were released (though I only ended up reading Order of the Phoenix, Half-Blood Prince and Deathly Hallows before seeing their movies). I think the ending of Goblet of Fire just made me need to know what was going to happen next – more than the earlier movies had, anyway.

    Between the Wizarding World and Lord of the Rings, I was certainly not starved for fantasy stories growing up. Then, we got an Xbox 360 in 2006 with The Elder Scrolls IV: Oblivion, eventually got Dragon Age: Origins, and I’d begun playing Runescape and World of Warcraft and my fate was sealed. This was my bag, sword fights and wizards and dragons: that shit was my jam.

    Harry Potter was incredibly important to me growing up. I’d watch and rewatch these movies with my mom or on my own. So much so, that when Rowling first starting getting a bit of pushback for “adding context” to her books via twitter, I didn’t see what the fuss was. I mean, it was stupid to insist that the wizards were just shitting themselves, but I guess I didn’t really consider it true, you know? I supposed I’d already gotten into the “Death of the Author” camp, and didn’t care for her “intent” beyond the written words.

    The problem, then, is that weird tweets isn’t at all where it stopped.

    J.K. Rowling isn’t just desperately grasping onto her work as a means to remain relevant long after its release, she’s using the platform her success catapulted her into to advocate against human rights. Rowling is a card-carrying Trans-Exclusionary Radical Feminist, using all the money and fame she’s accumulated to make life harder for an incredibly small and marginalized population of people just trying to live their lives. People that might’ve found solace in her work in their youth.

    And, for me, that was enough for me to decide that insofar as my money goes, it wouldn’t be going toward Rowling. I disengaged with her other work and the fandom. And I was able to set it down. I can accept that these books were influential and formative for my youth, but I also choose to leave them there.

    I also recognize that others don’t have any imperative to do the same. I don’t presume that the standards I hold myself to should apply to everyone else. I would, perhaps, merely advocate for others to endeavor to be aware of where their money is going and consider that when making nonessential purchases, but I know, for the most part, people who bought this game or still enjoy these movies are just trying to relax after working to live their own lives. And for that, I wouldn’t condemn them. The energy and time expended by many on attacking others for not joining them in their boycott could be better used elsewhere.

    There’s been a lot of instances lately, it seems, where people use social media to attack their allies for failing to be perfect allies. That left-wing spaces have a tendency to eat their own, and the fact of the matter is that they kind of do. Because our true opponents do not care about our disappointment in them, many of them revel in it. There are people who respond to learning about Hogwarts: Legacy’s transphobic originator and antisemitic narrative and choose to reply “Well now I am buying two copies.” We are unable to shame these people into reasonable action, so we instead attack those who do worry that they may do harm with their actions. And that is not activism – more often than not, it is little more than cruelty. Do good in your communities, help real people, donate, discuss these issues and educate those we can – whatever you can manage.

    But I’m also a cis white man, so what the hell does my opinion count for anyway?

    As always, thank you for reading. Good luck out there, everyone. Remember that you are loved.

  • The Open Gaming License

    The Open Gaming License

    I’d been planning on letting D&D as a topic cool off for the month of January after my “D&D December,” but some things shouldn’t go unaddressed. Originally published during the game’s 3rd edition in 2000, the Open Game License (OGL) allowed third-party publishers to create compatible game material for Dungeons and Dragons. This was an out-and-out win for both the community and Wizards of the Coast. Player-facing books will always be the better selling product, but if there is no support for the game master, games will be harder to run, harder to find. While that investment-to-profit ratio on GM-facing products might be unappealing to a large corporation, a smaller creator might squeeze into that slim margin for a passion project and come out ahead.

    The document, by its own language, is “irrevocable.” From Wizards in 2004, “… if Wizards made a change you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there’s no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.”

    Late last year, rumors began circling about Wizards / Hasbro wanting to make changes to the OGL. On January 5th, Linda Codega received a draft of the new document and reported on the changes therein. The OGL 1.1 wanted to deauthorize the original version, included new clauses about ownership and royalty fees to be paid to WOTC, and a requirement for all would-be creators to register with WOTC. This was saddled with an effective date of January 13th, giving creators a mere handful of days to comply.

    And the community was set ablaze.


    Aftermath

    In the wake of all this news, the tabletop community acted fast. Videos from CritCrab, DnD Shorts, LegalEagle and even larger creators were being dropped on the daily. DnD Shorts was sent an email from an employee within WOTC revealing that the executive sentiment saw the players of D&D as “an obstacle to their money.” Subscriptions on dndbeyond were the metric they were observing to see the financial impact of the news. Hundreds, thousands, perhaps tens of thousands of subscriptions were cancelled (mine included). And, finally, WOTC made a response.

    The OGL 1.1 was going to be “delayed.” WOTC assured us that they’d always intended to gather feedback from the community before going forward with any changes. They wanted us to know that the community won – but so did WOTC. And in internal dialogue, WOTC’s management believes that the fans are “overreacting” to the leaked draft, and that in a few months, nobody will remember the uproar.

    Here’s a few things: if WOTC always intended to gather community feedback, why did the draft have an effective date within a few days of it being sent out? Why did WOTC contact Kickstarter regarding crowdfunded projects?

    Before Wizards made their response, the third-party publishers were first to speak. Kobold Press announced project Black Flag to release a new, subscription free ruleset – a new splinter like Paizo before them. And Paizo announced their plans to have a system neutral Open RPG Creative License (ORC) drafted and handled by Azora Law to provide safe harbor against any company involved being bought, sold, or changing management.

    It’s really hard to see exactly why Wizards thinks they won anything here.


    What It Means for Me

    There’s a lot spinning out of this for me. Foremost, I’m planning on switching to a new system for my next campaign. Realistically, I could continue playing 5th edition for the rest of my life without giving WOTC another cent, but I’d rather continue to contribute to the hobby’s growth by learning other systems. I’ve had the urge on-and-off to write a module of the campaign opening I used for my last two games, and ultimately it doesn’t look like that would be something I want to do with D&D’s system anymore. This week, my players and I are taking out first stab at Pathfinder’s 2nd edition during a break in our normal campaign.

    Additionally, my blog category is now going to be generalized to “TTRPGs.” Some old posts have had their titles adjusted – ones where I believe the topic is applicable to TTRPGs as a whole and not just D&D. Many of those posts were about system specifics or fandom divides, however, and those will retain their titles.

    Lastly, it’s likely I will stop covering the changes for OneD&D on my blog. Unless WOTC completely reneges on their attempts to change the OGL and signs on to Paizo’s ORC, I see little reason to contine to do so. TTRPGs are bigger than D&D, and even D&D is bigger than WOTC and Hasbro. To this day, people still play older, unsupported editions of the game with no need to advance to the newest thing.

    When you remember that, it’s laughable that Wizards ever thought that these changes would slide.


    As always, thank you for reading. Good luck out there, heroes.

  • Returning to Warcraft

    Returning to Warcraft

    In July of 2021, news broke about a lawsuit against Blizzard Entertainment. The suit alleged that, as a company, Blizzard had systemically mistreated their female employees. There was a “frat boy culture” complete with “cube crawls” in which workers would drink at one another’s cubicles during the workday and grope their female coworkers. Employees who reported these behaviors faced retaliation. A female employee committed suicide during a business trip with a male supervisor who had brought sex toys with him on the trip. Their courtesy rooms for recently pregnant employees who needed to pump were poorly furnished and lacked security with someone reporting their breast milk stolen from the fridge. In the midst of all this news, two people were promoted to fill J. Allen Brack’s position once he left the company, Mike Ybarra and Jen O’neal, and they did not pay Jen as much as they paid Ybarra despite both of them advocating for it.

    I ended an eleven-year concurrent subscription to World of Warcraft the same day that this news broke. I was horrified and disgusted that this company that had been a part of my life for so long was like this. Unfortunately, it was more akin to the last straw than a strictly moral stance. Shadowlands was the least fun I’d ever had playing Warcraft, but I was more-or-less in charge of the guild I’d been playing with for over a decade, so I felt some sort of duty to stick around.

    When this news broke, I told the guild that when my time expired, I was done. I didn’t think I’d ever be coming back. My game time lasted until November, and on the last possible night we managed to finish the raid on heroic after several weeks of attempts on the final boss. I did not open Battle.net for an entire year after that moment.

    I kept up with some news. I watched the Dragonflight announcement and felt underwhelmed. I didn’t really think Blizzard would change – not in philosophy, and not in culture.

    But, maybe they did.


    New Direction

    I’ve been a fan of Preach Gaming for a long time. I think I first found his channel in 2012 during Mists of Pandaria, but I probably became a subscriber and fan in the time of Legion (2016). Like much of the player base, Preach had been heartbroken with the news and resolved to risk his entire livelihood and stop his daily coverage of Warcraft as his primary work for his videos. Like many of us, he had been passionate about this game for a long time despite it feeling worse and worse over time.

    Late last year, Preach spent his own money to take a trip to California and visit the Blizzard campus, interviewing the developers to talk about the new direction of the game and the fallout of the lawsuit. And, honestly, it began to look like the lawsuit had helped remove the problematic people who had been with Blizzard all those years. Things looked like they’d gotten better.

    The game was headed to a healthier place: one designed for the player’s enjoyment and not just their retention. Gone were the nonoptional activities that advanced your character’s power outside of the endgame pillars. Gone were the restrictive systems and grinds that made players feel the need to engage with content they’d long since grown tired of to continue gaining artifact and anima power. Playing multiple characters became something encouraged by the game, instead of a burden as players saw a laundry list of dozens of things they’d need to complete again to get their characters ready for the fun stuff they wanted to do.

    Even hearing this from friends, I was skeptical. Many of them hadn’t quit in Shadowlands, maybe it was just survivorship bias. Ultimately, I knew I couldn’t take anyone’s word but my own, so I decided to drop some of the gold I’d had in game for a token and give it a shot.

    It’s been about a month since then. I’ve leveled four of my characters to 70, when I only ever got one to 60 in Shadowlands. I’ve just achieved Keystone Master with my friends, despite us now needing to find people to fill our groups instead of having an active guild to run with. I’ve been making gold with my professions, in the hopes of continuing to pay for the game with that virtual currency. I haven’t been into the raid yet, but I’ve been completely satisfied with the dungeon endgame.

    That game is just fun again.

    But I’m not ready to give Blizzard a full pass.


    There’s Still Room to Improve

    Ultimately, the monetization of Blizzard’s games is still disgusting. Diablo: Immortal is not even a year old. Diablo 4 is set to release this year with a battle pass system for cosmetics and so far, they’ve been quiet on what, if anything, they’re doing with this system to address FOMO. And, at any point, they could fall into their old ways and start designing poor systems that restrict the players again.

    But, unlike before, I’m not going to stick around if the game stops being fun. There’s really not much else to it.


    As always, thank you for reading. Now let’s drop that ready check and get this run going.

  • D&D: The Imbalance of Hard CC

    D&D: The Imbalance of Hard CC

    Some of the most potent spells and features in D&D are focused around locking down enemies and limiting what they’re able to do. These crowd control (CC) abilities are incredibly impactful – when they work, they can completely change the dynamics of a battle. A dragon might be torn out of the sky and forced to battle on the ground by Earthbind, an enemy berserker might become paralyzed by Hold Person, an enemy spell caster might be Counterspelled or Silenced to neuter their ability to battle the party. A Polymorph might entirely end an encounter before it even has the chance to begin.

    However, they can be a bit of a gamble. When a player spends their action on many of these abilities, their foes have the chance to resist them with a saving throw and be utterly unaffected, or have some other roll of the dice impact their effectiveness. Between the chance to fail, concentration requirements, and resource cost, these abilities are overall pretty balanced in battle.

    But … there’s another facet of this piece of design that isn’t clear from the source books alone. When it comes to the use of these abilities, they affect a player in combat in a much heavier way than the DM’s monsters. And, while there are tools the party can use to address these abilities (attacking a concentrating spell caster, using Dispel Magic or a Restoration spell), it isn’t always something that feels like it’s a good use of their own turn. They might be too far from their allies or their enemies to affect the spell’s duration or otherwise unable to do something about the spell. In the upper levels of D&D, a character might have one of their weaker saving throws targeted and be unable to resist the effect, and in a difficult battle, it might be several turns before anyone in the party can find a moment that they aren’t also dangerously threatened to do something about their ally’s situation.

    In effect, a player might be effectively removed from the battle by one of these abilities, leaving them to sit and simply watch the game continue without their input, only making a roll every so often to attempt to resist the effect. Is it good encounter design to disable your players with these spells? These people have all taken time out of their busy lives, maybe they’re even paying for a babysitter – is it fair to them for this to happen? Is it fun?

    My players and I have discussed these abilities at length between sessions regularly since my campaign began two years ago. Lately, I’ve been using them a lot less than I ever had before in any 5th edition game I’ve run. We’ve talked about the degrees of effect they use in Pathfinder’s second edition, adjusting spells to function just for one round but to work outright, a stacking bonus or other cumulative effect to increase the likelihood for an affected creature to succeed over time – we still haven’t nailed any specific changes down for our next game, but it continues to be a regular topic.

    And this isn’t intended to say that you should avoid using control effects against your players. I only think it’s important to be aware of how these effects sit on the scales on either side of the DM screen. So, today, we’re going to talk about some of the small adjustments we have made, and some of the design built into D&D intended to address CC (and how it still falls a bit short).

    Giving the Players an Answer

    One way we decided to address these abilities was to put more tools into the hands of the martial characters to use in response to control effects. A Dispel Magic or Restoration spell can end CC from the hands of spell casters, but giving the martial characters some limited use effects to overcome CC themselves had a dual purpose in helping bring them upward in effectiveness to close that existent gap between them and the spell casters.

    So, we modified the Fighter’s Indomitable feature, allowing them to substitute whatever type of save they were asked to make with a Constitution saving throw instead when they used the feature. After the change, the fighter almost always succeeded against these effects with his proficient saving throw, but only so long as he had uses of Indomitable. It felt like a measured adjustment – repeated application of lockdown effects would overcome his ability to resist them and require another answer, but a single spell couldn’t neuter the fighter outright.

    We also built a new feature for the barbarian I called Rage Against Restraint. When the barbarian was affected by a CC effect, I allowed him to burn a use of his rage to end the effect at the end of his turn. I ended up deciding this was too conservative in its implementation, and I’ve since adjusted it to allow the barbarian to end the effect at the start of his turn for the same cost. It’s also limited further by only having a single use, but I think it wouldn’t be game breaking if it were usable more often, perhaps just costing a use of their rage. This would only become infinite CC breaking at 20th level, and it still has them under the effects until their turn begins, which might allow enemies to capitalize on the effect anyway. Our change to Indomitable allows a fighter a second attempt at the save, potentially avoiding the effect, so when compared, I think Rage Against Restraint is weaker than the change to Indomitable, so it doesn’t need to be so harshly limited.

    Both of these features came online for the party around the same time, Rage Against Restraint sort of introduced as a bit of a band-aid fix as we adjusted Indomitable, but I think they’ve both worked out well. I might even in the future include Rage Against Restraint as a feature at 7th or 9th level just as a carte blanche for barbarians at my table.

    Experienced players are probably realizing this is a bit familiar to Wizards’ own mechanic designed to aid their bosses against these effects, legendary resistance.

    Legendary Resistance: a Poor Compromise (for Monsters)

    To ensure a boss isn’t utterly neutered by CC effects, paralyzing them and allowing the party to burst their entire pool of hit points before they can take a swipe of their own, Wizards of the Coast included “Legendary Resistance.” Significant monsters such as dragons and liches and other bosses created for each module published have the ability to force-succeed on a limited number of saving throws (usually three). Each homebrew boss I’ve built has had a number of these to stand their own if the party decided to focus them down outright.

    In effect, they’re a tax the party has to pay to succeed in using any lockdown effects against a powerful boss. However, without them, an insistent monk might simply stun-lock a boss and never allow it a turn, neutering the keystone encounter everyone’s been waiting for. These monsters need an answer for these effects, so they can function as a boss, but the design of the feature falls short.

    It’s the distilled problem of “save-or-suck” spell design. On a binary pass-fail system, significant monsters need a way to ensure they aren’t as ruined by these effects as their minions are. CC effects are so utterly debilitating in D&D, that they need an answer. If the system was built with gradations of success, such as in pathfinder’s second edition, these abilities wouldn’t be useless at the start of a boss fight.

    There’s some quick and easy ways to help make this feel a bit better, with and without adjusting the feature outright. If you don’t want to personally redesign Legendary Resistance, then simply being a bit more descriptive with how a monster overcomes these effects can help. If the dragon is overcoming Hold Monster, describe it angrily snarling through the effect, succumbing until a final burst of rage allows it to escape. If a powerful demon lord is overcoming a Banishment, perhaps he had prepared for the battle with a ward that shatters, consuming the spell, but leaving them more vulnerable against future magics.

    For more active adjustments, you could force your monsters to sacrifice health to shake these effects off, or spend some of its action economy on ending the effect. Perhaps as a legendary action that can’t be used until the end of the next member of the party’s turn. You could build your own degrees of effectiveness – maybe your dragon has its speed reduced, suffers disadvantage on his attack rolls, and allows a single critical hit from a melee attack, but that’s the full extent of a Hold Monster’s effect on him, and only for one round maximum. I’m building an upcoming boss encounter for my campaign to have the “legendary resistance” the boss has function a lot like how I’ve built Rage Against Restraint, the creature only able to end these effects on their own turn.

    Try things out, take some swings, but if it isn’t a big problem for your table, don’t reinvent the wheel. As long as everyone’s having fun, you’re running an excellent game. Overall, I hope Legendary Resistance receives some more attention in the playtest for OneD&D – I’d love to see Wizards try some different approaches to see if they can land on something better before the next edition of the game releases, but we’ll have to wait and see.

    As always, thank you for reading. Good luck out there, heroes.

  • RPGs: Defining Dungeons

    RPGs: Defining Dungeons

    “Dungeon” is a pretty evocative term. The mere mention brings to mind buried, ancient ruins of civilizations long past, or maze-like tunnel networks that have been claimed by a dragon and its army of worshiper-supplicants, or a tomb filled with restless undead and traps to prevent access by looters and graverobbers. These all make for excellent adventure spaces in D&D, but it’s unnecessarily restrictive to think these are the only things dungeons can be.

    It’s not a stretch to imagine the entirety of a cursed swamp can function as a mega-dungeon that requires days to progress to each small dungeon within its bounds, but even something like a siege or a pitched battle might be best designed to function as a dungeon for your players.

    Today, we’re taking a look at how I’ve come define “dungeons” in D&D, and how I use that in my own adventure design.

    What is a Dungeon?

    At its most generalized, inclusive definition, I look at a dungeon as any gauntlet of two or more encounters in which the party’s ability to rest is restricted. This can be from danger, from time pressure – any reason the party might be unable to lay down and rest and feel completely safe. To return to the “cursed swamp mega-dungeon” example, both of my last campaigns began with “Eth-terel, the Cursed Bog,” a large swamp cursed by ancient magic, forcing any creatures who died within to rise into undeath each night and filled them with a ravenous frenzy.

    For the first several levels, the party’s expeditions into the swamp were short-term, never more than a day or two, and they quickly discovered areas where they might be able to rest, but not for free, such as Kortho’s ogre camp. Each night they wished to stay at Kortho’s camp, they had to aid the ogres in defending their walls. For two hours, they were set as additional defenders, and they battled a number of hard-to-deadly encounters with only a handful of minutes between. To earn a rest within the mega-dungeon, they had to survive a gauntlet, something that design-wise was basically a single-room dungeon (a single arena, the walls of the camp and the clear-cut woods immediately beyond).

    As the party became more capable and created their own safe areas by removing dangers from the swamp, they were able to progress deeper and deeper and finally reach the center and break the curse upon the land. Other dungeons here included a sunken fort, a compound belonging to an order of religious zealots that intended to break the curse themselves (with an ancient magic that would eradicate a tribe of peaceful lizardfolk as collateral damage), the Wovenwood (a thicket of woods conquered by giant spiders), and nearing the end, a portal into hell, a dragon’s lair, and finally the buried vault of an ancient lord.

    More recently, the party arrived at a pirate town, Freeport. The town had become a political powder keg, with the pirate cult of the Leviathan, the Fathomcallers, wanting to drown the world (the party’s at that level these days). They discovered through their prisoner, a Fathomcaller captain, that the gang intended to attack Freeport and neuter its ability to stand against them. Upon arrival, the party marched their prisoner through the streets to the queen’s set, and discovered that their actions caused the Fathomcallers to strike several days before their planned attack.

    Beginning at the throne room, the party needed to fight their way down to the docks to recapture the city’s port defenses and return to their ship. They were ambushed in the throne room, they battled foes at one of the city’s major centers, Westwind Square, they had heroic vignette moments to affect the battle at large by spending hit die, they needed to run through a street being raked by cannon fire to avoid another lengthy encounter, and finally took the battle to the Fathomcaller vice admiral upon his ship in the bay.

    This quickly became the easiest way I could organize my thoughts when it came to a battle like this in D&D. I knew the party wouldn’t have the chance to rest, so I built in a system to allow them to spend hit die to aid the people of the city, but then use whatever they had leftover at the end of that segment for healing. They had no opportunity to rest at all, and had to budget their resources accordingly. Building it out as a dungeon just made the most sense.

    So let’s get into how I organize my dungeon design.

    Outlining a Dungeon

    As a writer, I like outlines. I usually leave mine pretty open-ended to allow the story room to develop as I go, but I like to nail down the overall vision from the outset. I’ve built my dungeons using an outline structure for nearly half as long as I’ve been a DM, and it hasn’t steered me wrong yet.

    In my notes, I had “the Battle of Freeport” as the title, wrote a scenario summary, then went down point-by-point through the encounter spaces. I included a description of the room (its appearance, its function, etc.), what kind of encounter was present (I mostly list these as Combat, Social, Obstacle, or Hazard), and then I have another bullet point describing the details of the encounter (such as enemy types and numbers or the effects of the obstacle / hazard).

    And there you have it! A narrow definition of what a dungeon can be is a disservice to the breadth of what you’re capable of doing in D&D, and hopefully you can create even more unique and diverse adventure spaces with that in mind. As always, thank you for reading! Good luck out there, heroes.

  • OneD&D: The Cleric

    OneD&D: The Cleric

    Last week, Wizards of the Coast released their next set of playtest material for OneD&D: the Cleric and Revised Species. It’s my intention to try and follow each of these drops with a post of my own to help solidify my thoughts on some of the changes coming through before each feedback survey opens, so without further ado, here’s my first impressions.

    Species Adjustments: Dragonborn and Goliath Changes

    First up, we received a new version of dragonborn that helps bring them more in-line with what I and many other players were expecting after Fizban’s Treasury of Dragons. The breath weapon is back to being a one-attack replacement during your Attack action, it has a scaling number of uses per long rest, and it can even be either a cone or a line attack each time you use the feature. They also threw dragonborn players a bone here with the new Draconic Flight, allowing them to gain a flying speed for ten minutes once per day. I love this ability, I’m excited about the flair of it being made of your ancestry’s damage type (lightning, fire, ice, etc.), I’m jazzed about using it on a rogue or fighter character to keep up with flying foes – a dragonborn might be the first character I make in OneD&D.

    Goliath characters also gained awesome new options here with the choice of taking a limited use effect based on the type of giant they’re descended from. Each option feels viable, with them all having different uses and effects that make them really excellent. This was something I myself scratched the surface on in my current campaign: one of my players is a goliath character and I coordinated with him to see if he wanted to be from a specific giant ancestry and adjust a trait or two from the lineage to reflect it. We only ended up changing the flavor of Stone’s Endurance to be based around a storm giant’s innate foresight to allow him to mitigate the damage from a momentary prescience, but it was still a flavorful adjustment. The other new feature present, allowing them to grow large for ten minutes, is kind of just icing on the cake that can create cool moments on its own.

    Now, onto the one class included in this UA.

    The Cleric

    There’s a lot of adjustments here for the cleric. Previously, clerics were one of only two classes that chose their subclass at 1st level in their divine domain. This made some level of sense, of course: you were devoted to a specific deity, after all, so you’d probably already have aligned with one of their domains. With Wizards’ intention to normalize subclass feature acquisition, this has been delayed to third level, and the clerics received a few new things in the trade. First, they now gain Channel Divinity at first level with two baseline options: Divine Spark and the classic Turn Undead. I think divine spark is an incredible addition: it has two options for its own use, as either a straight up heal for an ally, or a potential damage burst for a foe. It’s been constructed with built-in scaling, gaining an additional d8 each time your proficiency bonus increases, and all of this is on top of Channel Divinity now having a number of uses equal to your proficiency bonus.

    Additionally, with this iteration of Turn Undead, we have a look at a new condition in the game, “Dazed.” Dazed looks wonderful as a potential replacement for some of the more punishing stuns and other CC effects, since it still allows the affected creature to use either their action or their movement, rather than be completely locked down. Turn Undead also still specifically limits undead to only being allow to move, so there’s no loss of effectiveness for the cleric there.

    Next, the cleric gains a new built option with Holy Order at second level. Now, a cleric can choose to either be trained in heavy armor and martial weapons no matter what domain they select, gain two additional skill proficiencies with an added bonus equal to your wisdom modifier, or an additional cantrip and the ability to restore one use of their Channel Divinity on a short rest. They also are able to select a second option later on at 9th level. This puts much more into the player’s hands when they’re building their cleric, and that’s a good direction for the game to be heading in.

    We’ll dive a bit more into life domain shortly, so next I’m looking at the new functionality of Smite Undead. This sounds like a straight up improvement to me. Previously, Smite Undead outright destroyed undead monsters below a certain challenge rating, but, usually, monsters that would be destroyed by it were showing up less frequently as you grew more powerful. Now, no matter how strong an undead you’re facing, you can potentially deal damage and harm them.

    Blessed Strikes is a transplant from Tasha’s Cauldron of Everything‘s optional new features, and I think it’s great to see it become baseline.

    And, last for this section, is Divine Intervention. In my opinion, this remains as a very odd feature in the game. It’s both extremely rare for its effect to occur, but also not at all rare if your players are gaming the system a bit and attempting it every day during travel or downtime? In a reddit thread, I saw a comment that proposed a complete redesign: basically, instead of it having the “ask for anything you want” component of the Wish spell, give it the other component – allow it to cast a spell from the divine spell list whether you have it prepared or not without consuming a spell slot. The commentor proposed it allowing you to cast a spell with a 4th level slot when the feature is gained at 11, and then bumping it to a 7th level slot at 18. I personally like this version so much, I might allow any future cleric players to switch to it whether it’s codified into the rules or not.

    Life Domain

    Life domain remains mostly unchanged here, for good or ill. Their domain spell list has seen a bit of a shake-up: there’s no 1st level spells on the list, Spiritual Weapon has been replaced with Prayer of Healing (more on both of these spells later), Beacon of Hope has been usurped by Mass Healing Word, there’s Aura of Life over Guardian of Faith, and Greater Restoration over Raise Dead. Personally, I think these are all much more fitting or better staple spells to have prepared, so that’s a win.

    Disciple of Life has a cheeky little clause addition to close a rules loophole related to Goodberry, which is another good change. Blessed Healer has moved four levels down for its acquisition but remained unchanged otherwise, but that’s counterbalanced with Supreme Healing also staying unchanged and coming up from 17th level to 14th.

    Lastly is the domain’s unique Channel Divinity, Preserve Life, unchanged and dropped from 2nd level to 6th. I think, ultimately, this now has a weird place in the system with Divine Spark’s existence. Unless you can really get nearly all of the hit points Preserve Life can restore, I think Divine Spark is generally the better option. Of course, it’s also got potentially many more uses with the new scaling on Channel Divinity, so its power might be fine: you could use Preserve Life to keep your party fighting in a challenging encounter well beyond where they’d normally be toast.

    I’m still uncertain if I’m happy with it though. I’ve rarely seen it used overall, and it usually has a lot of HP remaining that it can’t spend when I do see it expended. It might be okay if it spent its pool of hit points to bring everyone in range up to their halfway point, then allowed the cleric to spend what’s leftover however they chose? But that might be overly complicated. Maybe I’ll make a magic item that does that if anyone picks up life domain in one my games in the future.

    Now, onto the really controversial stuff: spell changes.

    Adjusted Spells

    We’ll dive right into the big one here: Spiritual Weapon. The overall reaction here seems to be anger at a nerf to the spell’s functionality, but … I think it’s a good change – a healthy one. The way Jeremy Crawford and Todd Kenreck discussed it in this video (@2:30) in regards to spells that are both effective over the course of several rounds that also extend a player’s turns makes perfect sense to me. As a trade-off, its scaling has been vastly improved, gaining more damage each slot used above 2nd level rather than every second slot level above. I think if its speed were doubled (or at a minimum set to 30 ft.), it would be perfect, because its inability to keep pace with nearly every monster in the game is going to feel even worse now.

    Otherwise, I think most of what’s here is a clear positive. Resistance has become another reaction cantrip that makes it much more viable as a pick up. Guidance had its absurdly limited use clause removed and it’s just down to a shortened range to adjust its new functionality. Prayer of Healing is incredibly powerful now that it grants the party an abbreviated short rest with bonus healing, even if a creature can only gain the benefit once per long rest it’s an incredible spell.

    The other elephant in the room here is Banishment, which, again … I think is overall a healthier adjustment to the game. Hard CC effects have been a long running topic of discussion between my current players and I (one which has a blog post in the drafting phase), and this spell gaining a roll to end the effect each round just brings it in-line with other similar spells. It does, unfortunately mean that its cool feature of potentially removing the target back to its plane of origin is a much rarer occurrence, but I think there’s potentially other ways that can be addressed here than making it a spell that just utterly removes someone from the fight anyway. Perhaps the spell’s effect can remain even if the creature makes its saving throw, and if you can maintain the spell for the full minute, it successfully banishes the creature. Maybe it can send them back to the demiplane at the start of their turns if they fail the saving throw again, like a reverse Blink. Maybe they can build-in the listed creatures having an innate weakness to this specific spell and they roll against it at disadvantage. I just remember a cleric enemy using this once against a player back when my campaign was much younger than it is now, and the only recourse the party had was to wail on the enemy until they broke their concentration, and the affected player just had to wait for them to succeed.

    Well, that’s not entirely comprehensive of the changes presented in this UA, but it is everything I had something to say about. As always, thank you for reading! Good luck out there, heroes.

  • Ebonskar and D&D – How Much Changed?

    Ebonskar and D&D – How Much Changed?

    Since its release last year, I’ve made it no secret that much of the story of Ebonskar was inspired by a D&D campaign I ran featuring the titular character as its primary villain. Obviously, a lot of changes occurred to craft a narrative fit for a novel, but many of the characters and facts of the world were kept whole in the adjustment. With today being the one year anniversary of Ebonskar’s launch, I thought it would be fun to invite you to take a closer look at some of the changes that were made.

    As a warning, this post will contain some spoilers for the novel, but I’ll do my best to avoid anything too significant.

    What characters in the novel originated in the campaign?

    Several of the characters I created as NPCs carried over into the novel. In the game, Kheta existed, but she had fled Rafdorek alone. And, she wasn’t responsible for the invention of firearms: she’d just been a garden variety smith who got fed up with the society and decided to leave. She ran the only forge in the town the campaign began in, and was the first clue about where the game was ultimately going to go. One of the first quests in the campaign was to track down and defeat a Hobgoblin Iron Shade that had come to the town specifically to kill Kheta.

    Captain Jameson had a different name (Captain Thomas), but his role as guard captain that’s been left in charge of the town because of a pause in greater politics remained. And Lieutenant Nicholas carried over, as did his heroic sacrifice when Ebonskar came to the town.

    However, beyond them, it’s almost entirely the hobgoblins that carried over (Redeye, Scalpseam, Charscowl, many others – all names I used in the campaign). Most of the other characters were entirely invented for the novel, or were so fundamentally changed that sharing a name isn’t enough for me to think of them as being the same.

    Did the Geren-thal change at all?

    All of the Geren-thal with the sole exception of Inquisitor Suthri existed in the campaign and were defeated by the party eventually. Suthri was created for the novel when I expanded Rafdorek’s history and society more than I had for the campaign. An inquisition made perfect sense for the oppressive regime and the original Eighth of the Geren-thal was simply a ranger-styled hobgoblin fighter.

    They were set up in a more gamified manner, however. Each one’s rank was an indicator for how powerful they were. Ebonskar was fourth, and the first the party encountered. In the battle, the party had two allies they’d gained that helped even the playing field. Ebonskar was built off of a 15th level fighter, and the players came up against him when they were around level 7 or 8.

    Did any of the player’s characters transition over?

    No – or at least, not in Ebonskar. Many of the characters wouldn’t work in the more restricted setting for the novel. In the party, we had a dragonborn paladin, a halfling barbarian, and my brothers were a drow gunslinger and a human ranger with a wolf companion. The setting as adjusted for the novel lacks both elves and halflings, so neither of those characters would transition over well. The deregal are more-or-less the dragonborn, so the paladin could work, but I also believe those characters belong to my friends who played them: even with their permission, I can’t say I’d want to write them myself.

    The only facet that carried over at all was that my brother’s drow had discovered the plans for firearms when his people had raided a dwarven settlement and decided to hide them from his people and escape to the surface. The dwarves had long ago made firearms and decided they were horribly dangerous and refused to trade them. The other nations of the world tried to force them to do so, and lost what was then remembered as the Thundering War.

    So, the deregal are basically dragonborn, the hobgoblins are practically one-to-one – did the Jerrath exist?

    They did not! I decided before I got into writing Ebonskar that I didn’t want it to be as sprawling as a D&D setting with a vast array of fantasy races. Orcs are among my favorites of the usual inclusions, and I didn’t want to lose the “these people are just all big and badass” flair with their absence. I started creating the Jerrath, and my first visualizations had them more similar to the Amani trolls from Warcraft than they ended up being. (I had this very well defined picture of Zephal in my imagination: massive, muscular, long curled tusks coming down from his upper lip, a vibrant mohawk. It’s really just the tusks that didn’t carry over.) I also generally like the “we have been here longer than everyone else and we live longer” trait of elven races and how that can add a different texture to a setting, so that got rolled into the Jerrath too. In the D&D campaign, the world was even still named Crucible, only in Elvish!

    Obviously the rules for magic are codified in a D&D game, how did the magic system in the novel evolve to where it ended up?

    The “vancian magic” of D&D wasn’t something I wanted to copy full cloth into the novel, so I knew I was going to be changing things up. When I was writing Ebonskar, I was playing through Dark Souls III for the fourth or fifth time and happened to be running a pyromancer build. I loved the divide in the game of pyromancy, sorcery, and miracle-based divine casting and the divisions of magic were inspired by that. I love magic in fantasy novels because it can create incredible moments, but without any sort of included drawback having a wizard around can make it difficult to keep tension. Having magic turn into something of a faucet that the spell casters have to very carefully use or risk drowning themselves into nonexistence felt like a good stopgap to allow for some impressive feats that couldn’t solve every single issue the characters came across.

    How did Tanda exist in the campaign?

    As a different, much more centrally located town called Borno’s Crossing. It began as a bridge over a river along a major trade route before a Trader’s Highway went up and it fell off with reduced foot traffic. The premiere establishment was Brandywood’s, a tavern opened by Borno Brandywood when he founded the town about three hundred years before the campaign. When the party arrived, it was operated by his great-great-niece. A lot of the opening quests did lay hints regarding the hobgoblin threat, but the party didn’t track them down, and their big hurrah before Ebonskar arrived was defeated a hag that had been terrorizing the town for half a decade. Much like Tanda, it did suffer Ebonskar’s presence first in Vromali, and running the game that evening was really something.


    As a bonus, I’ve used dndbeyond to create a more presentable stat block for Ebonskar (my old notes were a mess) and had some artwork done up! If you’ve got any interested in using Ebonskar against your players, here’s the stats I made to run him as an enemy against my own party.

    As always, thank you for reading! I hope you enjoyed this little retrospective.

  • OneD&D: First Impression

    OneD&D: First Impression

    In another classic display of arriving tardy to a new topic that fits perfectly for my blog, it’s been about a month since OneD&D was announced as the next evolution of the game from Wizards of the Coast. But! If there’s any benefit to this lengthy of a delay, it’s that I’ve had a lot of time to digest the news and organize my thoughts on the first set of rules (PDF here). So, here’s my first impressions: the good, the bad, the somewhere in-between.

    The Good Stuff

    One of the most overt adjustments made in the ruleset is the movement of a granted increase to ability scores away from a character’s chosen race and into their background. It’s effortlessly elegant, adjusting D&D in a much needed way to be less oddly restrictive. An ASI from a character’s race was a long-outdated idea, but that bonus to a character’s ability wasn’t something the player base wanted to see stripped away entirely. It coming from the character’s life before they became an adventurer is the perfect adjustment.

    They also stepped forward with grace, clearly outlining that these bonuses from a character’s background should be their choice entirely, with a few template examples included. It’s an open invitation to consider how your character’s life shaped them, and what skills they’ll have gained that will help them attain success as a hero.

    In a different space of the game, the Grappled condition had its effects changed. Previously, it did nothing more than reduce a grappled creature’s speed to 0. Now, in addition, it imposes disadvantage on the grappled creature making attacks against anyone other than the grappler, it is much more thankfully clear how a grappler can move a grappled creature, and, my favorite of all, escaping a grapple has been added as a repeatable save at the end of each turn. Since 5th edition’s release, attempting to escape a grapple cost a creature’s entire action.

    A new mechanic I’m excited to use is the exciting momentum of granting the adventurers Inspiration on every roll of a Natural 20. When you crit, you get a floating reroll, but you can only ever bank one. Should you crit again before you spend it, you get to hand it off to another character. I’m downright excited to see this in action, to see the heroes really swing combat with a wave of inspiring strikes.

    Now, for a bit of utter speculation, this ruleset included an adjustment for the Slowed condition applied by various spells and abilities, while containing no mention of the Stunned condition. Hard crowd control abilities is something my players and I have discussed ad nauseum, and I’m hopeful that Stunned‘s absence from this document might imply that it is going to be replaced by the softer but still very useful new interpretation of Slowed. Reason being, it sucks to lose an entire turn. Stunning foes for the party feels great, but the second a foe stuns a party member, it feels horrendous. Were these effects lessened to halving your movement, granting advantage on attacks against you, and imposing disadvantage on your dexterity saving throws instead of all of that in addition to denying your entire turn, I believe it would make for a more enjoyable experience on either side of the screen.

    And lastly, Wizards has created a new delineation for their spell lists. Rather than a completely unique list for each class with some spells available in addition based on your subclass, they’ve divided the lists down to Arcane, Divine, and Primal. I like the change, and I’m extremely curious to learn more about it. Historically in D&D, some classes have had reduced options for their spell lists to push them toward certain roles: i.e., a bard in 5th edition does not get fireball unless they burn one of a very limited amount of “Magical Secrets” to gain it. It’s created flavor for subclasses, such as only a Fiendish patron for a warlock allowing them access to fireball, or the Genie patrons being the only one to put Wish on their spell list. Flavor, though, is a small price to pay for many more interesting decisions players can make when building their characters.

    Now, on to some changes with which I find concern …

    The Questionable Stuff

    One of the first things I found myself quirking my brows at was the entry for Dragonborn character traits. A recent book from Wizards had some very welcome rules adjustments to their innate Breath Weapon abilities: they can replace a single attack on their turn with them, and it scaled in power based on character level. In the OneD&D PDF, it has returned to requiring an entire action to use a breath, and its damage has no scaling. Hopefully these were oversights. I allowed a dragonborn character to use Fizban’s rules in my campaign when they were released and it did not cause any problems in my game, so I hope they did not decide to revert those adjustments.

    Next, level one feats. I think, ultimately, this is a great addition to character creation. Feats provide so much value for defining a character’s talents that I love seeing them available earlier. Additionally, creating new “tiers” of feats with prerequisite levels will help define their power in a very useful way. So, why isn’t this paragraph in the previous section? Well, I’m worried about their balance against one another. In 5th edition, there’s tons of feats in the game, and some of them are so stand-out strong, they are a contender for many players even if they don’t fit thematically for the character: like, Fey Touched and a free cast of Misty Step, which contends on supposedly equal footing with something like Chef (which gives you +1 Con or Wis, a tool proficiency in Cook’s Utensils, an extra 1d8 hit points of healing for anyone spending hit dice on a short rest, and then 2-6 temporary hit points based on level). (And don’t get me wrong, that’s got some serious value in certain situations. But it’s also up against Sharpshooter and Great Weapon Master and Sentinel …)

    There’s also a lot of expansion on Inspiration as a concept, but one piece I didn’t like was their rule to remove it from the PCs when they take a long rest. With how much more liberally the rules want Inspiration to be used I can see what their thought is, but I also think that Inspiration, once earned, should last until used.

    And, on the topic of Long Rests, the rules now mention that combat of any kind will utterly and completely prevent the completion of a long rest. I’m more tentative than critical on this one for a few reasons. For one, the party is likely low on resources when they decide to risk a long rest in dangerous territory, and failing to complete a rest might be overly punishing for a few bad rolls. However, this might lead to more consideration and better decision making from the party when they seek shelter for a rest. It could also greatly improve travel through wilderness – for the most part, overland travel in D&D seems to come down to a single encounter a day, if that, and going into each engagement with full resources can make challenging the party difficult. I can think of a few other ways to counter that, however, so we will have to see.

    Wizards also proposed some interesting adjustments to Natural 20 rolls that I personally intend to utterly ignore. The first is a rule in the PDF mentions that a Nat 20 always succeeds on a roll when made, and a Nat 1 always fails; the intention here is that a call shouldn’t be made for a roll if the characters have no chance to succeed, but I believe there’s value in the characters not knowing if success is possible from the simple call for a roll. I’ve had a post about the Role of the Dice rattling around in my head for a while now, so I’ll have more to say on this later.

    Another adjustment is Wizards wants to remove the ability for spells to critically hit. As-is, only a spell with an attack roll is currently capable of such, and I think it just isn’t nearly as fun for a player to throw a Nat 20 and then deflate when they remember their Firebolt cantrip doesn’t crit anymore. Spell crits are sticking around at my table.

    Then, Wizards came gunning for my crits. The majority of my experience in D&D comes from behind the Dungeon Master’s screen, and Wizards wants to remove critical strikes from monsters. The current assumption in the community is that this will step in tandem with new, powerful abilities on monster stat blocks that will threaten the party without the need for a lucky roll, so I’ll hold my full judgement for now. We’ll see in time.

    The Whatever Stuff

    Lastly, there was something I had some thoughts on that don’t cause me worry for the game’s direction or excite me. Just an adjustment I realized occurred. The new rules for backgrounds don’t include the features that they had in the 5th edition PHB. With backgrounds being built from the ground up by the players, that makes sense, but there was some good thematic stuff there that could provide some texture to different styles of games. I, personally, will be sad to see them gone – but luckily, I can invite my players to simply include characters that might aid them in those ways in their backstories.

    So, there’s my first impression of OneD&D (well, actually, my first first impression was that’s-a-silly-name). I’m looking forward to learning more. Worst case scenario, I’ll steal what I like and retrofit it for use in 5th edition and keep running games the way I have been.

    As always, thanks for reading! Good luck out there, heroes.