Tag: DnD

  • Embracing the Mechanics of Backgrounds

    Embracing the Mechanics of Backgrounds

    As Wizards of the Coast makes changes to how race & lineage impact character creation there is some pushback towards removing Ability Score Increases from race and having that instead be a floating adjustment. There are many proposed adjustments and several games or third-party products include adjustments to this part of the system, to varying degrees.

    Ancestry & Culture and Level Up are the two that I’ve been most intrigued with to this point. My home game just uses floating ASI for simplicity’s sake. Another movement tries to connect the ASI to Backgrounds. One such proposal on reddit suggests this because;

    The backgrounds we have in basic 5e are fairly lackluster. Here’s some tools and a little feature. It’s kinda meh. You can almost skip them in character creation.
    What I’d like to see are dozens of backgrounds that provide: tools, languages, equipment, more substantial features, as well as appropriate ASIs. They could provide so many more variations with every published book as well as allow for plenty of homebrew.

    There are a few reasons this suggestion would not work at my table, and isn’t recommended.

    • You can already suggest that your Floating ASI connects to your character’s Background. As well as writing your character’s story as if the Floating ASI connects to your racial/species/lineage origin, or to Class, or whatever element you want. This empowers players to tell the widest variety of tales possible.
    • Assumptions about weak/strong, or unintelligent/smart people in specific roles aren’t as bad as those connected to race, but they’re still not great. Being a weak Farmer is a good story, whether or not the character is a Remarkable Drudge.
    • Backgrounds already do a lot of mechanical work. Embrace those mechanics. Their design tells your table so much about who you are and why you do the things you do. The Background rules do not need to change. They need to be used.
    Photo by Canan YAu015eAR on Pexels.com

    Mechanics of Backgrounds

    To review every Background in Dungeons & Dragons 5th edition as written includes two skills (roughly 1/4 to 1/2 of the skills your character begins with), two languages/tools/games/instruments/kits (closer to half of the beginning amount), and a social or exploration themed feature. A removal of Backgrounds further reduces the social and exploration pillars bringing the game back to its wargaming roots, which ignores current desires of most gamers.

    This change also ignores the Traits, Ideal, Bond, and Flaw system. These few short sentences are guidance towards personality, more so than the archaic use of Alignment. They tell you about the who of your character. They are not a complete personality, but a snapshot. This system also adds mechanics to roleplay. When a character plays their Traits, Ideal, Bond, and/or Flaw they are granted an Inspiration Die. This d20 is consumed when a player wants to grant their character advantage (a handy house rule is that players can grant each other an Inspiration Die based on roleplay too). Having advantage is powerful. The math shifts.

    Together there are ten mechanics attached to Backgrounds. TEN.

    Plus those mechanics attach themselves to something else that race and calls do not — the story of what you did Before. Your zero to hero journey is fundamentally intertwined with Backgrounds.

    Backgrounds Empower Story

    What were you before you picked up a sword or spell to fight a bandit? How did that upbringing and background inform who you are becoming? Real world ‘adventurers’ are not the same, even if they are from the same ethnic group and took the same adventuring job. A studious nerd from the ‘burbs who became a linguist with the Special Forces has a different story from the hunter from rough rural lands who became a linguist with the Special Forces.

    Tools aren’t ‘meh.’ They are powerful ways to talk about what your character is outside of combat. Tools are one of the best ways to explain your character’s hobbies. And your character must have a hobby. People in the times that inspire our game had hobbies. Tools are also ways to tell cultural stories about a region. The existence of an expert coffee roaster or athlete carries worldbuilding implications. Knowing more languages than typical speaks to a character’s education (either by book or by street or by silk road)

    Those social and exploration features are some of the only ways that a Fighter will have social and exploration mechanics. The class is so blank slate that without Backgrounds that hole is massive. They also augment the ways that the rest of the Classes interact with those pillars of the game.

    Backgrounds help D&D players differentiate their characters by adding another layer of story from Before as they begin to tell the story of Now.

    Custom Backgrounds for 5th edition Dungeons & Dragons

  • Latest Unearthed Aracana sends us to the Phlogiston (maybe)

    Latest Unearthed Aracana sends us to the Phlogiston (maybe)

    With the announced pace of products picking up, we should also expect Unearthed Arcana’s pace to pick up. Today, Wizards of the Coast sent out the latest Dungeons & Dragons playtest document with six new races to play n the game. They have strong flavors of my favorite settings from the days of yore — Spelljammer.

    Unlike the foundational settings of D&D Spelljammer has no relationship to the real world or literature. The concept is D&D in space, but an odd kind of space with ships that look like dragonflies and mind flayer heads, all powered by hooking up a magic user to a chair/helm/etc that sucks magic from them. Each “solar system” exists within a crystal sphere, and outside of that is a highly flammable sea of a Phlogiston.

    There are prates, even crafter gnomes, space monkeys that can glide, Victorian hippo-people, asteroid trading posts run by beholders, fleets of mind flayers. The whole of the setting is comc book/cartoon joy with themes of exploration similar to Star Trek.

    Some of the new races are also part of the Planescape realm and the thri-keen are one of the signature elements of Dark Sun.

    Astral Elf

    An elf denizen of the Astral Plane who is likely thousands of years old.

    What I like

    Radiant Soul is a cool way to bounce back from death’s door once per day. That you must be down and making death saves in order to use it connects the mechanics to Astral Elf’s planar nature.

    Trance Tools are a non-cultural way to gain proficiency, nifty little mechanic. Maybe my favorite from this drop, which is funny because…

    What I don’t like

    Don’t know why the world needs another elf, ever. There are a lot in D&D these days, with more to come for every new setting. The Astral Elf, if the feedback is strong, will be the 14th elf within official D&D worlds for Fifth Edition.

    Also, just after so many reminders that each playable races is supposed to have a human-like age spectrum, the Astral Elf is even older than normal elves.

    Will I play one?

    Probably not. Elves and all their permutations are my least played race. The idea of an ancient people viewed as the ideal of sapience has little appeal to me.

    Autognome

    A mechanical gnome gifted with free will.

    What I like

    True Life is a brilliant way to empower healing for living constructs. The Warforged need this in the expected minor racial reworks coming with the three-book gift set.

    Built for Success strongly connects the rules of the race to why the race exists. Gnomes created these automatons to be better than gnomes are, at least at certain tasks.

    What I don’t like

    Sentry’s Rest is another variant on Trances. Having a party with a creature that needs 4 hours, and another that needs 6 hours, and most that need 8 hours adds unnecessary complexity to organizing watches.

    Will I play one?

    Yep, I love the little people. Also, I enjoy tool users and specialists. These would make strong Rogues.

    Giff

    A hippo-headed being of impressive size.

    What I like

    They’re big, really big. Playing a super-sized race that doesn’t have to smush itself through most passages is a great way to feel more powerful than you are in real ife. Hippo Build embraces this.

    What I don’t like

    Damage Dealer connects more strongly to Rogues and Paladins than the Giff’s traditional role as a Fighter. Also, that’s it. They only have two traits. The Astral Elf, embracing their racial superiority have seven.

    Will I play one?

    Yep. Absolutely. Anthropomorphic races are cool. The Giff’s traditional Victorian military culture can be fun. There will be a search for another trait that connects to their build, maybe something as boring as Tough Hide which gives them an extra hit point every level.

    Hadozee

    A highly adaptive simian being who uses winglike membranes to glide.

    What I like

    The climbing speed and Glide are both great ways to capture their tree glider meets monkey vibe.

    Dexterous Feet allowing a bonus action to Use an Object is good, but it doesn’t go quite far enough.

    What I don’t like

    Dexterous Feet should include the tail, and to enable more fun, should allow the activity via a Reaction too. Yes, that break the standard for Reactions, but it’s cool.

    Will I play one?

    Maybe. Kinda want to be an Artificer or Wizard, who manipulates their magic components with their feet and tail.

    Plasmoid

    An amoeba-like being.

    What I like

    These things are bizarre, the oddest playable concept in the game. You have no standard form, as you are an Ooze. Shape Self enables you to look kind of like a person and also lets you grow an ‘arm’ up to ten feet long.

    What I don’t like

    The mechanics are great, the ability to be one the creatures mentally needs a lot of explanation.

    Will I play one?

    Not until the lore is revealed. My head needs help wrapping around this concept even more than it does for Lizard Folk.

    Thri-kreen

    A six-limbed, telepathic insectoid.

    What I like

    Secondary Arms is a good solve for how these six-limbed peoples work with the D&D action economy. There is a fun synergy with Two-Weapon Fighting and with light thrown weapons when you have multi-attack or related abilities.

    What I don’t like

    Sleepless Revitalization reveals another Long Rest variant to confuse the party.

    With five racial traits, most with power, they are insectoid elves.

    Will I play one?

    No, but they are absolutely necessary for the world of Dark Sun, and maybe in my own world (spoiler?).

  • 8 Cantrips to Enhance Fall Festival Celebrations

    8 Cantrips to Enhance Fall Festival Celebrations

    Festivals, holidays, and celebrations are great ways to add verisimilitude to your game. Plus, everyone likes a party. With Halloween and its associated celebrations (All Saints Day, Samhain, Harvest tide, Día de los Muertos, etc) there is frequently a lean into those themes within our gaming. That can be as simple as skeletons, headless horse riders, ghosts, or more complexity. Or it can just mean the presence of cornucopias, jack-o’-lanterns, and candles as the party walks through a village.

    Copying real world makes sense. Twisting and adapting it a bit makes even more sense. You can advance your game world even more by leaning into the Dungeons & Dragons of it all (or your game of preference) by leaning into what makes D&D unique and special — the presence of various kinds of magic.

    Photo by David Gomes on Pexels.com

    Over the next month I’ll be following the prompts from Magic: The Gathering to share the lore and rules within my campaign world. Some will be short hits, others expansions on previous lore. These prompts may just inspire regular rather than irregular blogging.

    This entry grew when thinking about pumpkins. And then the mind drifted. Pumpkin > Jack ‘o Lantern > Will o’ Wisp > Dancing Lights. These 8 utility cantrips in the Basic Rules can add a bit of flavor to your world’s Fall festivals.

    • Dancing Lights – A spell almost certainly inspired by the Will o’ Wisp, the four tiny lights can be any color, a pale silver would be best for this usage. Place them behind a cloth used for ghostly apparitions inside windows and trees making those fake ghosts look even more spectral.
    • Druidcraft – There are so many ways to use Druidcraft that it almost needs its own post, but what if your fake cemetery started to reek, or you cause a group of tree leaves to fall all at once?
    • Light – The image attached to the post almost perfectly demonstrates a use for this tiny spell. Lighting up a carving for the hour after sunset is magic I can get behind.
    • Mage Hand – What haunted house doesn’t have a torch floating by in a spectral hand?
    • Message – Within worlds of lighter magic Message can be used as a friendly spook as people walk about the town.
    • Minor Illusion – A couple of the descriptions of possible illusions read as if they were designed for Halloween… “its volume can range from a whisper to a scream” and “muddy footprints” are ideal haunts.
    • Prestidigitation – Create small marks on doorways that ‘ward’ off evil spirits or welcome visiting neighbors.
    • Thaumaturgy – The ability to dim all lights along a street creates an unwelcome space where spirits can hide and fear can thrive.

    How do you incorporate the mystical, fantastic, and magical into your Fall festivals?

  • Uprising & Rebellion Campaign Two: One Sheet

    Uprising & Rebellion Campaign Two: One Sheet

    This campaign is set six years after the Lorebook Hunters returned magic to the World of the Everflow. It is set in Kirtin-on-the-Lake, and is centered on political intrigue with social and exploration pillars being as important as combat. Every player is united in rebellion against the corrupt Mayor, but may have differing ideas about how the various factions can help Kirtin-on-the-Lake be free.

    Made using the Medieval Fantasy City Generator.

    Campaign Premise

    You are common people living in and around Kirtin-on-the-Lake who are inspired to free the city from under the rule of Daoud. You may want it to once again be part of Kirtin, or you may want to copy the Free City of Sheljar. The City Guard, a unit of Daoud’s military, and even Dragons, who see Kirtin-on-the-Lake as their ancestral home, stand in your way.

    Background

    Kirtin-on-the-Lake was once the winter capital of Kirtin. Taken over by Daoud in the generational wars it is a city of borders even before the Awakening and the discoveries of the Lorebook of Divination and the Folio of Necromancy. Now, the Ken and their Dragons are trying to capture what they claim are their ancestral homeland. Daoud and Kirtin remain at war over the city.

    There is also a general uprising of peoples inspired by the Free City of Sheljar. The Mayor has managed to consolidate power by playing the various factions off against each other; this hasn’t helped the common people beyond allowing them peace.

    Made using Perilous Shores

    Grand Conflicts

    The Proctors of Grace and their other allies want to control access to magic. Certain Dragons also want to repopulate Kirtin-on-the-Lake as the Ward of Mighty Trees is the ancestral home of certain types of Dragons (at least a Red as that first DragonTree has regrown).

    Daoud will not allow their winnings (Kirtin-on-the-Lake and the Slope) to leave their control after centuries. The rebellion has taken control of the Dock District. What will they free next? While the mayor may be willing to have the rebels help repel the Proctors, he serves at the whim of an empire that refuses to recognize Kirtin-on-the-Lake as anything but its own territory.

    Factions

    • Mayor and City Guard, generally aligned with Daoud, he is willing to look the other way and cede districts to other invaders for a price.
    • Daoud, the conquering empire of the south. Normally a naval power in the World of the Everflow, their long conflict over Kirtin-on-the-Lake is their largest land holding.
    • Kirtin, the mountain kingdom has been at war with Daoud and Azsel for so long that all of its peoples serve in the military.
    • Proctors of Grace and the Ken, lead by Dragons the various fey peoples are experts at magic and claim that Kirtin-on-the-Lake’s Ward of Mighty trees is their homeland. They also want to put the power of magic under their control and only their control.
    • Society of Veil and Shadows, these rebels are inspired by the Free City of Sheljar and its empowerment of all thinking peoples. Whether Kin, Ken, or Kon the people deserve equality of treatment and opportunity.

    Rumors

    • There are half-animal/half-people roaming the Western Wildes.
    • Out in the Ferments forms of life based on the elements are driving out the Kin there.
    • Headquartered Church of Quar has lost control of the Everflow (the source of all healing potions).
    • Peace has come between the Kingdoms of the North as the Crinth Confederation and Azsel are more concerned with the Kon and the Ken.
    • The Dragons seek the Robe of the Magi.
    • The Tome of Abjuration and its Proctor may be in the city or surrounding area.

    Facets

    • Exploring the zero-to-hero tropes, rebellion, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever.
    • Sessions are 2-3 hours. Adventures are 1-3 sessions.

    Variant Rules

    • Playable races are Human, Hin/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
      • Only the Kon (goblinoids may be Artificers.
      • Kin start with a Bonded Companion
      • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
      • Kon start with Tek
    • There are a few custom subclasses available (Way of Frayed Knot, Society of Veil and Shadows, Conscript, Propagandist, Liberator, Circle of Sewers).
    • There are several custom backgrounds and tools available. We will use cultures, not languages.
    • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 3rd level, because power is cool.
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.

    Practicum

    Sessions will be on Sunday afternoons and evenings, floating times based on the Puget Sound pro soccer schedule. Characters must be created prior to dropping in. The table will be on an outdoor patio at one of a few locations in South King County.

    Email, private message, or text for more details.

  • My next D&D character is…

    My next D&D character is…

    For some finding inspiration for their next Dungeons & Dragons character can be difficult. A way to solve that difficulty is to find some part of our actual reality as a starting point, and then give it a twist. Maybe add something magical, or heroic, or tragic — and then smash something else from reality into that idea as well.

    Over on my Twitter account I ocaissionally present my every day life as inspiration for D&D characters. This series always starts with “My next D&D character is“.

    Let’s take this Propagandist (or Bard) concept.

    I had recently been gifted a knife for which I had no sheath. When searching for a way to protect both it and the family I remembered my Field Notes notebook from the End Pages series. It was the perfect length. Then, springing from that secret spot in the mind where inspiration resides I thought of a character who stored their blades inside notebooks.

    They certainly write in the book as well, because they must — tracking those who have wrong them or those they care about; jotting down a possible secret; picking up the stories during their travels. Basically they use the notebook the way normal real people do, except it also has a dagger in it.

    Cleaning Houses

    While helping my wife prep homes for sale my mind sits within itself and wonders what magic would be helpful to complete this act. My latest idea was for someone who isn’t smart, but they are either lazy or overworked. So they took the fast way out and made a Pact with the Great Old One. Their Tome is full of rituals to help make living life easier. This warlock isn’t evil. They just needed a way to make living life easier. Now they are on a quest for a mighty power.

    Or, maybe your character studied to learn Prestidigitation because that’s what they needed to do in order to be better at helping the family business. They dreamed of being a warrior. Then one day those things combined.

    During the winter you see an ice sculpture — your next PC is a Water Genasi that carves Ice Sculptures. When the weather is too warm they create the ice that’s needed for sculpting.

    I’ve been a sports writer spanning from amateur to semipro to pro (you can hire me), so many of my ideas revolve around sports. Each with nuance and difference, and yet all come about through following sports.

    During this whole pandemic period I came up with the idea that the party healer also heals the mind. This was entirely a creation due to my own personal mindspace during the pandemic. I needed a party healer that heals body and mind. The mind of adventurers is inherently broken. Like Special Forces soldiers they see some shit and though they work for noble cause (often) there are still mental scars.

    What would the heroic version of my time as a linguist look like? A Mastermind or Inquisitive Rogue, halfling (duh) who studies the cultures and communities of the world, granting them a bit of insight when they fight, but also able to operate as the party face.

    Inspiration is everywhere. It’s in beer, in mushrooms, in trees, in walks down by the river, in your trips to the thrift shop, in the social media you consume. Our life is filled with interesting characters and characteristics. These can be your next PC or NPCs.

    A few of them I’ve statted up over at DnDBeyond. Feel free to use them. If you do just kindly share that you got the idea from Full Moon Storytelling.