Review of the 5e Player’s Handbook (Classes)

Posted in D&D 5e, D&D Fifth Edition, Dungeons and Dragons, Wizards of the Coast with tags , , , on January 30, 2015 by boccobsblog

I thought I could bang out a quick review of the 5e PHB as I did with the Monster Manual, but there is just far too much ground to cover. So I’ll give you my take on the classes first. I am happy with all the base classes in fifth, they seem balanced and the archetypes give them serious re-play value. Here is a brief break down:

Barbarian

Not much different here, this class will feel very familiar. The rage mechanics are far simpler as you no longer add stat points mid combat. Instead, you take less damage and do more damage. The barbarian has two paths; one that heightens the rage ability and one that is more spiritual and offers magical abilities (though not spell slots).

Bard

The bard gets a pretty big power bump in 5e as they now have access to spells all the way to ninth. As far as archetypes, they bard has two colleges to choose from, one that focuses on being in the thick of combat and rallying forces, and one that focuses on knowledge. Bards look cool to me for the first time (sorry to the three bard fans out there).

Cleric

Largely unchanged, again this class will feel very familiar to pre-fourth players. Clerics only have one domain as do most gods in 5e (Side note, the PHB lists nearly every god in D&D history: Forgotten Realms, Dragon Lance, Greyhawk, etc., as well as many Earth pantheons, Greeks, Egyptians, etc it is an impressive list to compile your pantheon from.). There are seven domains to choose from: knowledge, life, light, nature, tempest, trickery, and war. The DMG also contains the death domain for evil characters.

Druid

No big changes for the druid. They choose from two paths one of which offers a broader range of spells dependent on the land type the druid protects, and the second offers more wild shape options. It looks like the animal companion got chopped.

Fighter

The fighter has always been my favorite class and they get a lot of attention in fifth. They have three archetypes to choose from: the Champion is an easy to play fighter that requires little thought (along the lines of the 3.5 fighter) he hits, and he hits hard. The Battle Master reminds me of the classes from the Book of Nine Swords or maybe a 4e warlord; he has numerous maneuvers and abilities that he can choose from that aid his party and make him extremely interesting to play. He is slightly more complicated than the standard fighter but a refreshing change for those of us that want a more dynamic melee character. Lastly, the fighter can choose to be Eldritch Knight, which, much like the 3.5 prestige class it’s derived from, is a fighter mage with spells up to fifth level. 5e fighters are amazing.

Monk

I’ve never been a fan of the monk class and feel that it really doesn’t fit into the western feel of a largely medieval game, but with that said, the 5e monk is pretty cool as monks go. They have three paths: one that focuses on hand-to-hand combat, one that is essentially a ninja, and one that gets spell like abilities (though no spell slots).

Paladin

The idea of a non-lawful good paladin isn’t a new idea, there have been paladin variants around for over thirty years and have always been met with mixed emotions. The 5e paladin comes in three varieties: the pain in ass lawful good chivalrous knight we all know and love, a neutral good, nature knight (an elven knight from Middle Earth), and a badass, don’t get in my way neutral or lawful neutral knight of vengeance that is on a mission to destroy evil and cares nothing for law or goodness. The DMG also has an Oathbreaker path for evil paladins that have strayed from the path of good. Not sure how I feel about the third option, but the pally has options for players that don’t want to go the boy scout path. Paladin also get their spells much earlier, and cast up to fifth-level spells.

Ranger

The ranger, like the pally, see increased spell casting, and has two options: the beast master with his animal companion, and the hunter (who should probably be called a slayer) who focuses on hunting a favored enemy.

Rogue

Like the fighter, the 5e rogue gets a lot of attention and has three paths to walk: the thief (no explanation needed), the assassin (first edition fans rejoice), and the arcane trickster who is essentially a rogue/mage.

Sorcerer

Earlier in the 5e playtest the sorcerer has a vastly different and new approach to a spellcaster (as was the warlock), but fans shouted that idea down and the final product is fairly the same as it was in 3.5 or pathfinder. The sorcerer has two possible bloodlines: draconic and the much-loved wild magic. My beloved 3.5’s attempt at the wild mage in Complete Arcane was a joke, but the 5e wild mage is more akin to its 2e roots, complete with wild surge chart.

Warlock

The warlock is once again a base class (one thing 4e did right). The warlock has invocations, as well as spell slots. The warlock derives their power from three possible sources: fiends, fey, and great old ones (yup, Cthulhu and his homeboys).

Wizard

Finally, everybody’s favorite blaster caster, the wizard. Like the cleric, the wiz doesn’t see much of a change. At creation the wizard must choose one of the eight schools to specialize in, but he isn’t barred from other schools as we was in the past, he’s just better at one school.

All in all, the 5e player’s handbook gives you 12 base classes (the most of any PHB in the game’s forty year history) that after archetypes is actually 40 (42 if you allow evil characters) classes. That is pretty cool. Sure we lost prestige classes (for now), but can play a lot of those role more quickly. I am especially impressed with the fighters, monks, paladins, and rogues.

Fifth Edition Monster Manual Review

Posted in Dungeons and Dragons with tags , , , , on January 9, 2015 by boccobsblog

I just received my copies of the new D&D fifth edition core rulebooks. I only had time to look through the monster manual, but here are my initial thoughts.

My friends and fellow gamers will tell you that I am not easily impressed. In fact, I’m hypercritical to point of being offensive about TV shows, movies, books, and games. So when I say that I am thoroughly, truly, impressed with the quality and content of the new monster manual, it is high praise. I grumbled and complained when I had to convert from second to third, but I came around and have played 3.5 for fifteen years. I own nearly every 3.5 book (I skipped fourth edition all together because it was an abomination so vile it should have been smothered at birth and fed to a grick), so I am deeply invested in 3.5. That said, when I look through the fifth edition books, I get a sense of excitement and novelty that I haven’t felt since I started playing D&D over twenty years ago.

In no real order:

The Good Things

  • The artwork (for the most part) is the best since the second edition Monstrous Compendium, but more so because these monsters are in color.
  • The stat blocks are so clean, succinct, and easy to use, a novice DM can pick up the book and not be confused.
  • Flavor has returned to D&D. One complaint I had about my beloved 3.5, is that much of the flavor and fluff present in second edition was removed and replaced with mechanics. The 5e MM has small inserts that outline legendary and familiar monsters or villains from D&D forty year past. For example, next to the Death Knight is a passage about Lord Soth and his history. The vampire entry features a picture of Strahd Von Varovich with a blurb about his history. The same is true for the Demilich, Acerack is pictured and a small insert details his story. (Not to start an edition/game war, but this deep history of beloved characters is what Pathfinder is missing)
  • The stat blocks list average damage next to each attack along with the dice like this: 23 (4d8+5), this seems like a small detail, but it will greatly aid a DM running several monsters or a monster with numerous attacks, like a dragon or a hydra. Fifth edition truly strives to streamline the game when possible.
  • Certain powerful creatures are “Legendary”, and have powers that lesser monsters don’t possess. Cooler still, is when you encounter a legendary creature in its lair, it gets to activate a lair power on 20 in the initiative order. So the red dragon might stomp the floor and cause a spurt of lava to jet up from the floor of his cave and burn the party. These legendary creatures also have regional effects that warp a radius around their lair.
  • NPC’s. There is an appendix full of pregen NPC’s. Think of the second edition MM’s entry for humans. It listed pirates, laborers, spell casters, and knights. The 5e appendix is similar, filled with cultists and commoners that a DM’s job easier.
  • A CR 30 Tarrasque. Finally, Big T is the baddest thing in the MM.

The Bad

It is honestly hard to find anything bad to say about this book. I’ve added the few complaints that I came up with as I read, but they seem nit-picky.

  • Flump? Seriously? You wasted a page on this?
  • Not sure we needed a three-page spread dedicated to Modrons. I guess people dig em.
  • Many monsters have been reduced in challenge rating. These creatures haven’t necessarily been reduced in power, but the MM is full of low CR monsters and it seems that fleshing out high-level adventures might be more difficult. For example: In the NPC section, the archmage is like level 18 (don’t quote me on that) and a CR of 12.
  • My Biggest complaint: page 140 and 141 are blackened and completely unreadable. I will reserve nerd rage on this until I find out if I can return my copy for a replacement. In the meantime, my players can rest safely at night in the knowledge that I can’t send gargoyles after them.
  • Dragons have been reduced to four age categories. Not sure this is a problem, I liked that there was a dragon for a variety of CR’s, but the drawback was that they weren’t completely fleshed out with feats. Now there are only four dragons and they give a complete stat block for each.
  • The size of several monsters has changed and left many of my miniatures obsolete. The reverse is also true though, many monsters have changed to a size that is easier to manage. For example, the mimic is now medium (which makes more sense than a ten-foot wide chest) and I can use the amazing mimic miniature from Reaper’s Bones line.

Overall, the 5e MM is the best in years, if not the best ever in my opinion.

2013 in review

Posted in Uncategorized on December 31, 2013 by boccobsblog

The WordPress.com stats helper monkeys prepared a 2013 annual report for this blog.

Here’s an excerpt:

Madison Square Garden can seat 20,000 people for a concert. This blog was viewed about 61,000 times in 2013. If it were a concert at Madison Square Garden, it would take about 3 sold-out performances for that many people to see it.

Click here to see the complete report.

Arena of War is Live!

Posted in Uncategorized with tags , on October 17, 2013 by boccobsblog

Arena of War, the D&D mobile game went live on IPhone today (and Android I believe). It can be downloaded and played for FREE! Give it a try. Register through Wizards.com and receive a free power: Cause Fear.

I am looking forward to this game.

Dungeon Attack Kickstarter

Posted in Gaming Culture, Product Review with tags , , , on August 19, 2013 by boccobsblog

The guys from Attack Dice, the makers of When Zombies Attack, are funding their second game through Kickstarter. The newest game, Dungeon Attack, follows the same AD premise of fast paced, easy to learn, and easy on the wallet, but with a fantasy flavor.

Funding a game on Kickstarter is a great way to get the games for a cheaper price, get them weeks before they hit the store, and a chance to get exclusive content.

Curious about Dungeon Attack? The rules can be downloaded for free from AD’s website.

Check out the Dungeon Attack Kickstarter!

D&D: Arena of War

Posted in Dungeons and Dragons, Video Games with tags , , on June 7, 2013 by boccobsblog

arenaofwar_illo

According to Wizards.com:

You may have just heard about this announcement: DeNA is currently working on a D&D mobile game. Arena of War is a party-based battle game set within the Forgotten Realms—and it has a heavy emphasis on boss battles! Worldwide release is currently scheduled for late July.

Look for further news and information about this title on their site.

The game will be free and supported on both Apple products (Iphone and Ipad) and Android devices.

Should be cool.

 

 

Video Walk-Through: Gen Con Indy 2013

Posted in Conventions, Gen Con 2013 with tags on May 22, 2013 by boccobsblog

Gen Con Indy is only 84 days away! With more than 300 exhibitors and a beer garden, this should be the greatest Gen Con yet.

Event registration is live and the event hall map is available here.

Wizards to Reprint 1974 D&D “White Box”

Posted in Dungeons and Dragons, Product Review with tags , , on February 21, 2013 by boccobsblog

Image

Holding true to their new motto, “Every Edition Available Again!”, Wizards of the Coast is reprinting the original D&D boxset. From Wizards.com:

 

A premium, deluxe edition of the Original D&D “White Box”!

The original Dungeons & Dragons boxed set was published by TSR, Inc. in 1974 and was the very first roleplaying game, introducing concepts that have persisted throughout later editions. It included three small rules booklets in a white box.

This deluxe, premium reprint of the original “White Box” features new packaging and includes the following seven booklets (plus, reference sheets):

  • Volume 1: Men & Magic
  • Volume 2: Monsters & Treasure
  • Volume 3: Underworld & Wilderness Adventures
  • Supplement I: Greyhawk
  • Supplement II: Blackmoor
  • Supplement III: Eldritch Wizardry
  • Supplement IV: Gods, Demi-Gods & Heroes

Each booklet features new cover art but is otherwise a faithful reproduction of the original, including original interior art.

Item Details
Item Code: 45390000
Release Date: November 19, 2013
Format: D&D Boxed Game
Price: $149.99; C$172.00
ISBN: 978-0-7869-6465-9
 

 I think it would be fun to own an run a campaign with, but a hundred and fifty dollars is expensive…

Latest D&D Next Playtest Packet Available Today

Posted in Uncategorized with tags , , on October 9, 2012 by boccobsblog

The third D&D Next Playtest packet is available for download. Unlike the first packet, this one downloaded in about one second on the first try.

According to Wizard’s:

This playtest packet includes magic items, some updated monsters, and a revised version of Caves of Chaos.

You can download the newest packet here.

RPG With Me, Virtual Tabletop

Posted in Product Review with tags , , on September 3, 2012 by boccobsblog

At this year’s Gen Con I had a chance to talk with the guys from RPGwithme.com, their virtual tabletop is, by far the most visually stunning I’ve seen. The examples they had at the con looked like still shots from a high-quality video game like Dragon Age or Skyrim.

But the virtual tabletop isn’t the main function of the site. They offer free digital character sheets usable on your laptop or tablet. The site also offers campaign management software complete with free artwork.

Finally, the site offers a play by post platform that integrates your campaign website and digital sheets.

Overall, it looks pretty solid and is worth a visit: RPGwithme.com

If you like what you see, check out their Kickstarter page.