Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:00
Today on the Lazy RPG talk show, there's
0:02
a bunch of different humble bundles that look
0:04
quite interesting. We're going to take a look
0:06
at those. We're going to look at the
0:09
Kickstarter for Zaminora, Ballad of the Witch, Sigil,
0:11
Wizards of the Coast 3D virtual tabletop, appears
0:13
to be all but dead. We're going to
0:15
talk about that a little bit. I had
0:18
the wonderful opportunity to run a first level
0:20
Shadow the Weird Wizard game, so I'm going
0:22
to give some quick impressions of Shadow the
0:24
Weird Wizard based off of that one game.
0:26
Today we're going to talk about defending yourself
0:29
out of the fun. How some players seek
0:31
such high defensive capabilities that they essentially
0:33
make the game and the threat of
0:35
the game meaningless. And we're going to
0:38
cover more questions from the Patreon Q&A.
0:40
All today on the Lazy RPG RPG
0:42
talk show. I'm Mike Shea, your pal
0:44
from Sly Flurish. to talk about all
0:46
things in tabletop role-playing games. The Lazy
0:48
RPD talk show is brought to you
0:51
by the patrons of Sly Flourish. Patrons
0:53
get access to all kinds of tips,
0:55
tricks, tools, scenarios, the whole separate podcast,
0:57
the dedicated discourse everything they get so
0:59
much that the patrons of Sly Flourish
1:02
get, and they help me put
1:04
on shows like this. To the
1:06
patrons of Sly Flourish, thank you
1:08
so much for your outstanding support.
1:10
I often mention that humble bundles
1:12
and bundles of holding are the
1:14
best ways to get lots of
1:16
material for a very low price
1:18
and there are three count them
1:20
three humble bundles going on right
1:22
now all of which are pretty
1:24
tremendous. The first one is a
1:27
Delta Green Humbel bundle with
1:29
proceeds and I think even
1:31
some matching that are going
1:33
to help in Ukraine. Delta
1:35
Green is a Call of
1:37
Modern Day Kalehoo game. 25
1:39
bucks gets you 58 items,
1:41
less than 50 cents a book. or 50
1:44
cents an item, of course different items have
1:46
different sizes, for all of Delta Green, which
1:48
includes a bunch of material for various virtual
1:50
tabletops, including the Roll 20 and Foundry. You
1:52
can find a link, I don't really know,
1:54
I've never played Delta Green, so I don't
1:56
know very much about it, but you can
1:59
find a link. down to the Delta Green
2:01
Humbel bundle below. Looks quite reasonable. Lots of
2:03
people are very excited about it. I just
2:05
haven't played it, so I can't really say.
2:08
So it comes with the Delta Green Corebook,
2:10
which is called the Agent's Handbook, and a
2:12
whole bunch of different stuff to play Delta
2:14
Green. So if you are looking into, hey,
2:16
a modern day Kolkathulu style game, and you
2:19
want to help support direct relief, you can
2:21
take a look at the Delta Green Humbel
2:23
bundle bundle. The next one
2:25
I picked this one up is a
2:27
this is the first time we've I
2:30
think we've seen Wizards of the Coast
2:32
doing a Humba bundle and they are
2:34
doing a world of Dragon Lance book
2:36
bundle which includes all of the main
2:38
Dragon Lance books I don't know if
2:41
it's every single Dragon Lance book book
2:43
but it's all of the main Dragon
2:45
Lance books I don't know if it's
2:47
every single Dragon Lance book but it's
2:49
all of these books available in EPU
2:52
that you can then put on any
2:54
device or read on any platform that
2:56
can read EPUs. EPUs. process. $18 for
2:58
26 books. So less than a dollar
3:01
a book, including them. Three main Dragon
3:03
Lance books, if you've never read them.
3:05
If you've never read them, there's certainly
3:07
a read. I don't know how well
3:09
they hold up these days, but I
3:12
started reading them. They're fun. So if
3:14
you want some good... You know, good
3:16
old D&D reads, this is a fantastic
3:18
one, and 18 bucks is an absolute
3:20
steal for this many e-books. So check
3:23
out the World of Dragon Lance book
3:25
bundle, also available on Humba bundle. And
3:27
thanks to Wizards of the Coast for
3:29
putting out material in a non-DRMed downloadable
3:31
format that you can download and own
3:34
and keep. I would love to see
3:36
more stuff like that. And then the
3:38
last Humba bundle I just found out
3:40
about yesterday is a player focused... source
3:42
material from Coble Press. So it includes
3:45
Deep Magic 1 and 2, it includes
3:47
the Foundry license for Deep Magic, vault
3:49
of magic, which are magic items, the
3:51
Midgard Heroes handback, Zobat Clockwork City, which
3:53
I really loved, the Southlands Player Guide,
3:56
all four warlock grimoires. These are really
3:58
cool books that encapsulate all of the
4:00
materials. So even though this is. mostly
4:02
focused on player stuff. There's actually a
4:05
fair bit of GM stuff in here
4:07
as well, but you don't get like
4:09
probably the two books that I would
4:11
love, but they're not in here, the
4:13
Midguard World book, and the Southlands book
4:16
are outstanding, and there's other ones as
4:18
well. Lots of separate warlock. I actually
4:20
have some stuff in here. I think
4:22
one of these warlock magazines, to your
4:24
5E games, so very good. but it
4:27
includes probably about, it looks like five
4:29
or six really big books. in PDF.
4:31
So if you're looking for more character
4:33
options, and one thing I always think
4:35
about with these is they don't always
4:38
have to be like just full character
4:40
options. These are things that GMs can
4:42
use to kind of modify their game.
4:44
The Deep Magic One and Two, for
4:46
example, have so many, more than like
4:49
a thousand, more like a thousand spells
4:51
that you can go to find like
4:53
one spell to a single item that
4:55
the characters can use or to give
4:58
to monsters and stuff. books. So I
5:00
use Tome of Heroes as well, which
5:02
is not one of the books that
5:04
you get on here. Really cool bundle,
5:06
very good rate, and you can find
5:09
a link to that. That one is
5:11
helping to support Make a Wish, so
5:13
you can find that out in the
5:15
show notes as well. So three big
5:17
humble bundles. I think if you picked
5:20
them up, you get like 150 books.
5:22
That's a whole lot of stuff that
5:24
you get. Zaminora! Zemanor, ballot of the
5:26
witch, Grim Tales inspired by a Balkan
5:28
and Slavic folklore for D&D 5E, D&D
5:31
2024, and the legend and the mist
5:33
RPG. I don't know what legend and
5:35
the mist is. Seems to be doing
5:37
quite well. I've only just glanced at
5:39
it, but I did say, hey, does
5:42
it have a one-click preview? And the
5:44
answer is, yes, it does. You can
5:46
click down, and I think it goes
5:48
to a Google Drive, and I think
5:51
it goes to a Google Drive. where
5:53
you can open it up and take
5:55
a look at it to see what
5:57
it's like. And oh, this is the
5:59
spreads, I see. I thought I'd put
6:02
Zaminora on, there it is. Good looking
6:04
book. I did not have a chance
6:06
to dive in too deep, but if
6:08
you were looking for new options, new
6:10
interesting things to drop into your 5E
6:13
games, a new angle on it, then
6:15
you can check this out. and check
6:17
out the free preview and see what
6:19
you think of it. See of the
6:21
extended, you know, see what kind of
6:24
material it's got. The artwork, they are
6:26
a no AI company, so all of
6:28
the artwork is generated by human beings,
6:30
for human beings, which I appreciate. It
6:32
looks quite interesting. So I only just
6:35
got it, so I have not had
6:37
a chance to take much of a
6:39
look, but it looks pretty cool as
6:41
well. So that is the Zaminora ballot
6:44
of the witch. Kickstarter available now. You
6:46
can find a link to that down
6:48
in the show notes and check it
6:50
out and see what you think. So
6:52
last week, I guess, yeah, it was
6:55
over the last week, we first heard
6:57
from Andy Collins that 90% of the
6:59
team that was working on Sigil, the
7:01
virtual table, the 3D virtual tabletop for
7:03
Wizards of the Coast were laid off
7:06
by Wizards of the Coast, which pretty
7:08
much. spells doom for the 3D virtual
7:10
tabletop known as sigil. It's kind of
7:12
funny because about a month ago or
7:14
so, I had a show topic where
7:17
I talked about the end of 1D&D.
7:19
I kind of said that now that
7:21
all three of the core books are
7:23
out, we're sort of at the end
7:25
of the core books are out, we're
7:28
sort of at the one D&D period
7:30
from that first moment where they did
7:32
that four-minute, five-minute video talking about, one
7:34
was the new core books and two.
7:37
was the 3D virtual tabletop. And what
7:39
I didn't expect was that the 3D
7:41
virtual tabletop would be dead this quickly.
7:43
But it is. What's interesting to me
7:45
is when I was talking to people
7:48
about it, almost nobody was surprised, right?
7:50
Like really, there were very few people
7:52
who were like, oh my God, I
7:54
can't believe they killed it. It was
7:56
really, and I think that's kind of
7:59
the main point that I would reinforce
8:01
to people is recognizing like what really
8:03
matters. to the industry and to the
8:05
hobby and what doesn't matter to the
8:07
hobby. And in my opinion, Sigil never
8:10
really mattered to the hobby one way
8:12
or the other. It was never going
8:14
to change or revolutionize the entire tabletop
8:16
role-playing game hobby. People were going to
8:18
play however they play. And maybe it
8:21
was one of another, one of many
8:23
different virtual tabletops that people aspire to.
8:25
But it was never really going to have
8:27
a big impact in my opinion on the
8:29
hobby overall So I was I never I
8:31
don't think I ever even really talked about
8:34
it on the show because I never really
8:36
felt like it had anything that that it
8:38
was going to make an impact one way
8:40
the other and One way to measure that
8:42
it measure that it was going to make
8:44
an impact one way the other and one
8:47
way to measure that impact is to say
8:49
Well now that it's dead how much of
8:51
an impact is there to the big thing,
8:53
but it was amazing to me is how much
8:56
people brought up sigil
8:58
and conversations. And then
9:00
how many people said,
9:02
well, I'm not surprised when
9:05
it dies. It was like
9:07
we wanted something to
9:09
talk about, right? And it's actually interesting
9:11
because the last two or three weeks,
9:14
we really haven't had any big news
9:16
to discuss. And then this happened and
9:18
now we have something to discuss. But
9:20
it was actually kind of nice having
9:23
three weeks where we just sort of
9:25
focus back on our games again. So
9:27
what's interesting is that, you know, so
9:30
many people kind of just... Yeah, so,
9:32
oh yeah, I, you know, not surprised,
9:34
right, you know, and walk away. I
9:36
think it really sucks Randy Collins, because
9:39
this is the second time he's
9:41
gotten fired from Wizards of the
9:43
Coast while they were in the
9:45
middle of building a 3D virtual
9:47
tabletop. They tried to do the
9:50
exact same thing back and forth
9:52
edition. In fact, it is fascinating.
9:54
And I listened to it again
9:56
for context. There were talking about
9:58
what it was. was like working
10:00
at Wizards of the Coast and working on
10:03
D&D during the fourth edition times when there
10:05
was a big push for electronic gaming and
10:07
a big push to bring electronic gamers into
10:09
D&D. And everybody knew that it kind of
10:11
fell apart back then as well. And now
10:14
it fell apart here. And what was really,
10:16
you know, kind of sad was hearing Andy
10:18
on the panel talking about what it was
10:20
like back then and then being very excited
10:23
for the fact that he had been hired
10:25
by Wizards of the Coast and now work
10:27
on Sigil. And then it happens again. I
10:29
mean, he's a smart dude. He can't
10:32
be that surprised at something like
10:34
this occurring, but it's never fun to
10:36
watch 30 people get fired. So
10:38
there's no, there's no part of me
10:40
that's happy about that. I'm not
10:42
happy about any of this really. I
10:45
don't know that like, you know, yeah, I
10:47
don't think it's a good thing that went
10:49
away. I do wonder whether it was the,
10:51
you know, is it the second best outcome
10:53
for sigil. The best outcome would
10:55
be that they actually build a nice
10:58
tool that people like and enjoy and
11:00
it actually does help a lot of
11:02
people enjoy the game. But the next
11:04
best outcome is they tried something, right?
11:06
They tried something and it didn't work
11:09
and then they killed it. And I
11:11
think like, you know, in that whole
11:13
sort of like fail off and fail
11:15
first fail off and kind of idea,
11:17
I guess that's kind of what you
11:20
want to do. I don't think that
11:22
you necessarily want to like, brought it
11:24
up, when they first said that this is
11:26
something they were going to do, I was
11:28
actually pretty positive on it. And the reason
11:31
why I was positive on it is I
11:33
felt like, well, they're not just creating another
11:35
virtual tabletop that's going to compete with Roll
11:37
20 or Foundry or Fantasy Grounds. They're trying
11:39
something completely different. Not, I mean, not totally
11:42
completely, because like there is Tail Spire, another
11:44
3D virtual tabletop. But generally there aren't that
11:46
many of them. And I wouldn't say that.
11:48
It was a shot and it was a
11:50
company that had the resources to be able
11:52
to really make an attempt at this. So
11:55
I was like, okay, not a lot of
11:57
people could put the capital forward required in
11:59
order to. really run a 3D virtual tabletop.
12:01
So I thought like from a business standpoint
12:03
it kind of made sense. Let's make something
12:05
that's new that we only we can really
12:07
do and see how it goes. But in
12:09
my mind there was one major problem with
12:12
it and that's that it required everybody that
12:14
plays to have a powerhouse computer. And today,
12:16
when a lot of people are on their
12:18
phones, when a lot of people are on
12:20
tablets, when there's a big mix of different
12:22
computer hardware out there, expecting that every one
12:24
of your players is going to have a
12:26
big beefy, 3D rendering computer, is too much.
12:28
Like, that alone should have almost stopped the
12:30
whole thing, right? Like, you're just never gonna
12:32
get that many people to be able to
12:34
sit on that kind of client. Because all
12:37
it takes is one player who can't play
12:39
and nobody can. right, unless you're gonna kick
12:41
the guy out, right? Nobody can play. So
12:43
that alone was a big issue. And I
12:45
think pretty early on, like even, it's been
12:47
more than a year since the summit. And
12:49
at the summit, there were already a lot
12:51
of questions like, well, how are you gonna
12:53
monetize this? And how exactly is it gonna
12:55
work? And people are like, yeah, we all
12:57
sat on these alien wear PCs that had
12:59
these massive graphic cards in them to use
13:02
it to use it. And I think that
13:04
was a real limiting factor. So anyway, Sigil
13:06
appears to be dead. They're still kind of
13:08
waffling about, oh, we're integrating some of the
13:10
Sigil stuff into the rest of D&D Beyond.
13:12
Nobody knows what that means. But really what
13:14
I think it means is that Sigil is
13:16
a concept that is basically gone. And my
13:18
only main point is I don't think it
13:20
matters that much. Like it's an interesting topic
13:22
to talk about and it's kind of a
13:24
fun thing for, you know, we have the
13:26
RPG business channel inside of a discord server,
13:29
we talk about stuff like this. But the
13:31
reality is like, does it matter to the
13:33
games that we're playing, does it matter to
13:35
the games that we're playing, does it matter,
13:37
the games that when we sit down with
13:39
our friends? Not really. I'm waiting for the
13:41
system. Hey, anybody from Wizards of the Coast,
13:43
if you happen to be listening to this
13:45
video, I would sure love an update on
13:47
where we stand with the 5.2 system reference
13:49
document. My understanding is that Wizards of the
13:51
Coast is very interested in getting that out
13:54
there so that more people will build D&D
13:56
2024 products. An example is there's the new
13:58
Obajima is now available on D&D Beyond. Where
14:00
is it? Obajima tails from the tall grass.
14:02
This also is an interesting kind of joke
14:04
for me. If you want to find out
14:06
as a publisher what it takes to get
14:08
your material published to D&D Beyond, start with
14:10
a million dollars. Obajima made $2.4 million at
14:12
their Kickstarter, which is why Wizards of the
14:14
Coast is super interested in having Obajima put
14:16
on their D&D platform, on the D&D Beyond
14:19
platform. So again, it's like nobody really knows
14:21
exactly how you get your material up on
14:23
nobody, or how you get your material up
14:25
on D&D Beyond, but it sure likes having
14:27
more than a million dollars helps, which also
14:29
gets me to my Wizards of the Coast,
14:31
won the OGL war, because the big thing
14:33
that they wanted with the OGL war, was
14:35
they saw the OGL war, was they saw
14:37
the OGL war, was they saw the OGL,
14:39
was, was they saw the OGL war, was
14:41
they saw the OGL, was the OGL, was,
14:44
was, was, was, was the OGL, was, was,
14:46
was, was, was, was, was, was a big
14:48
thing thing thing that they wanted with they
14:50
wanted with, they wanted, they wanted, because a
14:52
big thing that they wanted, they wanted, they
14:54
wanted, because a big thing that they wanted,
14:56
because a big thing that they wanted, they
14:58
wanted, they wanted, because a big thing that
15:00
they want the OGL, they wanted, they wanted,
15:02
they wanted, because a But they did have
15:04
to, they did apparently ruin the reputation in
15:06
the process. One of the interesting things about
15:08
Obajima is it is only available for D&D
15:11
2014. So that's a really weird thing. Like
15:13
I was reading, I don't have a link
15:15
to it, but basically there was a link
15:17
in the forums on D&D Beyond where they
15:19
talked about how Obajima is integrated with D&D
15:21
Beyond. And the answer is it only supports
15:23
D&D 2014 because Obajima was written for D&D
15:25
2014. And the reason why is that there
15:27
isn't a 5.2 SRT to write things for
15:29
D&D 2024 yet. So my understanding is which
15:31
is that the coast definitely wants. to get
15:33
D&D 2024, they want more people to write
15:36
material for D&D 2024, do more kickstaters, make
15:38
a million dollars so they can figure out
15:40
which ones they want to bring into the
15:42
fold, then go to those and say, hey,
15:44
how would you like to be on D&D
15:46
beyond? And then they go into D&D beyond
15:48
and then they go into D&D beyond and
15:50
then they go into D&D beyond and then
15:52
they get, then Wizards of the coast. seed
15:54
D&D 2024 rules out into other products so
15:56
that they can figure out which ones integrate
15:58
and didn't beyond. But it gives us more
16:01
material that we can build products with for
16:03
every system and every platform in any different
16:05
way we want to go, whether it's going
16:07
to DDB on or not, we get all
16:09
that new material that we want. So, really
16:11
interesting stuff. Anyway, that is what's going on
16:13
with Sigil and D and Beyond and Obajima
16:15
and the 5.2 S.R.D. So the 5.2 S.R.D.
16:17
is one thing I'm looking forward to. The
16:19
other thing I'm looking forward to is the
16:21
new starter set, which is coming out in
16:23
September. Those I think are things that Widges
16:26
of the Coast are doing that are really
16:28
important and that will change the RPG hobby
16:30
and really everything else's books. And the books
16:32
could be cool and the books could be
16:34
cool and the books could be cool and
16:36
the books could not be cool and the
16:38
books could not be cool, but I don't
16:40
be cool, but I don't be cool, but
16:42
I don't be cool, but I don't be
16:44
cool, but I don't be cool, but I
16:46
don't think it's gonna be cool, but I
16:48
don't think it's gonna be cool, but I
16:50
don't think it's gonna be cool, but I
16:53
don't think it's gonna be cool, but I
16:55
don On Wednesday, I have a regular game
16:57
Wednesday, and on Wednesday, they're just about to
16:59
get to like a great big boss fight,
17:01
and I had three of my seven players.
17:03
So I have six regular players and one
17:05
on-call player, and three of them couldn't make
17:07
it. And I was like, man, the last
17:09
time I ran four players in a really
17:11
hard battle, they almost got wiped out, and
17:13
I don't know if I want to do
17:15
that again. So I asked the people that
17:18
were coming, and I said, I shadow the
17:20
Weird Wizard. I'm very excited about it. I
17:22
missed my chance to play Shadow the Weird
17:24
Wizard at Winter Fantasy. How would you guys
17:26
like to try it out? And they... gracefully,
17:28
my player said, sure, why not? We'll try
17:30
it out. So we whipped up some first
17:32
level pre-gen characters. I found some pre-gen characters.
17:34
They're not great, so I don't really recommend
17:36
them. But we got some first level pre-genes
17:38
together. I got out the books. I got
17:40
out a scenario called One Bad Apple, which
17:43
is an introduction scenario of what they call
17:45
a quest for Shadow the Weird Wizard. We
17:47
ran it. And we really enjoyed it. And
17:49
I wanted to talk a little bit about
17:51
some of my experiences, having run, shadow the
17:53
weird wizard, again, recognizing I've only played one
17:55
game. So the first thing that came to
17:57
mind is, you know, at first level, and
17:59
I warned my... players about this. I was
18:01
like at first level, you're really only
18:04
going to get a taste of
18:06
what Shadow the Weird Wizard has.
18:08
And it's not going to feel
18:10
that much different than any other
18:12
RPG that you're playing. Like it's
18:14
not showing the true full richness
18:16
and depth that exists with Shadow
18:19
the Weird Wizard. So I wanted to
18:21
give a warning that like, hey, here
18:23
are the things you're really going to
18:25
learn at first level in Shadow the
18:27
Weird Wizard, which is what? and
18:29
you know maybe a couple of
18:32
like you know how the character
18:34
class powers are going to work
18:37
among the four main character archetypes
18:39
that exist but the real depth
18:41
of Shadow the Weird Wizard comes
18:44
up as you play through the
18:46
whole scenario. Once you get particularly
18:48
to like third level where you
18:51
start to pick up expert paths
18:53
and master paths, that's where things
18:55
really begin to fill out and you
18:57
start to see the richness of the
18:59
game. So Shadow the Weird Wizard is
19:01
designed by. is designed so that you
19:04
run a campaign of about 10 sessions.
19:06
It's intended that each quest is one
19:08
session of a game, you run 10
19:10
sessions and you've now gotten from all
19:12
the way from first to tenth level.
19:14
You level each time, you get new
19:16
abilities each time, and you're off to
19:18
the races. I hope, I think my
19:20
players all liked it enough that we
19:22
will play a campaign like that. My
19:25
intention though is to be a little bit
19:27
more relaxed and do like two sessions per
19:29
quest and then, so two sessions per level
19:31
and then do about 20-ish quests. I think
19:33
I also like the idea of starting at
19:35
zero level and having like a little zero
19:38
level game where you have nothing but a
19:40
background to begin with before you even pick
19:42
up your path. And that way when you're
19:44
playing through it, that way I'll have a
19:46
little bit more room, we'll have some time,
19:48
we'll have a little bit more room to
19:51
describe what happens during downtime. The idea is
19:53
like you have a quest which is sort
19:55
of like, you know, the pinnacle of all the
19:57
excitement and then you can describe sort of out
19:59
of car- what happens in between them?
20:01
And they said there might be
20:03
even like two, three, four weeks
20:05
in between these sessions for downtime
20:07
and for kind of descriptions of
20:09
what happens to the characters. But
20:11
for me, because I run three
20:13
hour games trying to do a
20:15
scenario plus downtime in three hours
20:17
and then constantly level, I think
20:19
would be too much. And then
20:22
looking at when I ran one
20:24
bad Apple, it's a pretty long
20:26
quest, right? There's a lot of
20:28
stuff that goes on. in it. And I
20:30
ended up abbreviating it significantly by jumping straight to
20:32
the dungeon. I basically said they got right to
20:34
the dungeon. I gave them all the background of
20:36
how they got there and then I started up
20:38
at the dungeon and then we started in the
20:40
dungeon and crawled and it fit nicely into a
20:42
three-hour session. They finished the session, they got what
20:45
they wanted when we were done. But I know
20:47
my own pacing and I know I can read
20:49
an adventure and get a feeling for how long
20:51
it's going to take. And I could definitely tell
20:53
that this scenario was going to take longer than,
20:55
you know, I mean, it's even long for a
20:57
six hour session. Like it could take a while.
21:00
There's a lot of investigation that goes
21:02
on. There's a lot of things that
21:04
happen here. So I think they could
21:06
really end up taking a longer session.
21:08
So I would probably be more relaxed
21:10
and have. a quest, take as long
21:12
as the quest needs, and then have
21:14
some downtime, level up, and then go
21:16
to the next quest, rather than trying
21:18
to get everything to go into one
21:20
session. So it really worked. It's a very D&D
21:23
stuff. So this was, you know, when Rob
21:25
Schwab wrote this, Rob Schwab wrote Shadow of
21:27
the Demon Lord, which my group and I
21:29
loved, and I had a friend of mine
21:31
who just keeps coming back and saying, like,
21:33
oh man, I love Shadow of the Demon
21:35
Lord. And so I'm excited to run this
21:38
and Shadow of the Weird Wizard is sort
21:40
of a less super dark apocalyptic take than
21:42
Shadow the Demon Lord is. Still plenty.
21:44
dark gritty stuff going on in
21:46
this game. But it's very much
21:49
built like a Greyhawk style D&D
21:51
sort of scenario, high fantasy Greyhawk
21:54
D&D scenario, but definitely has some
21:56
fun things going on in it
21:58
and some fun. sort of traditional
22:00
fantasy elements to it. A couple things
22:03
that I noticed, there's probably two things
22:05
that leapt out at me. One was
22:07
in all the conversations we've had about
22:09
what to do with orks, Shout of
22:12
the Weird Wizard has definitely a very
22:14
different take on what orks, who and
22:16
what orks are. Instead of orcs being
22:18
a species, orcs are essentially a curse
22:20
that gets applied to humans. So they're
22:23
actually more like gnolls in the D&D
22:25
side. In D&D, traditional D&D lore, not
22:27
necessarily Eberon or other worlds, but in
22:29
traditional D&D settings, gnolls are formed by
22:31
hyenas who have eaten the cursed remains
22:34
of the victims of Einago. So yinigu
22:36
goes to a world, yinigu is a
22:38
great big gnoll demon lord, he kills
22:40
a bunch of people, he leaves their
22:43
bodies to rot in his wake, hyenas
22:45
follow, they follow along with inigu, they
22:47
eat the cursed meat that's left over
22:49
by the remains of those killed by
22:51
inigu, and then the hyenas transform into
22:54
gnolls. Right, that's sort of the traditional,
22:56
that's why gnolls are fiends in the
22:58
2025, monster manual and stuff like that.
23:00
Now, in Eberon and in Midgard, two
23:03
other worlds, gnolls are not like that.
23:05
Knolls are humanoid mammalian style creatures. So
23:07
what's interesting is Shadow the Weird Wizard
23:09
took that take for orcs as well,
23:11
that orcs in Shadow the Weird Wizard
23:14
are humans who have been cursed. They
23:16
sort of physically transform into these brutish
23:18
forms that are filled with bloodlust and
23:20
going out there and murdering other people.
23:22
So they're almost like the ravagers from
23:25
firefly, right? They're humans who have been
23:27
kind of cursed and now are out
23:29
there and have this sort of thing
23:31
in there. That's not a terrible way
23:34
to go. But it is takes like,
23:36
there's some cognitive dissidents that occurs with
23:38
me, where it's like, I almost rather
23:40
wish he just called them something else.
23:42
And I think that like, if you
23:45
read that and you're like, ah, you
23:47
know, the problem is that, you know,
23:49
it's just gonna bring up the conversation
23:51
of orcs again. you could just call
23:53
them something else, right? That like, they're
23:56
different enough from traditional orks that I
23:58
feel like you could have just made
24:00
a new thing from that, that Shadow
24:02
of the Weird Wizard could have made
24:05
a new thing. But I do keep
24:07
in mind that Shadow the Weird Wizard
24:09
is intended to be a take on
24:11
D&D, and as a take on D&D,
24:13
and including old school D&D, I'll show
24:16
some examples of that, that you want
24:18
to have orcs in there. Now, could
24:20
have orcs just been another species like
24:22
anybody else, like maybe? So it's interesting.
24:24
And if you dig it, you dig
24:27
it, I don't know how I feel
24:29
about it. I think I can run
24:31
with it. I explain that way to
24:33
my players because one bad apple kind
24:36
of involves, you know, the curse and
24:38
people getting turned into orchs and stuff
24:40
like that. I think I would want
24:42
to feel my players out about that.
24:44
I don't know that anybody be like
24:47
upset. It's just like, is that, you
24:49
know, you almost want to call them
24:51
something else? Like, you know, my feeling
24:53
is like, I'd almost want to just
24:55
refer to them as something else instead
24:58
of just calling them orch. Ork has
25:00
become now this label that we apply
25:02
to this one thing and it goes
25:04
off. Yeah, real here says that's not
25:07
really that far off from Tolkien's orks,
25:09
which are sort of created. And yeah,
25:11
I think that that's, if you most
25:13
think of like the or the, the
25:15
ora kai, right, who weren't called orks,
25:18
but I know, I know, I only
25:20
know the movies, I've spent a long
25:22
time since I read the books, but
25:24
maybe orks are kind of that way
25:26
too. And it doesn't prevent you from
25:29
having some of the orks who managed
25:31
to break away from their own bloodlust
25:33
and now are sort of rebelling against
25:35
the other orks. Like you could still
25:38
have fun kind of turns of events
25:40
where a group of orch manages to
25:42
hang on to some of its humanity
25:44
and now they're not as violent as
25:46
the other ones. You could still drop
25:49
that in there and it could still
25:51
work out. I think it could still
25:53
be kind of interesting. The other thing
25:55
that I noticed and is something that
25:57
I definitely recommend taking a look at
26:00
taking a look at. So this is
26:02
in secrets of the Weird Wizard, which
26:04
is the GM's guide for Shadow the
26:06
Weird Wizard, and it talks about the
26:09
difficulty, setting the difficulty for various encounters
26:11
and things like that. And one thing
26:13
that's interesting is all of the, so
26:15
quests, I really like this idea. So
26:17
Robert Schwab refers to adventures as quests,
26:20
and his intention is to say like
26:22
these are really focused things that are
26:24
built around an outcome, that there is
26:26
a quest that the characters go on.
26:28
And so quests are what he calls
26:31
adventures, which I kind of narrows that
26:33
focus down on exactly. what you're supposed
26:35
to be doing with these things. But
26:37
one of the things is all the
26:40
quests and the encounters are built by
26:42
tier, not by level. So of the
26:44
tiers, you have first and second level
26:46
are your novice path. Then at third
26:48
level, you begin to get your expert
26:51
benefits, and that's third, fourth, fifth, and
26:53
sixth level for expert. And then seventh,
26:55
eighth, ninth, and tenths are your master,
26:57
your master tier. and the encounter building
26:59
guidelines and the tiers for quests are
27:02
built along those tiers, which means first
27:04
and second level are treated the same.
27:06
What that meant was first level was
27:08
really deadly and I had actually heard
27:11
I went over to the shadow of
27:13
the weird wizard or the Robert Schwab
27:15
discord server and talked to people there
27:17
and They said yeah, watch out. It's
27:19
really deadly and it was I killed
27:22
a character like they were fighting They
27:24
were fighting a guy and the dude
27:26
did enough damage to like completely kill
27:28
one of the characters pretty pretty easily
27:31
a little bit too quickly So one
27:33
thing that I would definitely recommend and
27:35
it's just based on pure damage A
27:37
creature that does more than 2D6 damage
27:39
on an attack is going to be
27:42
particularly deadly at novice paths. Even though
27:44
the encounter building guidelines here, like we
27:46
had four characters, so you can see
27:48
the novice path, an average is eight
27:50
and a hard is 12, except boy,
27:53
I'll tell you, we had a challenge
27:55
eight monster, and that challenge eight monster,
27:57
it was one of the bone dudes.
28:00
It was called a bone guard and
28:02
in this case, it was a bone
28:04
guard champion. Who is, you know, the
28:06
bone guard champion is only a difficulty
28:08
eight creature and they defeated it with,
28:10
you know, the defense and the health
28:12
wasn't so bad. But because it does,
28:15
and I think this guy, he has
28:17
two attacks with a ruin blade and
28:19
the ruin blade does 3D6 damage. And
28:21
a creature, a flesh of my creature,
28:23
this is 1D6 health also. Damage and
28:26
health is also really interesting. I'll talk
28:28
about that in a minute. And if
28:30
the, if they become incapacitated from the
28:32
attack, they die and their soul is
28:35
trapped in the room blade. So they're
28:37
really lethal. And this bone guard champion
28:39
killed one of the characters outright. It
28:41
was really tough. I would be apprehensive
28:43
about running creatures this high at, in
28:45
your, in your Tier 1 novice, novice
28:47
quests. So it definitely appeared pretty deadly
28:49
to me. And some people like that
28:51
level of deadliness, right? There's that sort
28:53
of like, well, how should you deal
28:55
with this other than just go stand
28:57
up and fight the guy, was definitely
28:59
a question. I love how many different
29:01
skeletons there are, right? Like they have these
29:04
bone guards, which are essentially all of their
29:06
like, undead skeleton kind of things, but there's
29:08
so many of them. There's just a whole
29:10
lot and you will find this throughout this
29:12
that there's just so many I was talking
29:14
about orks before and you can tell that
29:17
like orks are Let's see if I can
29:19
find it in table my new table contents.
29:21
I'm so happy about hey, look at that
29:23
He piled so many monsters into
29:25
this, right? So there's this whole
29:27
thing on orchs, but you can
29:29
see a ton of different orchs
29:32
that are there. There's also rules
29:34
for building your own monsters in
29:36
here, death orch, you know, difficulty
29:38
ate death orch, orch warlord, orch
29:40
doom bringer. You know, lots of different
29:42
orks. So big piles of monsters
29:44
that are in here. Oh, so
29:47
let's talk about health and damage.
29:49
Health and damage is kind of
29:51
interesting. So health and damage is
29:53
a way for essentially separating
29:56
out things like hit dice and
29:58
death saves from damage. Essentially,
30:00
your character has so much health. That's
30:02
their maximum hit points is measured in
30:04
health. So you might have a health
30:07
of 14. When you take damage, you
30:09
track your damage up. It starts at
30:11
zero and goes all the way up.
30:13
When your damage hits your health, score.
30:15
you're incapacitated, you fall over unconscious from
30:17
all the wounds that you take. Any
30:20
damage, and it caps out, it can't
30:22
go higher, the amount of damage cannot
30:24
go higher than your health. So whatever
30:26
damage you took that hits you at
30:28
your health level, it caps out then.
30:31
Any new damage you take when you're
30:33
unconscious starts to reduce from your health,
30:35
and health is much harder to get.
30:37
And when your health hit zero, now
30:39
you're dead. So you start to have
30:41
this cap at the top and your
30:44
damage goes up until it hits the
30:46
cap and then the cap starts going
30:48
down until it hits zero. And when
30:50
it hits zero at that point you
30:52
die. So it's an interesting way to
30:54
kind of have death saves and have
30:57
hit dice and other things that are
30:59
sort of stuck in this other column
31:01
and turning health into kind of two
31:03
separate things. Another interesting bit is that
31:05
traps almost always do damage to health,
31:08
not damage. So it makes traps. kind
31:10
of deadlier because they are taking over,
31:12
they're almost all like they're draining your
31:14
life, right? Your health goes down and
31:16
you can't just recuperate from it the
31:18
same way that you can recuperate from
31:21
damage taken during combat. Part of the
31:23
reason of that is the damage that
31:25
you take during combat is considered to
31:27
be pretty temporary, that it's not, it's
31:29
sort of like exhaustion and other things.
31:32
It's not true physical damage that your
31:34
character has taken. So that I thought
31:36
was a really interesting take on it.
31:38
So I'm very excited. I just bang
31:40
the mic. So I'm very excited for
31:42
Shadow the Weird Wizard. I really enjoyed
31:45
our first game. My players enjoyed it
31:47
even though one of the characters died.
31:49
They still kind of had fun escaping
31:51
from a really nasty situation. They tried
31:53
it out. It's very easy to play.
31:55
One thing that I really like about
31:58
is like the character sheet for it
32:00
is really. And yet the complexity of
32:02
the game is really high. So you
32:04
only have to worry about these four
32:06
main ability scores in your health and
32:09
stuff like that. Yet as your character
32:11
grows, you get lots of interesting stuff.
32:13
It expands, so it feels rules light.
32:15
But it doesn't stay, but it offers
32:17
a lot of, it offers a lot
32:19
of customization for players. One of the
32:22
things that I'm looking forward to that
32:24
you don't really get the feeling for
32:26
in just a one-shot game is the
32:28
sheer amount of customization. So you start
32:30
off with your four main classes, right,
32:32
of the fighter, the mage, the priest,
32:35
and the rogue. But the minute you
32:37
get to your expert tier. you get
32:39
there's a whole ton of different expert
32:41
paths. You can see them all here,
32:43
like this giant list of expert paths.
32:46
And you can pick any of the
32:48
expert paths, right? You don't have to
32:50
stay, even though they're kind of broken
32:52
out by faith, power, skill, you don't
32:54
have to pick, you can get from
32:56
any of them. So it's almost like
32:59
multi-classing twice, that as soon as you
33:01
get to third level, you multi-class once
33:03
into making something, and then you're already
33:05
pretty unique. priest, but I'm also an
33:07
assassin, right? You can mix those two.
33:10
And then when you get to level
33:12
seven, seven, eight, nine, ten, right? And
33:14
when you get to level seven, the
33:16
master paths, there are just, I mean,
33:18
it looks like a hundred of them,
33:20
right? There are like tons and tons
33:23
of master paths. So yeah, there are
33:25
so many different paths that you can
33:27
take in this game that every creature,
33:29
every character is going to be super
33:31
customized. And that's not even including like
33:33
the backgrounds that you pick too, which
33:36
are kind of saying like what are
33:38
the other things that you pick too,
33:40
which are kind of saying like what
33:42
are the other things that you do
33:44
in the world. And you can add
33:47
new backgrounds as you go as well.
33:49
You can learn new backgrounds during your
33:51
downtime. So the character customization is through
33:53
the right and I'm sure we'll see
33:55
more of those. but just with this
33:57
one book, the amount of customization is
34:00
tremendous. But also the game is very
34:02
simple. I don't feel like you need
34:04
an online character builder in order to
34:06
build characters for it. You can really
34:08
do it with just pen and paper
34:10
and I don't think it's hard at
34:13
all to get started. I think it's
34:15
really really cool. So I love it.
34:17
I can't wait to play it again.
34:19
I'm excited to play a new version
34:21
of it. Very exciting RPG. And there's
34:24
something really cool about playing an RPG
34:26
that's this well produced. But it all
34:28
comes from one mind of a guy
34:30
who's been making RPGs for like, I
34:32
don't know, 25 years or something like
34:34
that. He's been in the industry. And
34:37
it's his take on it. Like nobody's
34:39
in the way between Robert Schwabs, weird
34:41
twisted brain, and the RPG, that you're
34:43
playing, weird twisted brain, and the RPG
34:45
that you're playing at your table, it's
34:48
all him. Now I'm sure, like, when
34:50
we play it, we'll probably run. when
34:52
you get to later tears, I don't
34:54
know. But it looks, still, I think
34:56
all of those are things that I
34:58
feel like I can manage, and I
35:01
think the game is gonna be really
35:03
good. So that was my initial take
35:05
on Shadow the Weird Wizard. I don't
35:07
know when we're gonna play a longer
35:09
campaign, but when we do, I will
35:11
certainly give more insight into my experiences
35:14
with it. Right now, you can pick
35:16
up Shadow the Weird Wizard. You can
35:18
find links in the show notes. I
35:20
highly recommend buying the physical version, the
35:22
physical version of the PDFs. two books,
35:25
the Shadow the Weird Wizard Player Guide
35:27
and the GM's Guide, the reason I
35:29
suggest getting it is because I don't
35:31
know how big the print run is
35:33
going to be. And if he runs
35:35
out, I don't know if the book
35:38
is making enough that he'll be able
35:40
to do a whole other print run,
35:42
which he'll be, if the book is
35:44
making enough that he'll be able to
35:46
do a whole other print run, and
35:48
then you're kind of stuck with print
35:51
on the fence, then go ahead and
35:53
get the PDFs. and check out the
35:55
PDFs for it. But the PDFs are
35:57
also going to cost you some money.
35:59
So I would probably get the physical
36:02
book for it. from it. I have
36:04
the two physical books and I am
36:06
really happy I do because I think
36:08
they're outstanding. So Soren Johnson, lead designer
36:10
for Civilization 4, wrote on a blog
36:12
and he was quoting from a book,
36:15
a book I read a long time
36:17
ago, called A Theory of Fun by
36:19
Ralph Costa. And he sort of summarizes
36:21
it as to an idea that players,
36:23
well, where is it here, given the
36:26
opportunity, players will optimize the fun out
36:28
of a game. His point is that
36:30
a lot of the, and if you
36:32
think about games like role-playing games in
36:34
particular, when you have factors of randomness
36:36
and you have factors of uncertainty, players
36:39
gravitate towards certainty, that they want to
36:41
reduce randomness, they want to reduce the
36:43
chaos of a game, and get it
36:45
to the point where they can get
36:47
very solid consistent results. The problem is
36:49
that solid consistent results are boring. And
36:52
it's not all players too, right? We're
36:54
not gonna group everybody together in this
36:56
kind of thing, but it's definitely a
36:58
factor of human nature that we want
37:00
consistency. We want to remove chaos and
37:03
randomness from it, and we want to
37:05
have that kind of consistency. And we
37:07
can find it that there are definitely
37:09
certain players who remove that consistency, or
37:11
aiming to remove that consistency. And when
37:13
you get to the point where you
37:16
do. It turns out the game is
37:18
no longer fun. An example is if
37:20
you went to a slot machine in
37:22
a casino and you put a quarter
37:24
in, if you got to the point
37:26
where every time you put a quarter
37:29
in that like, you know, you'd always
37:31
get like 23 cents back, right, every
37:33
time. You'd never play, right, even though
37:35
that's kind of like what the odds
37:37
are like. I don't know if the
37:40
odds are actually like that. But it's
37:42
that randomness that draws you in. even
37:44
though what you're actually trying to seek
37:46
is consistency. People love to find a
37:48
pattern even though they just have randomness.
37:50
And we can find this in our
37:53
RPGs. Kelsey Dionne really nailed this topic
37:55
when she was on a podcast recently
37:57
called The Dungeon Master's Die. And she
37:59
mentioned something I thought was really interesting.
38:01
She said that when she was looking
38:04
at homebrew classes for Shadow Dark, she
38:06
could tell whether or not the homebrew
38:08
classes were made by game masters or
38:10
made by players. And the way she
38:12
could tell was that players who made
38:14
homebrew classes for Shadow Dark often tried
38:17
to put elements in the character class
38:19
that eliminated the difficult parts of Shadow
38:21
Dark. For example, they can carry more
38:23
stuff, or they have a better source
38:25
of light, or they have a better
38:27
way to deal with food, or they
38:30
have better ways to deal with injury.
38:32
They had ways to kind of deal
38:34
with the very things that make Shadow
38:36
Dark unique in the first place. You
38:38
see, the GM's kind of understand that
38:41
you don't want to have that in
38:43
there. But, you know, she could tell,
38:45
like, when she could see things, like,
38:47
oh, I really want this. And it
38:49
was funny, because my players, after we
38:51
were done with our Shatter Dark campaign,
38:54
talked about how, you know, they loved
38:56
it, but they were frustrated, continually frustrated
38:58
by the inventory system, of having so
39:00
many slots of inventory they could pick,
39:02
and having to make the choices. And
39:04
they were like, I wish we just
39:07
had more. And I was like, if
39:09
you had more, you wouldn't care, right?
39:11
Like we have more in D&D and
39:13
inventory is never a problem. We never
39:15
even talked about it. Like it would
39:18
just remove that whole aspect of play
39:20
if you get it there. But what
39:22
really kind of caught my, you know,
39:24
grabbed my, you know, tickled my brain
39:26
hearing Kelsey talking about that particular for
39:28
classes was the focus on defensive stuff.
39:31
So players optimizing their fun out of
39:33
a game is one thing. But I
39:35
think that players also defend themselves out
39:37
of the fun of a game. That
39:39
one of the areas of randomness that
39:41
they are particularly, many players particularly focus
39:44
on is defense. They want to never
39:46
be hit, never take any damage, never
39:48
have to worry about any status effects,
39:50
never have to worry about any kind
39:52
of thing. And you can tell because
39:55
there are ways of particularly in 5E
39:57
in D and D and all the
39:59
5E variants. There are lots of ways
40:01
to optimize around that sort of thing.
40:03
Getting better armor is one way, getting
40:05
magical armor is another, picking certain class
40:08
options is another. There are ways to
40:10
just continually beef up your defense until
40:12
eventually you're almost never gonna get hit.
40:14
Some examples would be, imagine a character,
40:16
this is all legal within the game,
40:18
obviously you'd have to be pretty high
40:21
level to get there. But you could
40:23
have full, you know, played armor plus
40:25
three. which will give you a base
40:27
AC of 21 right there. You add
40:29
a plus three shield and now you're
40:31
at 26. And maybe you dip into,
40:33
or maybe you take the magic initiate
40:35
feet and get shield, and now you
40:37
can have an AC of 31. That's
40:40
three things. And it doesn't even
40:42
matter what your abilities are at
40:44
that point. As long as your
40:46
abilities, that you can wear, played
40:48
armor. That in three moves, I got
40:50
to 31 AC. Right. And a 31 AC
40:53
is ridiculously high. Right? It would mean that
40:55
somebody would have to have a 20 attack
40:57
bonus to hit you half the time. So
40:59
players, but players gravitate towards that.
41:02
And that's just armor class. There's
41:04
also so many different spells and abilities
41:06
and class options and things like that
41:08
that also lean on the defensive. And
41:11
when you lean on the defensive, like,
41:13
you know, I had a player and
41:15
he's a great player and I love
41:17
him, who used blink. a lot. And
41:20
he just had the spell blink and
41:22
he would cast it all the time.
41:24
Now the funny thing was his play,
41:26
the other characters also hated it because
41:29
it meant that they were always taking
41:31
the hits that he should be taking.
41:33
And sometimes I would have monsters that
41:36
would ready an attack that as soon
41:38
as you blinks in, they would hit
41:40
him. Right. So there were still ways
41:42
to deal with it. But there's still
41:45
ways to deal with it. level spell
41:47
in 5E. Shield is in my opinion
41:49
way over tuned. It does way too
41:51
much. It stacks with advantage. It's easy
41:54
to get with like a one class
41:56
dip. It's a spell that you can
41:58
pick up a button. of different ways.
42:00
It's a shield is a. problem, right?
42:02
In my opinion, Shield's a problem. And
42:05
none of the current versions of 5E
42:07
did anything to alleviate the challenge of
42:09
Shield, the spell shield. And that's because
42:11
a plus five bonus to AC, even
42:13
as a reaction, is super powerful, super
42:15
powerful and gets more powerful, the higher
42:17
level you are, and things like that.
42:19
Then you have things like rings of
42:21
resistance, you have things like the old
42:24
heroes feast. Luckily, newer versions of heroes
42:26
feast have dealt with the poison immunity.
42:28
immunity is infinitely powerful against poison dealing
42:30
monsters. It doesn't matter how much damage
42:32
your ancient green dragon does with a
42:34
poison breath. If you have poison immunity,
42:36
you get rid of all of it,
42:38
right? It's really powerful stuff. So there's
42:40
lots of things that players can optimize
42:43
for in order to remove their defense.
42:45
But what can we as GMs? do
42:47
about this. So there's a few things
42:49
that we want to do. The first
42:51
thing is be super careful about offering
42:53
the ability for characters to craft their
42:55
own magic items because they will craft
42:57
defensive items to optimize their defensive capabilities.
42:59
I would be very careful about letting
43:02
people craft items and I would have
43:04
a direct hand in what items they're
43:06
capable of crafting one by one. That's
43:08
one where I feel like the 2024
43:10
Dungeon Master's guide did a great disservice
43:12
to Dungeon Master's by offering a crafting
43:14
system that is far too easy to
43:16
use. And if you implement it, it's
43:18
bad. There was a GM who talked
43:21
about this on EN World who said,
43:23
hey, I ran a one to 20
43:25
game. I think it's third to 20th
43:27
level D&D 2024 game. And they said,
43:29
you know, I saw the crafting item
43:31
in there, so I put it in
43:33
there. And my players made 10 ringsings
43:35
of resistance. each that they were getting
43:37
enough money and since rings of resistance
43:40
no longer have a tunement it meant
43:42
they could wear ten of them and
43:44
they resisted every every character resisted every
43:46
element type. I heard another player who
43:48
said that his group he offered it
43:50
up and his group one of the
43:52
players told everybody else make sure to
43:54
make armor that has the shield spell
43:56
on it craft that and that way
43:59
you have six castings if every character
44:01
has six castings of shield they can
44:03
use every day right like the players
44:05
will go for that there's some players
44:07
certainly will go for that so You
44:09
know, you don't have to tell them
44:11
that they can't craft anything, but you
44:13
want to put places in there that
44:15
they can't craft 10, you know, whatever,
44:18
60 magic resistance rings, or six suits
44:20
of shield armor. Instead, you should know,
44:22
what I do particularly for crafting is
44:24
there's a particular element or a particular
44:26
item component that they have to go
44:28
get that is going to limit their
44:30
ability to make a magic item. And
44:32
I would also tell him, like, you
44:34
can't make it, you can't use shield.
44:36
Also, those in spelled weapons that have
44:39
six castings, you shouldn't let them use
44:41
six castings. It should be a single
44:43
casting per day, not six castings per
44:45
day. When you're handing out loot, be
44:47
careful about handing out defensive loot. A
44:49
ring of resistance here and there is
44:51
not so bad. One player who's got
44:53
resistance to fire is not so bad.
44:55
You know, plus one bonuses on armor
44:58
or not so bad, but I might
45:00
not put it put it on plate.
45:02
I might not put it on the
45:04
heavier armor. I might put the plus
45:06
one bonuses on lighter armor, like studded
45:08
leather armor or chain armor and things
45:10
like that. I would not put any
45:12
more than a plus one bonus on
45:14
any armor, right? I think that if
45:17
you start to put a plus two
45:19
plus three bonuses on armor, you're going
45:21
to have ACs that are going to
45:23
go really high. I also would never
45:25
give out a magical shield. If you
45:27
give out a magical shield, don't give
45:29
it, you know, give a magical shield
45:31
that has a spell effect on it,
45:33
like an offensive spell effect, or some
45:36
other kind of utility spell effect, rather
45:38
than a defensive spell effect. And I
45:40
wouldn't put a bonus on it. You
45:42
can also do that with armor. You
45:44
can give out really cool magic armor
45:46
that doesn't have a bonus on it,
45:48
but does have some other kind of
45:50
fun effect. And that way the player
45:52
is still driven to want to use
45:55
that armor, even though the armor class
45:57
on it's not particularly any better than
45:59
the normal armor. So. Be very careful
46:01
about what loot you give out and
46:03
what defensive capabilities that loot is going
46:05
to have for the characters because players
46:07
gravitate towards defense already and they have
46:09
so many different class-based ways of doing
46:11
it through spells and class abilities and
46:14
other things. If you start to add
46:16
on magic items that do it, those
46:18
will all stack together and then they'll
46:20
become even harder. to threaten. And really
46:22
what happens when the characters cannot be
46:24
threatened is the game gets boring. It
46:26
certainly gets boring for me as a
46:28
GM, but it could also get boring
46:30
for them or like, yeah, hey, look,
46:33
I didn't get hit again. Hey, I
46:35
haven't taken any damage in three sessions.
46:37
Right? Like, this is great. And then
46:39
you're throwing bigger and bigger monsters and
46:41
it gets to be a problem. Submarine
46:43
spells. I have a friend who was
46:45
a Navy submarine officer. He worked on
46:47
a Navy submarine. And he told me
46:49
an interesting anecdote. He said that when
46:52
you went on to a submarine and
46:54
you closed the hatch on the submarine
46:56
and sealed it off and went off,
46:58
there was only so much happiness that
47:00
existed inside of the submarine. So that
47:02
meant the only way you were going
47:04
to get more happiness was by taking
47:06
it from someone else. I always thought
47:08
that was very funny. And what I
47:11
realize is there are certain spells in
47:13
5E and probably in other systems too
47:15
that I'm going to call from now
47:17
on submarine spells in naming it after
47:19
his anecdote. A submarine spell is a
47:21
spell where somebody's going to be unhappy.
47:23
A player around the table is going
47:25
to be unhappy. That player could be
47:27
the GM, that player could be a
47:30
player, a obvious example is counter-spel. Right,
47:32
and the counter spell isn't necessarily an
47:34
example of one where they're defending themselves
47:36
out of the fun, but it's definitely
47:38
a spell where somebody's sad, right? Either
47:40
the GM is sad because their monster
47:42
who is going to cast a big
47:44
spell can't cast that big spell, or
47:46
a monster cast counter spell on a
47:48
player who now just lost their turn
47:51
casting a spell, right? I think Level
47:53
Up Advance 5E has a really good
47:55
way of handling the submarine, the counter
47:57
spell, by saying you can cast another
47:59
spell. you can use your reaction to
48:01
cast a different spell of half the
48:03
spell level of the one you had
48:05
cast originally. So you don't lose your
48:07
action. I really like that. That's not
48:10
so bad. But there are other submarine
48:12
spells as well. Shield is a little
48:14
bit of a submarine spell, right? When
48:16
a character, I'll tell you if you
48:18
want to see shield, you want to
48:20
see players hate shield. Right? And then
48:22
when one character attacks it, it throws
48:24
up shield, and now it's got an
48:26
AC of 31 and no one can
48:29
hit it. See how much fun they're
48:31
having? The answer is not much fun.
48:33
That's kind of a submarine spell. When
48:35
you cast it, somebody, players become unhappy,
48:37
right? Or characters become unhappy. It's a
48:39
reason why you don't really want to
48:41
have super high armor classes for monsters.
48:43
It's kind of fun in some circumstances
48:45
where you have a high AC monster,
48:48
but monsters with armor classes higher than
48:50
18. taking the fun away, right? You
48:52
don't mind that a monster takes damage,
48:54
and they certainly love doing damage. So
48:56
that's one where we see a net
48:58
growth in happiness, over spells like shield,
49:00
where we see somebody is happy and
49:02
somebody is unhappy. Circle of power, this
49:04
actually came up as a version of
49:07
a submarine spell. Circle of power, let's
49:09
pull it up here. So Circle of
49:11
Power is a spell that it has
49:13
existed for a long time. It existed
49:15
in D&D 2014 for a long time.
49:17
It is a 30-foot radius area and
49:19
creatures inside the area have advantage on
49:21
saving throws against spells and magical effects.
49:23
And when an affected creature makes a
49:26
saving through against a spell or magical
49:28
effect, it allows a save to take
49:30
only half damage. They take no damage
49:32
instead. Whenever you take like half damage
49:34
to no damage, it's essentially infinite damage
49:36
mitigation mitigation. because it means that if
49:38
I throw a, you know, super, super
49:40
upcast meteor swarm that does a thousand
49:42
points of damage, but they make their
49:45
saving through, they take zero, they take
49:47
no damage. Circle of power wasn't a
49:49
problem, because the only class that could
49:51
actually use circle of power were... Paladins.
49:53
And since it was a fifth level
49:55
spell, it meant that Paladins only got
49:57
it at 17th level. But something happened
49:59
with D&D 2024. So they expanded it
50:01
out to Wizards and Clerics as well.
50:04
So now it doesn't show up at
50:06
17th level. Now it shows up at
50:08
9th level. And I saw it for
50:10
the first time in my Wednesday game
50:12
a couple times back where one of
50:14
the players saw it and he read
50:16
it and he goes, oh, Mike is
50:18
going. I remember this, but like, I
50:20
never, why wasn't this an issue before?
50:23
And the answer was, it didn't show
50:25
up till 17th level before. And 17th
50:27
level for something like this, a lot
50:29
of people never make it to 17th
50:31
level. But B, it was only one
50:33
class that got it. Now, it was
50:35
really powerful because a paladin could mix
50:37
this with their aura that increased saving
50:39
throws as well. And I remember running
50:42
some 20th level one-shot one-shot when I
50:44
was doing. to like everything. Now, it's
50:46
only magical effects, so it doesn't include
50:48
breath weapons or other types of effects,
50:50
but it can affect a lot of
50:52
other things. So what do you do?
50:54
This is an example of like a
50:56
player's like, this is really great, I'm
50:58
gonna get it, but it's like, well,
51:00
now every wizard they fight is gonna,
51:03
you know, could in fact do no
51:05
damage to them at all. Right. 30
51:07
foot radius as well. It's a giant,
51:09
giant, giant radius. So what do you
51:11
do you do with that? Well, my
51:13
answer is you lean in on it.
51:15
If you know that they are going
51:17
to cast something like that, you have
51:19
a bunch of wizards, and you have
51:22
all those wizards hammering them with fireballs,
51:24
and the description of them with their
51:26
aura up, and the fireballs blasting against
51:28
the aura, and maybe one of them
51:30
fails to save me through a one
51:32
point and gets, you know, half damage
51:34
or whatever. You know, it's going to
51:36
be rare, but you can really lean
51:38
in on it. But the problem is
51:41
now you're tuning your game around a
51:43
single ability. And that's something that I
51:45
see in 5E. I've witnessed this for
51:47
10 years and it has not gotten
51:49
better with higher, the newer versions of
51:51
the game. That what happens is certain
51:53
characters will take certain options and now
51:55
because of that one particular option. you
51:57
have to change how you run the
52:00
game. And I think that's always kind
52:02
of an unfortunate design area. One area
52:04
that's not really about defending out of
52:06
the fun is the new rogue thief
52:08
ability that allows you to use a
52:10
magic item as a bonus action or
52:12
essentially use the magic action as a
52:14
bonus action. So now every time I'm
52:16
handing out a one-shot magic, a one-use
52:19
magic item or any item that the
52:21
rogue can use that would normally take
52:23
a magic action, I have to remember
52:25
that the rogue can do it as
52:27
a bonus action. And I have to
52:29
ask myself. Is that okay? Because they
52:31
could also potentially use it twice because
52:33
you still get to use the magic
52:35
action on your normal turn. And since
52:38
they're not using spell slots, it means
52:40
that they could technically trigger that magic
52:42
item twice. So I was looking at
52:44
like the helm of brilliance as an
52:46
example. I rolled up a helm of
52:48
brilliance. Right the helmet brilliance is a
52:50
very rare magic item at the characters
52:52
at a point where they're getting it
52:54
and you can start plucking stones off
52:57
of this and using it diamonds rubies
52:59
fire opals and regular opals the fire
53:01
opals you can cast spells like Fireball
53:03
prismatic spray with diamonds wall of fire
53:05
with rubies daylight with an opal on
53:07
a rogue they could do two gemstones
53:09
per turn Right? And that means they
53:11
could do, I'm going to do fireball
53:13
and prismatic spray on one turn. Can
53:16
you imagine doing fireball and prismatic spray
53:18
or even just using two diamonds and
53:20
doing prismatic spray twice or during a
53:22
wall of fire plus a fireball? Right,
53:24
that's a lot of stuff. And that's
53:26
one where I would probably talk to
53:28
the player and I'll be like, look,
53:30
this is a bit over tuned. Are
53:32
you cool with the idea that you,
53:35
if you're using the magic action, if
53:37
you're using the magic action, I think
53:39
that feels fair to me. For all
53:41
I know, the rules might work that
53:43
way, but as far as I can
53:45
tell, and from what I had read,
53:47
I don't see anything that tells me
53:49
that because you're using the magic action
53:51
as a bonus action, that you cannot
53:54
use it also as your action. But
53:56
let's find out. Level 3, fast hands.
53:58
This is the rogue thief subclass. Take
54:00
the utilized action or take the magic
54:02
action to use an item that requires
54:04
an action. And that's as a bonus
54:06
action, you can do one of the
54:08
following. So there is nothing limiting the
54:10
rogue from using the magic action twice.
54:12
But I would definitely say, hey, how about
54:15
you don't do that? Right? Because then
54:17
I'm going to have to say, no,
54:19
I can never give out any items
54:22
like this, right? Like the only alternative
54:24
is, I can't give out items like
54:26
this, or else I have a rogue
54:28
who's never doing any rogue stuff. And
54:31
this is where it comes back to
54:33
that idea of optimizing your way out
54:35
of the fun. Is it really fun
54:38
for a rogue to do that idea
54:40
of optimizing your way out of the
54:42
fun? Is it really fun for a
54:44
rogue? out to be the far best one.
54:47
They went to the slot machine. They found
54:49
the one that gives the outcome where they
54:51
pull it every time and they just pull
54:53
that one over time. Somebody's getting bored. I'm
54:55
either getting bored. They're getting bored. The game
54:57
is getting stale because they're just, you know,
54:59
they're out wizarding the wizard because the wizard
55:01
can't do that, right? The wizard can't cast
55:03
two spells a turn, but the rogue's like
55:05
bang, bang, bang, bang, bang, bang, bang. So
55:08
these are all things that we have to
55:10
kind of keep an eye out for. And
55:12
they're all things that we have to sort
55:14
of pay attention to. And there's a lot
55:16
of different ways that we can deal with
55:18
it. Some of them are just talk to
55:20
your players, right? Have a conversation with your
55:22
players. Some of it is being careful about
55:24
the kind of stuff that you give out.
55:26
Some of it is other things that you
55:28
can do on your side. So another example
55:30
is dreadful blessings. I've talked about dreadful blessings
55:32
before. This is sort of my take on
55:34
the doom point system from Tales of the
55:36
Valiant. Dreadful blessings are a limited number of
55:38
options that boss monsters can use to break
55:40
the rules of the game. And in my
55:42
case, I would use them for something like
55:44
the monster drops your circle of power with a
55:46
dreadful blessing for this turn and then hammers
55:48
you with a meteor swarm. right? So that
55:51
like it is, they can only do it
55:53
so many times, but this guy can do
55:55
it that one time. You want to be
55:57
a little careful about using dreadful blessings for
55:59
just getting rid of things that the players
56:01
use. So I would be, I would not
56:03
use it all the time to always get
56:05
rid of something. Like you don't, you don't
56:07
want to change your game around so the
56:09
thing that the player used, they just can't
56:11
use anymore. But if they've gotten a lot
56:14
of use of circle of power, you want
56:16
to tell them, like, in this case, this
56:18
one guy, he's going to be able to
56:20
drop it for a turn. Right. And they'll
56:22
understand why. And they also know the limitation
56:24
that. That's the limitation that. biggest tip that
56:26
I can give you out of this is
56:28
just keeping in mind that this sort of
56:31
thing exists, right? That there is this
56:33
option for optimizing the characters who will
56:35
optimize their way out of the fun
56:37
and particularly I think we see it
56:39
a lot on the defensive side of
56:41
the fun and particularly I think we
56:43
see it a lot on the defensive
56:45
side of defending themselves out of the
56:47
fun. And it's something that we might
56:49
want to talk to our players about,
56:51
it's something that we want to think
56:54
about when we're offering rewards. of a
56:56
design thing that developers of video games
56:58
have recognized for a long time. And
57:00
we can sort of recognize that too.
57:02
Let's do some patron questions. Every quarter
57:04
I put up a new thread on
57:06
the sly flourish, patron, for people to
57:09
ask their questions. They can ask one
57:11
question a month. I answer every question
57:13
every Friday and then some of those
57:15
questions I bring here to the show
57:17
so that we can dive deeper. Hussain
57:20
B says, my group recently started a
57:22
new level five adventure. During session zero,
57:24
all the players wanted to keep using
57:26
their level three characters from the last
57:28
campaign. So the group started at level
57:30
three instead of five. We are two sessions
57:33
in and so far the encounters have not
57:35
been a problem. I've been keeping my hands
57:37
on the monster dials and the players are
57:39
enjoying the extra challenge. My question is, how
57:42
do you recommend I recalibrate them to the
57:44
campaign's power level? The two options I see
57:46
are one. I can do both, I feel
57:48
like both can be fun for the party
57:51
since players love leveling up and players love
57:53
having extra magic items. Which route do you
57:55
feel will be more fun for the players?
57:57
Getting right to the topic I had before.
57:59
what might be most fun for the
58:02
players initially might be the way that
58:04
optimizes the way out of the fun,
58:06
which would be more magic items. I
58:08
would recommend leveling them up more quickly.
58:10
The nice thing about that is the
58:12
things that are occurring with levels, if
58:14
you give too many magic items out.
58:16
then they're always gonna have those magic
58:18
items. You can't really ever take them
58:20
away. You can, but then you'd be
58:22
a dick. So I would feel like
58:24
instead of trying to be more generous
58:26
with magic items to get them to
58:29
scale up, I would just lower the
58:31
level or speed up how fast you
58:33
are leveling them up. Change things a
58:35
little bit. So maybe the milestones that
58:37
they're leveling on are a bit quicker.
58:39
I'm also assuming you're using milestone leveling,
58:41
but that's kind of, you know, they
58:43
could depend. But either way, you can
58:45
sort of increase things so that they're
58:47
leveling up a little faster than they
58:49
might normally level up. The other answer
58:51
is keep it the way it is,
58:54
because it depends on what adventure you're
58:56
running, but sometimes it doesn't scale up
58:58
so high that two levels is really
59:00
going to make it the way it
59:02
is, because it depends on what adventure
59:04
you're running, but sometimes it's not super
59:06
tight. decide when you want to do
59:08
it. Another way is side quests. You
59:10
can drop side quests in there that
59:12
they can accomplish and the side quests
59:14
get them to the level that you
59:16
want. But I probably wouldn't worry about
59:19
it too much. I would run the
59:21
game as you run it and if
59:23
there are options for the characters to
59:25
level up a little faster, that's probably
59:27
fine. But I don't think that I
59:29
would worry about it. I don't think
59:31
I'd worry about it too much. Nathan.
59:33
I'm making good on my 2025 goal
59:35
of getting a Shadow Dark group together,
59:37
and I run a lot of 5E.
59:39
Any tips for leaning into emergent storytelling?
59:41
Yeah, I have a few tips of
59:43
these, and I've talked about, if you
59:46
look at my Shadow Dark Retrospective that
59:48
I did after having run a year-long
59:50
Shadow Dark campaign, I have a lot
59:52
of tips there. Probably the biggest one
59:54
is building whatever your story arc is,
59:56
so that it's not built around any
59:58
particular character's faction or back. background. And
1:00:00
that way when they bring new characters
1:00:02
in, you can tie the characters to
1:00:04
those factions. And that way they still
1:00:06
have the same quest that their original
1:00:08
character had. So the example here where
1:00:11
I realize this was like the characters
1:00:13
all went into a dungeon. The dungeon
1:00:15
was a long crawl and a lot
1:00:17
of them died on the way. It
1:00:19
was early on the game and a
1:00:21
lot of the characters died and the
1:00:23
new characters showed up. But the new
1:00:25
characters had different motivations than the ones
1:00:27
that went in. to require one thing,
1:00:29
but the characters who were there are
1:00:31
like, well, we don't care about acquiring
1:00:33
that thing. And that was kind of
1:00:36
a mess. And we got back on
1:00:38
track, but it was a little bit
1:00:40
of a mess. So instead, what you
1:00:42
could do is say, like, all of
1:00:44
the characters work for one of these
1:00:46
three factions, but all three of those
1:00:48
factions have a goal of stopping Mugno
1:00:50
Blob from destroying the same goal and
1:00:52
motivation for what they're doing. even if
1:00:54
they're a brand new character, that that
1:00:56
still keeps the game on track. So
1:00:58
that way the story of the game
1:01:00
is more abstract from the individual characters,
1:01:03
so that if they switch characters out
1:01:05
because characters die, and they die often
1:01:07
in shadow dark, they're still on the
1:01:09
same path. They're still going after the
1:01:11
same thing. They're still the main drive
1:01:13
that is driving the rest of it.
1:01:15
That is probably my number one goal
1:01:17
for keeping a sort of heroic story
1:01:19
going, even when you're turning through character.
1:01:21
because they are dying a lot in
1:01:23
Shadowdark. So that's probably my number one
1:01:25
tip. Ryan M says a question for
1:01:28
during or after your mid-February 2025 monster
1:01:30
manual review. If I'm at the table
1:01:32
running a published adventure that references an
1:01:34
SRD monster I accidentally didn't prep for,
1:01:36
which book should I grab to get
1:01:38
the most table usable monster? Assume I
1:01:40
have all the core monster books from
1:01:42
the various major 5E flavors, digital and
1:01:44
physical, and by table usable, I'm thinking
1:01:46
that it means in order of priority
1:01:48
one has the same name so I
1:01:50
can find it to the stack block
1:01:53
is straightforward to run and three it
1:01:55
hits it at CR. Right now I
1:01:57
really like the 2025 monster manual. I
1:01:59
think it's really good and I have
1:02:01
been for my Wednesday game and my
1:02:03
every other week game. which is started,
1:02:05
it's a DD 2014 game. I have
1:02:07
been reaching more and more for the
1:02:09
D&D 2025 monster manual. The monsters hit
1:02:11
really well. They are easy to run
1:02:13
at the table. They hit at their
1:02:15
CR. The names match up for the
1:02:17
most part. There's only like those odds
1:02:20
and ends like Drow. But again, like
1:02:22
the idea of like I'll just use
1:02:24
any humanoid stack block for a Drow
1:02:26
and now I'll just add Drow effects
1:02:28
in my head. That can certainly work
1:02:30
well. But I think the reason that
1:02:32
I'm reaching that I'm reaching for it's
1:02:34
the newest book is it's the newest
1:02:36
book. And I'm kind of excited to
1:02:38
have it, and it's the newest book,
1:02:40
and off I go. In a year,
1:02:42
I'm not sure, because I still go
1:02:45
back to maybe I'm better off just
1:02:47
building a quick monster using forgafo stats.
1:02:49
I now have like my my forgafo's
1:02:51
rapid monster stats in my head, where
1:02:53
I can just build monster stats very,
1:02:55
very quickly based on a challenge rating,
1:02:57
and then I can kind of tune
1:02:59
that monster how I want. To me,
1:03:01
that's almost as good as anything that
1:03:03
I would get out of a monster
1:03:05
manual. In many cases, like there's weird
1:03:07
complications to monsters that I find in
1:03:10
monster books. Well, that doesn't really fit
1:03:12
the situation I've got now, but I'm
1:03:14
able to improvise better when I'm able
1:03:16
to use my own stats really quickly.
1:03:18
So, you know, I would say, like,
1:03:20
the one you want, having the monster
1:03:22
stats by challenge rating, and I'll tell
1:03:24
it to you, I'll speak this out,
1:03:26
you can write this down while you're
1:03:28
listening, the quick monster stats, I've checked
1:03:30
these against pretty much of the different
1:03:32
monster books, and I think they hold
1:03:34
up rather well. The armor class and
1:03:37
difficulty class of a monster is equal
1:03:39
to 12 plus its half its challenge
1:03:41
rating rounding down. So now you've got
1:03:43
AC and DC. Hit points of the
1:03:45
monster are somewhere between 15 and 20
1:03:47
times its challenge rating. You can kind
1:03:49
of pick. Is it 15 times challenge
1:03:51
rating or 20 times challenge rating? Its
1:03:53
attack bonus and primary skills are four
1:03:55
plus one half of its challenge rating
1:03:57
rounded down. And primary ability would be
1:03:59
like, what's the ability score that it's
1:04:02
best at? Is it good at strength?
1:04:04
Is it good at intelligence? Is it
1:04:06
good at wisdom and stuff like that?
1:04:08
The other stats, when you need them,
1:04:10
you improvise. They're somewhere between zero and
1:04:12
whatever its primary stat bonus would be.
1:04:14
But that also works for its attack
1:04:16
bonus. So the attack bonus of the
1:04:18
monster is equal to four plus one
1:04:20
half of its challenge rating rounded down.
1:04:22
And damage is seven times challenge rating.
1:04:24
That's the total damage the monster does.
1:04:27
You can divide that into two attacks
1:04:29
or three attacks or four attacks. If
1:04:31
an attack hits multiple characters, then you
1:04:33
divide that by two. So if it
1:04:35
does a breath weapon, you would do
1:04:37
three and a half per challenge rating
1:04:39
instead of seven per challenge rating. With
1:04:41
those stats in your head, you can
1:04:43
build any monster at any challenge rating
1:04:45
you want. And then you can improvise
1:04:47
all of the different effects and abilities
1:04:49
and other details of the monster as
1:04:51
you go. But I find that like
1:04:54
having that in my head, like I
1:04:56
just recited that, I didn't even have
1:04:58
to look at anything. Just having that
1:05:00
in my head lets me build any
1:05:02
monster that I want and pretty much
1:05:04
any challenge rating and then I can
1:05:06
improvise that monster a lot. I think
1:05:08
that might be even better than any
1:05:10
monster book that you're going to that
1:05:12
you're going to find. Christopher S says,
1:05:14
at some point I'd love for you
1:05:16
to tell us your experiences with A5E,
1:05:19
level up advanced 5E, comparisons and contrasts,
1:05:21
the good and the bad, etc. I've
1:05:23
been running two different A5E games, one
1:05:25
where I've slowly switched to A5E, and
1:05:27
one that started is A5E, pure, no
1:05:29
house rules. I'm finding that skills with
1:05:31
expertise often yield quite higher results than
1:05:33
the DCs I set for them. Five
1:05:35
for easy, 10 for moderate, 15 for
1:05:37
hard, 20 very hard, 25, 25 nearly
1:05:39
impossible, 25 nearly impossible, 30, nearly impossible,
1:05:41
why bother, but okay. Why bother but
1:05:44
okay. Why bother but okay. I'm curious
1:05:46
on you and your players take on
1:05:48
it. Also I can't wait until the
1:05:50
Level Up Gateway is ready for all
1:05:52
so my players can use it. Making
1:05:54
character in A5 is a bit more
1:05:56
complicated and as a GM remembering all
1:05:58
the little triggers Destiny Inspiration features backgrounds
1:06:00
that can be in, that can all
1:06:02
be lightning rod. I'll be straight
1:06:04
with you. I did not find level
1:06:07
up advanced 5E as fun to play
1:06:09
and run and neither did my players
1:06:11
as other 5E variants. I feel like
1:06:13
it over, it's sort of leaned in
1:06:15
on the extra complications of the game.
1:06:18
And as one of my players said,
1:06:20
like those extra common, those extra complications
1:06:22
weren't worth the extra effort. I brought
1:06:24
it to the players. They did not
1:06:27
come to me saying, hey, we want
1:06:29
a crunch year 5E. I was like,
1:06:31
hey, let's try this version of 5E.
1:06:33
And we did it and players. And
1:06:35
I still have three players who are playing
1:06:38
A5E characters. So what I did is I
1:06:40
started off by saying, we're going to have
1:06:42
an A5E game. And we had an A5E game,
1:06:44
and then partway into it, I did have players who
1:06:46
are like, you know, my on-call player in particular, who
1:06:48
is like, he's not going to keep up and constantly
1:06:51
upgrade his character. And if he ever had to upgrade
1:06:53
by two levels, it was a lot of work. And
1:06:55
plus they didn't have all the books and stuff like
1:06:57
that. And getting it extra, he was just like, it
1:06:59
feels like I'm doing a whole lot of extra math
1:07:01
for not a whole lot of extra game. And
1:07:03
so what I said was I want
1:07:05
everybody to have fun, so I'm going
1:07:08
to open it up. You can play
1:07:10
any 5E character you want. You can
1:07:12
play A5E, you can play D2024, you
1:07:14
can play D&D 2014, you can play
1:07:16
Tales of the Valiant, you can play
1:07:18
whatever you want to know, whatever you
1:07:21
want to play. Three of my players
1:07:23
continued to play their A5E characters. We
1:07:25
have an A5E wizard, an A5E, the
1:07:27
warlord class whose name escapes me, the
1:07:29
class name escapes me, escapes me,
1:07:32
and an A5E paladin, who's a,
1:07:34
I think is known as a herald.
1:07:36
So they changed the class names,
1:07:38
which also kind of annoys me
1:07:41
a little bit. I know that
1:07:43
there are a reason, a marshal,
1:07:45
thank you. Lord Bard says, Lord
1:07:47
Bard says that was a marshal.
1:07:49
Yeah, so we have an A5E
1:07:51
marshal, we have an A5E Herald,
1:07:53
and an A5E wizard. The marshal
1:07:55
is continuing to play the marshal
1:07:58
because there isn't any other, with
1:08:00
A5E. And that's fine, right? And so
1:08:02
half the players are still playing with
1:08:04
A5E characters and they're still enjoying it.
1:08:07
But a lot of the A5E complicated
1:08:09
aspects, I've sort of hand-waved away now.
1:08:11
I don't really pay attention to expertise.
1:08:13
The players still pay attention to expertise
1:08:16
when they're playing those. But then I
1:08:18
have a couple of players who are
1:08:20
playing D&D 2024 characters now. And one
1:08:22
of, and both of them switched
1:08:24
over from their A5E ones, and
1:08:26
they're much happier with the DD
1:08:29
2024 characters. Just not even just
1:08:31
from like power, because in fact,
1:08:33
one of them went way down
1:08:36
in power. He was doing a
1:08:38
lot more damage with A5E, and
1:08:40
then switched to G&D 2024, and
1:08:43
now has more utility, but less
1:08:45
damage, but less damage, but less
1:08:47
damage, but less damage, but less
1:08:49
damage. And he's... entry books are
1:08:52
fantastic books to help augment your 5E
1:08:54
games. I think there's a lot of
1:08:56
cool rules from A5E, like the idea
1:08:58
of safe havens, like the idea of
1:09:00
resources, of what are they called, supply.
1:09:03
I think there's a lot of really
1:09:05
good options in there. The idea of
1:09:07
strife as a status effect, a lot
1:09:09
of things I really like, but I
1:09:11
did find that the game was kind
1:09:13
of too crunchy. And as you say,
1:09:16
not having an online character builder for
1:09:18
a game that's this crunchy, clearly showed
1:09:20
that difference. a high fantasy game like Shadow the
1:09:22
Weird Wizard can be like that is far
1:09:24
easier to do on like a character sheet.
1:09:26
That I think is a big difference as
1:09:28
well. So those are kind of my thoughts on
1:09:30
A5E. I was going to do a longer segment
1:09:33
and I might at some point do a longer
1:09:35
segment where I talk about A5E. But you asked,
1:09:37
so it's here. And actually this answers SamM's question
1:09:39
as well. who said, I know you use A5E
1:09:42
books for monsters and prep, but have you run
1:09:44
or played much with actual A5E? I'm curious how
1:09:46
the martial maneuvers play out. If they slow it
1:09:48
played down, how do they feel compared to spells?
1:09:51
And if they're too much for someone, just wanting
1:09:53
to play a simple character. My experience is that
1:09:55
they are not too much in what they do,
1:09:57
but they were too much in the idea of.
1:09:59
too many options and then my players felt
1:10:01
like there were too many trap options. There
1:10:04
were too many ways where it's like I'm
1:10:06
never going to want to take this set
1:10:08
because they're clearly worse than the other set.
1:10:10
I think that the weapon masteries from D&D
1:10:12
2024 and the weapon maneuvers that are in
1:10:14
Tales of the Valiant was a offered the
1:10:16
same kind of capability. in much smaller amount
1:10:18
of rules, which meant it was way easier
1:10:20
to take. Of those, I really like the
1:10:22
tales of the valiant ones because you do
1:10:24
those instead of doing damage. And I really
1:10:26
like that idea. In fact, Shadow the Weird
1:10:28
Wizard also does this, where you can do
1:10:30
these extra maneuvers when you're attacking with a
1:10:32
weapon, but you do them instead of doing
1:10:34
damage. If you wanted a house rule for
1:10:36
weapon masteries in order to kind of bound
1:10:39
things, that could be something that you could
1:10:41
do. You could, for example, say for topple,
1:10:43
you can attempt topple, but if you hit,
1:10:45
you don't do any damage, and instead you
1:10:47
invoke a saving throw. That would be a
1:10:49
nerve, definitely, to topple. But if you find
1:10:51
that the weapon masteries in 2024 are just
1:10:53
over the top, that could be a house
1:10:55
rule that would bound things a bit. And
1:10:57
that is the way the Tales of the
1:10:59
Valiant handle, is it? And I find it
1:11:01
to work better. So yeah, by too much,
1:11:03
I didn't think that the weapon maneuvers in
1:11:05
A5E were too much, it was too much.
1:11:07
material and Tales of the Valiant and D&D
1:11:09
2024 with the weapon maneuvers and weapon masteries
1:11:11
I think were an easier one to bring
1:11:13
into the game that added that extra power.
1:11:16
Friends, I want to thank all of you
1:11:18
for hanging out with me today while we
1:11:20
talked about all things in tabletop role-playing games.
1:11:22
I hope you enjoyed today's show. If you
1:11:24
did, please consider subscribing to the Sly Flurish
1:11:26
newsletter. It is absolutely free to sign up.
1:11:28
You get a free adventure generator for signing
1:11:30
up and you get a weekly RPG related
1:11:32
email sent directly to your inbox. You can
1:11:34
also support me directly on Patreon. Patrons get
1:11:36
access to all kinds of tips, tricks, tools,
1:11:38
resources, whole dedicated... podcast, access to our
1:11:40
access to our there's a
1:11:42
there's a whole lot
1:11:44
of things that patrons of
1:11:46
Sly get, but most
1:11:48
of all, all you me me
1:11:51
directly, you me directly to
1:11:53
put on shows like
1:11:55
this, and you can
1:11:57
pick up any of
1:11:59
my books, including City
1:12:01
of City of Arches, of Foes,
1:12:03
Return Return of the
1:12:05
Lazy Dungeon Master, The Lazy
1:12:07
Diems and more more, at the
1:12:09
Sly Sly Flourish Please check
1:12:11
Please down out all of
1:12:13
the links down in
1:12:15
the show notes. have
1:12:17
Thank you so much.
1:12:19
Have a great day get
1:12:21
out get out there
1:12:23
and play and RPG. our play
1:12:26
on RPG.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More