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#separated out the tieflings since i know these will be a popular option and i didn't want to lump them with weird humanoids since
imperial-agent · 7 months
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The one you gravitate towards the first time playing any cRPGs. Included Pillars of Eternity races and Divinity Original Sin ones.
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dmsden · 3 years
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A History Lesson - Looking back at D&D’s history
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Hullo, Gentle Readers. Well, this is the 5th Monday in March, and that means I get to write about anything I want! It’s also my birth month, which means it’s my anniversary of getting into D&D (42 years!), and that has me feeling nostalgic. Coupled with a discussion I had recently with some friends, I thought it would be fun to look back at the various editions of D&D and give you all a bit of history. I’m not going to get into Gygax vs Arneson or any of that. I’m only talking about the published game itself, not its creators or its storied origins.
The original D&D (or OD&D as it’s sometimes called) came in a small box. It had three booklets inside - Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures - along with reference sheets and dice. Each was softcover and roughly the same dimensions as a DVD/BluRay case. The game was pretty rudimentary - for one thing, it assumed you already had a copy of Chainmail, D&D’s direct wargame predecessor. It also recommended you have a game called Outdoor Survival for purposes of traveling through the wilderness. It had only three classes - fighting man, magic-user, and cleric - and nothing about playing other races. It did have the insane charts that 1st edition would ultimately known for, and it was possible to play a pretty fun game of D&D with it, as its popularity would come to show.
The game expanded through similar chapbooks - Greyhawk, Blackmoor, Eldritch Wizardry, Gods Demigods & Heroes, Swords & Spells. With the exception of the last one, each brought new facets to the game - new classes like Thief and Monk, new spells, new threats. It was clear the game was going to need an overhaul, and it got one.
I consider this overhaul to yield the real “1st Edition”, as so much of the game didn’t exist in those original games. The game split into a “Basic” game, just called Dungeons & Dragons and Advanced Dungeons & Dragons.
The basic game was a boxed set that included a rulebook, a full adventure module, and dice...or, well, it was supposed to contain dice. The game was so popular and new in those days that demand for dice outstripped production. My copy of D&D came with a coupon for dice when they became available and a sheet of “chits” - laminated numbers meant to be put into cups (we used Dixie Cups with the name of the die written on it), shaken, and a random number pulled out without looking. It was meant to introduce new players to the game, so it was a trimmed down version. Races were human, elf, dwarf, and halfling, and classes were fighter, cleric, magic-user, and thief. The box only included rules for going up to 3rd level, with the intention that players would then graduate into AD&D. This is where I joined, with the old blue cover box set and In Search of the Unknown, before Keep on the Borderlands even existed.
AD&D was the game in its full glory. Along with the races I mention above, we got half-elves, half-orcs, and gnomes. The four basic classes also had sub-classes, like paladin and ranger for the fighter, druid for the cleric, illusionist for the wizard, and assassin for the thief. There were rules for multi-classing, as well as “Dual-classing”, a sort of multi-class variation for humans only, which, when done in the correct combination, could yield the infamous bard...which didn’t actually yield any bard abilities until around level 13 or so.
This edition had 5 different saving throws for things like “Death Magic”, “Petrification & Polymorph”, “Spells”, and so on. It had the infamous Armor Class system that started at 10 and went down, so that having a -3 AC was very good!  It also had specific attack matricies for each class; you would literally look on a table to determine the number you needed to roll on a D20 based on your class, your level, and your opponent’s armor class. It was fun, but it was very complicated.
It also had some, frankly, shitty rules. There was gender disparity in terms of attributes, which my group totally ignored. Because the game designers wanted humans to be a competitive the game, and because non-humans had so many abilities and could multiclass, non-humans were severely limited in the levels they could achieve in most classes. In fact, some classes, such as monk and paladin, were restricted only to humans.
As the years went on, things got a bit muddled. It probably didn’t help that the rules in Basic D&D and AD&D didn’t perfectly line up. In D&D, the worst armor class was a 9. In AD&D, the worst armor class was a 10. All of this led to an overhaul, but not one considered a separate edition. AD&D mostly got new covers and new books, like the Wilderness Survival Guide and Dungeon Survival Guide, Monster Manual 2, and the Manual of the Planes. It got a number of new settings, too. In addition to the default Greyhawk setting, we got the Forgotten Realms setting for the first time, details of which had been appearing in Dragon Magazine for years, thanks to the prolific Ed Greenwood. We also, eventually, got the whole Dragonlance saga, which yielded the setting of Krynn.
In this new version, Basic D&D broke off into its own game system to some degree. Elf, Dwarf, and Halfling started being treated like classes rather than races, with specific abilities at different levels. Higher level characters could be created using progressive boxes - Expert, Companion, Master, and Immortal, each with its own boxed set and supported by Mystara, a completely different setting that got its own updates over the years. It was odd, because D&D essentially was competing for players with AD&D, and I remember arguments with friends over which version was better (I was firmly in the AD&D camp.)
In 1989, when I was in college, they finally brought forth 2nd edition D&D. This streamlined things a little. Armor Class still went down, but now attack rolls boiled into a single number called To Hit Armor Class 0, or THAC0. It made the whole process of figuring out what you needed to roll a bit less cumbersome, but it was still a bit awkward. The classes got a lot of overhaul, including making Bard its own core class. But what I remember best about 2nd edition was the boom in settings. This was the age of settings, and many beloved ones got started, including Dark Sun, Planescape, Ravenloft, and Spelljammer.
It was also the age of the “Complete Handbooks”. They brought out splatbooks about every class and race in the game, as well as books expanding several concepts for the DM, such as the Arms & Equipment Guide, the Castle Guide, and the Complete Book of Villains. There were also splatbooks about running D&D in historic periods, such as Ancient Rome, among the ancient Celts, or during the time of the Musketeers. The game got new covers for the rule books again, and a bunch of books about options started coming out. It was a boom time for books, but many people complained there was too much.
Without going too deep, TSR ended up in severe financial troubles. They declared bankruptcy, and there was real fear of the game going away. And then Wizards of the Coast (WotC) stepped in. They helped TSR get back onto its feet, and they helped produce some modules specifically engineered to help DM’s bring an end to their campaign...possibly even their whole campaign world...because something big was coming.
That something big was, of course, 3rd edition D&D. The game got majorly streamlined, and many sacred cows ended up as hamburger. AC finally started going up instead of down. Everything was refined to the “D20″ system we’ve been playing ever since. Races could be any class. There were no level or stat limits for anyone. After years of the game being forced into tight little boxes, it really felt like we could breathe. I had stopped playing D&D, but 3rd edition brought me back into the fold. I often say that 3E was made for the players who’d felt constricted and wanted more flexibility.
The trouble with 3E, and its successor 3.5, is that it was still a dense and difficult game for newcomers to get into. It’s been acknowledged that D&D essentially created many of the systems we see and know in other games - experience points, leveling up, hit points, etc. But trying to break into the experience for the first time was difficult. The look of 3E was gorgeous, but I understood that it must seem awfully daunting to someone who’d never played.
4E and its follow-up, Essentials, was an attempt to course correct that. They tried to make this edition incredibly friendly to new DMs, and, frankly, they succeeded. By creating player classes and monsters and magic-items that were all very plug and play, they did a great job of creating a game that someone who had never DMed before could dive into with no experience or mentor and start a game pretty easily. Encounter design was given a lot of ease, and there were promises of a robust online tool system that would help out with many of the more tedious aspects of playing.
There was also a lot of shake up in terms of choices. Suddenly, new classes and races were proliferating like crazy. We got the dragonborn, the tiefling, and the eladrin right in the core book, but we said good-bye to the gnome and half-orc at first. Suddenly the warlock was the new class everyone wanted to try. We got paragon paths and epic destinies that would really shape a character as time went on. The game went very tactical, as well, which some of us loved. The concept of rituals came into the game. Later books like the Player’s Handbook 2 and 3 gave us back gnomes and half-orcs, and also gave us minotaurs, wilden, shardminds, and githzerai. We got new psionic classes, brand new class concepts like the Runeknight and the Seeker...
But there was a tremendous backlash. People felt that, in making the game so very plug and play, they’d taken a ton of choice away from the players. Without the tools (which were never that robust, frankly), it was almost impossible to navigate the massive panoply of options. And, worse, it was harder and harder to develop encounters without those tools. People complained that the game had gone more tactical in order to sell miniatures and battlemats. Given that I have never played the game without miniatures and battlemats (since I started in the days when D&D was still half-wargame), I found this odd, but I also understand my style of play isn’t everyone’s.
The one argument I will never understand is that it didn’t “feel” like D&D, or it was somehow ONLY a tactical game and not a role-playing game any more. Again, given that the original game didn’t even call itself a role-playing game, this felt odd. Personally, I roleplay no matter what game I’m playing. If I’m playing Monopoly, I’m roleplaying, doing voices, and pretending to be something I’m not. I honestly enjoyed 4E, and I know a lot of folks who did, too. A lot of it may simply come down to style of play. But I also enjoyed all the games that came before, including Pathfinder. To paraphrase the YouTube content creator The Dungeon Bastard, “Does your game have dungeons? Does it have dragons? Great. I wanna play.”
As a sidenote, in the months leading up to 4E’s release, a lot of internet videos were released by WotC emphasizing the nature of change and talking about differences in the rules. They also released some preview books showing the direction they were heading. WotC must have anticipated that people were going to find this edition very different indeed. They also cleverly brought in some very funny folks - Scott Kurtz from PVPOnline and Jerry Holkins & Mike Krahulik from Penny Arcade - and got them to play D&D for podcasting purposes. Looking back, this must’ve brought in a lot of listeners who might never have played D&D and given them a reason to try it out.
After its release, WotC clearly noted that missteps had been made, as this edition of the game was losing them players. They began work on what they referred to as D&D Next, and, this time, they did massive amounts of playtesting, some of which I participated in.
I don’t feel like I have to describe 5E to any of you, Dear Readers, as you could go to virtually any store and pick it up. I am a big fan of 5E’s simplicity and elegance, and I suspect this is the edition of D&D we’re going to have for some time to come, especially given its popularity. Given the effect of podcasts like Critical Role (and I might save an article on Critical Role’s importance to D&D until my next Freestyle article), D&D is likely more popular now than it’s ever been, with a much wider and more diverse audience than ever before.
I know I’m painting with broad strokes here, but I hope this was, at least, entertaining, and maybe you learned something, Gentle Readers. Until we next meet, may all your 20s be natural.
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nerdarchy-blog · 4 years
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The follow up to 2017’s Xanathar’s Guide to Everything, on Nov. 17, 2020 fifth edition Dungeons & Dragons upcoming Tasha’s Cauldron of Everything must indeed possess powerful magic to contain so much stuff in 192 pages — the exact page count of its predecessor according to Jeremy Crawford, principal rules designer of the game. The product of 18 months work the book includes material for Dungeons Masters and players of 5E D&D alike. I had an opportunity to join the press briefing with Crawford and Greg Tito, communications and press relations director for D&D and let me tell you, sitting on this was really exciting. Reading and hearing what players speculated on and wanting to say, “You’re all right! It’s all in the book. All the character options and new stuff you’re guessing about are inside!” So let’s get into Tasha’s Cauldron of Everything.
On the cover for Tasha’s Cauldron of Everything Tasha holds an ornate grimoire covered with symbols from the planes of existence in stunning art by Magali Villeneuve.
A delightful conversation about 5E D&D
No sense burying the lead — all the options and fresh new modular content you thought might be in Tasha’s Cauldron of Everything is there. Subclasses for all the classes are in there. Alternate class features from the most popular Unearthed Arcana in the entirety of 5E D&D are in there. The artificer class is in there — including some tweaks, new infusions and the Armorer subclass that was loved by people, according to Crawford. The Aberrant Mind sorcerer, UA’s most highly rated content ever, is in there and so are many from the past year. Spell Versatility and new Beast Master Companions are in there and I know there’s untold numbers of players stoked to hear this. There’s new artwork for the Artillerist Artificer Specialist that was shared during the briefing too.
A human artificer balances his Eldritch Cannon on his shoulder as seen in Tasha’s Cauldron of Everything. [Art by Brian Valeza]
Like XGtE the book explores the titular character’s wonderfully complex point of view in comments on the content throughout, with nods to Tasha’s history in her comments and captions. One clue about Tasha’s mysterious origin reveals itself on the cover. The tattoo on her cheek is a chicken leg, which Crawford explained is an “echo of the chicken-legged hut that Baba Yaga lives in.”
A bunch of subclasses and class features only chicken scratches the surface of the scope of material. Tasha’s Cauldron of Everything is organized into four chapters. While perusing the material in the book readers learn more about Tasha and the lore surrounding her. Tasha’s life has involved the fantastic since the very beginning of her origins in the fey realms. As she became a brilliant and powerful wizard her adventures took her to other planes and dimensions so she is unfazed by beings of any sort, least of all her frenemy Mordenkainen.
Character options
Spells and magic items
Group patrons
Tools for Dungeon Masters
Customizing your origin is an important part of the development of the book and something the design team seems particularly proud of, for good reason. Players love the idea of more personalized character origin stories. I use This Is Your Life stuff from XGtE all the time and TCoE builds on that tremendously. Like, seriously a lot. The design goal was tools for players to create truly unique characters with amazingly magical origins and backstories.
This includes modifying traits during character creation to better reflect the story players want to tell and offers a lineage template with fill-in-the-blanks tools to totally personalize characters. The Lineage System introduces a new way to approach creating and playing characters and adventures in 5E D&D, a responsibility the design team takes very seriously as stewards of the game. During the press briefing Crawford and Tito explained how TCoE is one of multiple books demonstrating a shift in how D&D handles things like race.
Other changes include the removal of negative racial modifiers for certain races from Volo’s Guide to Monsters via errata. Crawford explained how their original intention for races like kobold and orc was as Monstrous Adventurers, separate from standard character options. This is why those options are included in their own section in VGtM along with options considered more powerful than standard in some cases, like yuan-ti and to a lesser extent goblins. Because this context is lost through the way so many players engage with 5E D&D through online tools and resources like D&D Beyond, it became a pain point for players and TCoE will include updated versions. Hooray for kobold and orc enthusiasts!
The Lineage System offers tools to create characters not bound by a species archetype. I love the way Crawford explained how this modular piece of content interacts with existing 5E D&D material. The core game, what is presented in the Player’s Handbook and other sources, illustrates an archetypal adventuring character like an elf. Choosing this option for your character represents playing Elfie McElferson in other words — the exact kind of elf that comes to mind when you think of D&D elves. The Lineage System gives players and DMs tools to disentangle characters’ personal traits with cultural traits. And worry not! The path to customization is very smooth according to Crawford, who emphasized it is not complicated at all.
Along with the new class options and alternate features players can customize how each class feels. This includes something that worms its way into the mind of every edition of D&D sooner or later.
Psionics! The Aberrant Mind is just one of the psionic themed subclasses from UA. Along with a few others, these psionic subclasses use a modifed version of the playtest mechanics, which Crawford described as “evolved.” I’m pretty middle of the road when it comes to psionics, neither thrilled to use them or abhorred by their inclusion in the game but I’ve got to say I really dug that Psionic Talent die so I hope that’s what he meant.
During the press briefing they did not get too deep into new spells and magic items in TCoE but there are some tidbits to share. For starters Tasha adds new spells of her own design to D&D canon. Tasha’s caustic brew and Tasha’s otherworldly guise are two mentioned and I’m excited to see more. Spells named for the wizards who created them evokes a sense of mystery and wonder in all D&D players and after all her incredible excursions and magical experimentation I’m certain Tasha’s influence on 5E D&D will be immense.
Spellcasters can boost their power with new spell focus magic items too, which sounds awesome. There’s got to be a magical cauldron, right? One of the magic items Crawford talked about sounds totally awesome — the Tarokka Deck. Not like, any old prophetic card deck though. This is THE Tarokka Deck, an artifact capable of trapping spirits. Can I tell you I lost track of what they said for a moment because I was daydreaming about a Ghostbusters inspired 5E D&D campaign.
Sidekicks (remember them?) get expanded in TCoE too. Resources to create your own customized sidekicks sounds like a lot of fun new toys to play with. When asked what the most surprising thing about the book is, Crawford revealed there’s a sidekick class. You can play as a Warrior, Expert or Spellcaster, which offers a slimmed down experience for perhaps new players or those looking for less complexity. This sounds awesome to me. I’ve used the Sidekicks content from UA several times and it is terrific, so more of that and more ways to use it can’t go wrong.
More than that though Crawford was surprised by “how much liberty players have to customize.” The Lineage System, tons of new class options and alternate features, spells, feats (wow I didn’t even mention those!) all combine to create more levers and dials players and DMs can use to tailor our game experiences and tell the kinds of stories we want with exactly the kinds of characters we imagine.
“Our work on the game is a delightful conversation with the community that never ends,” as Crawford put it. With tremendous amounts of fun, cool sounding new content like they’re brewing up in Tasha’s Cauldron of Everything, I don’t doubt it.
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A tiefling sorcerer levitates several feet off the ground. [Art by Kieran Yanner]
A lineup of four homunculus servants. [Art by Irina Nordsol]
The young wizard Tasha studies her spellbook in front of Baba Yaga’s hut. Looming nearby is Baba Yaga herself, watching her adopted daughter intently. [Art by Brian Valeza]
This is a massive tome holding secrets of ultimate evil. The exterior of the book reflects the evil within. The covers are made of dark demon scales, which are trimmed in rune-carved metal shaped to look like demonic claws. [Art by David Sladek]
Two wood elf lads swim in a glittering pond, which is fed by a waterfall that pours out of a face carved in a bluff. [Art by Robin Olausson]
A youthful merfolk king lounges on his throne underwater. [Art by Andrew Mar]
Using a psychic spell, a wizard battles a troglodyte underground. [Art by Andrew Mar]
Sidekicks will be expanded in the fifth edition Dungeons & Dragons Tasha’s Cauldron of Everything. [Image courtesy Wizards of the Coast]
An alternate cover art version is only available through local game stores. [Art by Wylie Beckert]
A heavy, ominous storm brews at sea as clouds gather. But these are not normal storm clouds. These have formed into a churning mass of enormous skulls in the sky. [Art by Titus Lunter]
Oh! Are you still here? One last thing I’ll mention is the section on Magical Environments includes Eldritch Storms, magical fruits and magical roads, a Mirror Realm and a Mimic Colony. Stay nerdy.
Congrats! That new #DnD stuff you thought would be in Tasha's Cauldron of Everything is in there. #staynerdy The follow up to 2017's Xanathar's Guide to Everything, on Nov. 17, 2020 fifth edition Dungeons & Dragons upcoming…
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