Professor Jimbles Presents!: D&D 5E Review

So while our esteemed host has been trying more esoteric systems like “East Texas University”, I was introduced (read: Dragged screaming away from WoD and Pathfinder) to 5th Edition D&D/”D&D Next”.

Note from the Editor: I wouldn’t exactly call Savage Worlds (the system that East Texas University uses) “esoteric”. It’s just a very solid generic RPG system that can be adapted to a variety of settings with a minimum of effort. I’ll write about it more later.

In short: It’s good. It’s really good. It pokes all my favourite happy buttons.

In long: It was the best of times, it was the worst of tim-   

Anyway – 5th Edition.

I read through the Player’s Handbook and I’m floored. I read it in a single day and was so pleased. The endless lists of modifiers? Gone. Alignment restrictions? Gone. Obvious bias to casters? Poof.

So, yeah. I’m excited. I’m also pretty sure this huge shift away from what is traditionally associated with D&D (Huge crunch, expansive rules and character options, little focus on roleplaying.) is:

  1. Good for D&D.
  2. Good for Pathfinder.
  3. Very controversial.

Pathfinder and D&D 3.5/4 have been holding the same niche in roleplaying for a little while now.  Mechanics heavy fantasy roleplaying with years of experience and a wide community to build tools. (Hero Lab; for example.)

This divergence into a simpler, more open ruleset REALLY helps D&D as the “Beginner’s game” reputation it owns as being the longest running and most visible in the media. The option to make it more complicated is available… By trying Pathfinder.

Pathfinder currently has 89 (At my super-rough count.) books available, not including campaign setting and adventure paths. 89 books worth of customization and additional rules are available for you if you love your mechanics. (Another Editor’s Note: It’s worth pointing out that many of these books are very short, highly focused Player Companions, not full sized splats)

But of course, this means 5E doesn’t look much like D&D anymore. It’s not like the punishing 2nd Ed Tomb of Horrors; the expansive 3.5 filled with ridiculous feats from a third party or even the tactical MMORPG style gameplay of 4th Ed.

And while it’s not Open Gaming Licence, additional crunch is added with each new book. Princes of the Apocolypse has added Elemental races like Genasi. At what point does the scale tip? When does 5E start looking like 3.5?

Professor Jimbles Presents: “I play to win, baby.” 

Okay, so this is over a year overdue. I’m terrible, I know.

But let’s see this as an example of time teaching you, and making a fool of your past self.

In this time, I attended another Phenomenon in Canberra (And took away their drama Triptytch award with a group of people I had never met before.) and even ran my first game for the greater Canberra roleplaying community. All in all, another fantastic year.

Why competitive roleplaying? This genre is built around making a story as a team! Guiding these semi-real entities through trials both emotional and physical! Wouldn’t adding a competitive edge ruin it? Wouldn’t the ever present thought of “Am I doing this well enough to get an award?” ruin your immersion?

Well, no. First of all, your GM is likely to be running multiple sessions of their game (Even I did, and it was my first year.) and with premade characters, there is bound to be a player or a group who has an interpretation that matches their inital designs. Us GMs do enjoy a bit of ego stroking; if a player can find interest in characters we created enough to perfectly encapsulate them in their performance then it is only natural to have a preference.

On the other hand, if someone takes a character in a completely new direction that surprises and excites the GM, this could also endear the player to them. Surprising someone who has run a particular scenario up to 11 times already is a feat worthy of recognition. Especially if this interpretation is better than what they initially envisioned.

Let’s get something clear, you are never competing against the people you’re weaving a story with. These competitive games at Phenomenon are collaborative, so you are building a story with the GM and the other players, usually-but-not-always using a rules light or no rules system. Unlike a more rigid game like Pathfinder, the ever present urge for optimization and survivability is absent. If you can’t fail because someone isn’t pulling their weight, then you’re without THAT form of competition against your fellow players.

Lastly; and most importantly comes the phrase I hear most often when describing the Perpetual games.

“But that’s rediculous, how do you score a “Winner” of rules-light or systemless games?”

Easy! These are drama or comedy games. You can use a very simple “Who made me feel/laugh the most?” metric. You could add points for anyone who has a highly quotable line, and remove them for anyone who keeps breaking character. As well as the interpretation idea I explored above.

This does mean that it comes down to more Romanticism than Enlightenment, but I’m okay with that. The kind of games that flourish under plot and characterization heavy settings don’t often come with a clear mathematical “Winner” anyway. You’re gonna have an emotional favourite anyway.

Picture of the winning team: Shiny Things and me, from Cardgames on Motorcycles. 


Photo made publically available. Please ask before reproduction. Names withheld on request.

Professor Jimbles Presents! How to make a backstory.

I said it was coming, and here it is. The three steps I follow to make a workable and vaguely interesting backstory that will work for any game that doesn’t require extensive and detailed character histories. I’d pop in a little more detail if you were going to play in a social LARP or Sandbox (GM creates a world and unleashes the players upon it. Plot hooks, no railroad.) game.

Generally you make a character while considering the others in your party, and choose a class first (in the tactical games, at least.) so I suggest grab the rough outlines of your mechanics, and build the backstory around that.

I’m going to be using one of my new favourite characters. His personality and powers are best shown in a rules-light, “make up your own damned abilities” game, but he’s a great example of how my three steps turned a basic idea into someone that can entertainingly work with the others in the party. If more questions arise while writing, run with them.

Enter Karas, the Herald of Death.

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Professor Jimbles Presents! Still dying a lot.

[Note from Tinkergoth: Sorry for the long silence. Jimbles has had this post and another one ready to go for almost two weeks now, just waiting for me to go over them before publishing. Unfortunately I’ve been letting things slide, haven’t been feeling great physically or otherwise, so it’s been a struggle to do anything other than curl up on the couch of an evening and binge on anime (on the plus side, I’ve been catching up on series I’ve owned for ages and hadn’t got around to watching), haven’t even really felt like gaming recently. Anyway, finally not feeling so ill anymore, and the other stuff will sort itself out sooner or later, so starting today I’m forcing myself back into the blog. I’ll publish this and Jimbles’ other post first, and then get back to work on my own stuff. I now return you to your scheduled ramblings from Professor Jimbles.]

I’m beginning to think it’s something personal, and maybe stacking resistances and AC would be better for me.

Now, where was I?

Learned the hard way that Black Puddings are not delicious.

Felled by the Orc Hireling in a single strike.

Crushed by a brainwashed dragon after a Sudden Maximized disintegrate missed.

Oh, right. I’m going to leave out the Elemental Plane of Fire, it’s pretty obvious, and has little in storytelling value, despite the gales of laughter from the table when it happened.

I’m playing in a World’s Largest Dungeon game specifically designed to let the players experience as much as possible from the tortuous place. We are on a 32 point buy gestalt (any, not base only) with all of 3.5 available subject to approval. I can imagine hundreds of monocles popping from outraged eyes, but in defense of the game I raise two points.

  1. Action Economy (Paizo Forums has information, but it’s not a perfect description.)
  2. I’m really bad at optimizing.

So I’ve got nearly countless options ahead of me. I make a fighter-ranger who wielded light maces in the lightning hammer style, giving me another attack whenever I threat. I planned to take adaptable scimitars eventually, and score additional attacks about a fifth of the time. His name was Parker. He was a part-time novelist. He made the decision to become a wererat once it became clear the party was trapped in the dungeon. His answer to fiendish troglodytes is to draw and charge. Technically, if the party leader didn’t tell him to hold off, his default reaction to anything threatening was to draw and charge. It lasted about 7 levels, until our crack team broke past a incredibly difficult lock on huge marble doors. Inside was a HUGE black pudding. It had scoured its prison for all life, and was desperately hungry for fighter/ranger flesh. Reasoning that dessert never hurt anyone, Parker charged with both maces drawn.

This was ill-advised.

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Professor Jimbles Presents! Weird Situations

Hi there, Jimbles here again with a few more tales, but with a preamble first.

I’ve noticed that I’ve been writing posts that are just fluff entertainment, leaving all of the crunch to Keegan. While that’s not necessarily a bad thing, I think I can do a bit better. Due to my documented inability to keep characters alive (See Does anyone else die a lot?, Part two on those horrible deaths incoming.) I’ve gotten pretty good at creating new characters. I’m going to codify it and make it interesting; then show you my 5 step process for streamlining a backstory. It’s by no means perfect, but it works.

But today, I’ve got a particular subject on my mind.  A bunch of my friends and fellow players are known for coming up with twisted situations and bending the established lore in such a nefarious way that the players are left flat-footed. Once, I asked one of them how on earth they come up with their ideas. It may have been an outburst along the lines of “WHERE DO YOU COME UP WITH THIS STUFF!?”

The answer was interesting. She said “Well, for this game I thought “How can I make a player make a bad choice for the right reasons?”

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Professor Jimbles Presents! A Rant: Does anyone else die a lot?

Like, a real lot?

Hi! Jimbles here to ask a question of you: How often do you die in your games? All the time? Occasionally, but only because you make stupid decisions?

I can tell you that I die all the time in Pathfinder, but it’s generally my fault. Whenever I develop a high-concept character with tragic backstory and a good reason to set out adventuring, I often forget that ever so important stat keeping most of us alive… The armor class.

That, and I roll terribly when someone’s life depends on it.

Aside from the misadventures in the Crow (See earlier post for THAT particular embarrassing tale.) I’ve had characters die in the following ways:

  • Battle Toad (Boggard Barbarian Chieftain) exacted revenge with a warhammer for causing general chaos in the area and invading his shrine.
  • Lich fingered me to death in a oh-so-calm response to taking 38 damage from my surprise round greatsword attack.
  • Teleport mishap sent me to the Elemental Plane of PAIN. (Fire burns!)
  • Learned the hard way that Black Puddings are not delicious.
  • Felled by the Orc Hireling in a single strike.
  • Crushed by a brainwashed dragon after a Sudden Maximized disintegrate missed.

And that’s just in my Pathfinder and 3.5 games! Here, let me explain some of these stupid, stupid adventures…

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Reign of Winter – GM Perspective.

So, I fucked it.

Well, I wouldn’t go that far, but certainly, running a Pathfinder game was far more work than I expected, and it makes me appreciate the sheer amount of extra effort Keegan puts in above what the adventure path gives him.

Firstly, I haven’t run a rules heavy system since I was 14, where I mangled d20 Modern to represent school. It trainwrecked horribly, but it at least made some people laugh for a session. After that, I entered my WoD phase, being one of those oft-cursed eternal players demanding to be entertained. After some time I began writing Bard: The Crescendo (a WoD template, like Vampire, Geist and Changeling) with some friends. Eventually it fell to me to test the system. It went okay.

When Keegan wanted a turn playing Pathfinder, he thought I could do a decent job (uhh?) of running an adventure path, and gently pressured me into taking the job. What can I say, I can be an entitled jerk. He set me up with the core, our copy of Hero Lab and The Snows of Summer to bone up on.

Much like a Puritan high school, there was less boning up than would be healthy for everyone involved.

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Quotes.

I keep a list of quotes on my phone. They’re gathered by me or my friends and added in one by one. They’re usually created during roleplaying sessions, as we have a tendency to say stupid or hilarious things.

I like this idea. Moments of hilarity can fly past. They cheer everyone, raise spirits and generally make lives better for a moment, but they’re fleeting. Transitory. Some could say all the more precious because of that. I prefer to think that moments like these can be re-celebrated! Sharing a list of hilarious statements can reignite this joy and share it to others who weren’t there in the first place.

Because of this, I have a few of my favourite moments to share. You may not know the names now, but you may know us a little bit better afterwards.

Adam: *creepy whisper* I broke Obfuscate to penetrate you.
Jim: Halp.

(Sigg had a bet that no-one would die.)
Jim: I’m eating a hot-dog.
Bill: Sigg or White will go upstairs and check the rooms.
Angus: Sigg can go upstairs, I’ll eat a hot-dog.
Jim: *sigh*. I get no successes. Too busy watching White eat my hot-dog.
Angus: it’s delicious.
Jim: I breathe on the window and write “I will kill you.”
Angus: I SMS him back “You will owe me $20.”

Michael: Did anyone bring a ten-foot-pole?
Evan: No, but I have rope and a wheel of cheese.

Jim: But the rule book is nice, has great art and stories, so it’s not a chore like others can be.
Ben: Like Deathwatch. Which is pretty, but so disjointed that you think you know what the rules are but can’t find them anywhere. Leading to the conclusion that what everyone thinks is a ruling is actually a shared hallucination about a book.

Ed: I punch him in the face.
Katie: Whyyyyyy?
Ed: Because I’m a very angry person who can only express myself through violence.

Kane: And I would have had the computer too if it weren’t for those meddling orbital lasers!

David: You have arrived into the astral plane of “All the porn on the Internet.”
Kane: Not my fault.

Chris: Battle plan!
1: Cast heart strings.
2: Cast friendly face.
3: Yell “Don’t kill me, I’m an orphan!”

Listening to: The rain on the deck, trying to sleep.

Shattered Star: Comedy of Errors.

Hey guys,

So, I’ll do a quick recap of a previous game’s comedy of errors for your enjoyment.

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After a couple of days rest and recovery, the party decided to return to the Crow to continue exploration past the burning doors. Magnus was unfortunately too ill to accompany the rest of the party, due to his suffering from Filth Fever (which has now been cured).

Shortly after entering the unexplored part of the complex, the group found an ancient bathhouse. While investigating the scumming water that remained in the pool, a couple of giant amoebas attacked. One of them managed to heavily wound Zamnil the Ranger with repeated slam attacks, while the other latched onto Aeros’ face and did it’s best to crush his head. While the rest of the party dealt with the one attacking Zamnil, Aeros attempted to fight off his opponent by heating up his own armour in an attempt to burn it away. When that failed, he magically flung his battle aspergillum at it, unfortunately managing to smash his own face while completely missing the amoeba. After Aeros knocked himself out, the rest of the party managed to destroy the amoeba and Zamnil poured a potion down Aeros’ throat to revive him.

At this point the party took a brief rest for some healing. Perhaps not enough healing, as the following events show.

The party proceeded down another passage, when Zamnil found a secret door. It led to a room that contained a pool of sea water, and a stone column holding a bucket. When Dash investigated the bucket, he found that it was full of dead bats. Dash proceeded to tip the bats into the water, then leapt back to the ledge, at which point three spiders the size of dogs emerged from holes in the wall of the pool. They quickly covered the party in web and started biting. With two of the party already weakened from the fight with the amoebas, they were quickly going under. Tybalt quickly decided to make a risky play to try and kill the spiders at the risk of further harming his friends. He channelled his emergency reserves of arcane power through his ring in order to transmute one of his prepared spells into a wave of fire that engulfed everyone else in the room. Zamnil and Dash succumbed to the flames and passed out, while Aeros was let barely standing. Unfortunately the spiders managed to escape the worst of it, and came out relatively unscathed. They killed Aeros, subdued Tybalt, and began to finish off the rest of the party

At this stage Aeros was already dead, while the rest of the party weren’t far off. Mike handed Evan the Best Friend plot twist card, and I advised that if used to call a reliable ally, at least one of the party may survive. Evan thought about this and played the card. The next few events were partially based on luck of the dice and a little bit of additional bias in the party’s favour due to the use of the card.

Just in time to see Dash take his final breath, Koriah swam into the room through a secret passage she had discovered, and climbed out of the water. She quickly killed the spider that was biting at Zamnil and healed him with a wand, then dragged him through the passage to the outside. After Zamnil was outside, Koriah attempted to return for Tybalt, but although she successfully killed the remaining spiders, he bled out before she could rescue him. Fearful that more spiders would be on the way, she swiftly returned to Zamnil and helped him return to the Pathfinder’s Lodge to recover. Along the way, she broke the news that he was the sole survivor. Ominously, she also mentioned that the spiders she had killed were wearing tiny saddles, suggesting that they were steeds for some kind of inhabitant of the complex within the Crow.

After this, the group started re-rolling characters while I watched Dilbert and dozed on the couch. I believe we now have a Bladebound Magus, a second Spell-less Ranger (focused on ranged combat rather than two weapon fighting) and a Rogue.

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So, almost a TPK, narrowly averted by use of a plot twist card. Catcha later!