Saturday, November 28, 2009

An interesting prospect

Well, we may be going back and doing an older version of D&D. Matt and Steve, two of our newest members of the gaming group have pretty limited vision into the D&D universe. Myself and Jason, veteran players of the older editions had spent a great deal of time on 2nd, though I dont believe jason dabbled much before that.

2nd edition - Stuffed solid full of cryptic rules, from Thac0 to differing xp alotment per character. The edition where there was no real creature balance, it was simply up to the DM to discern if the party could survive, and up to the party to discern if they should flee or fight.

Classes - Much different than those classes of today. High attributes gave you xp bonuses. Races dictated the maximum level of your character as well as what you could multiclass as. Your other special skills were determined by your non weapon prof. and the weapons you could use were determined by your weapon prof. The amount of these proficiencies were all determined by your class.

Core Classes - Unlike later versions of the games, 1st and 2nd stuck true to the 4 cornerstone classes. Fighter - Rogue - Wizard - Cleric. The sub categories of these, the Paladin, Druid, Bard, and Ranger were also very playable, but the core classes always had that something to make them a bit more survivable. And surviving in the 1st two editions was no easy task.

Our players - Well, I have decided on wizard. My core class among the older versions of D&D, and Matt has taken up the rogue. Jason, a noted cleric player will more than likely assume that role again. He's matured a great deal in his character development and it will be interesting to see what he could bring to the table as a cleric. Assuming he decides to show. But i'll not berate him on that. He's a friend and an old player, if he wants out i'll not jibe him on it. Steve, our newest member will be playing a fighter type hopefully, at least thats what i'll push. He's going to miss alot of sessions coming up, another reason that a switch from our last chronicle is necessary, and a good reason for him to craft a fighter type, as they are easy to run, but still extremely important.

Over All - I definitely need this. 4th edition is not my edition. It's fun, but in the way video games are fun. It scratches the surface on what RPG's can really achieve, and i think its a great start in game for new gamers, or those who really dont have alot of time to plan or develope. I like the older systems because theres more of a real threat. Every encounter could be your last, and although theres not the team aspect that 4th has, the element exists, though not as defined. The wizard overcomes obstacles or makes them easier to overcome. The cleric has a number of problem solving spells, is a battery of healing energy, and can take a few round in melee. The rogue is the only thing that stands between deadly traps and the party, is the only thing that stands between ambush and a party, and is easily the most overlooked and useful member of a party. Fighters. Reliable damage dealers. They can use most of the weapons out there, can specialize (more damage!) and are extremely hard for the bad guys to take down. Dont forget fighters are the only onese who get the higher bonus for constitution and strength. (exceptional str!)

Fun Factor - I think it will be alot of fun, as well as educational for the new crew and still easy for the old to get into. Through all its many flaws, it was still a solid and fun system. Heres hoping we get a good game out of it =)

Friday, November 6, 2009

Moving on

(This is a post about our current D&D chronicle. This is from Kharask torn flames perspective, my dragonborn warlord. Enjoy!)

The time for the Two Scars has arrived. During there two month wait for the waters to thaw, the members of the two scars went about there own personal business. All had come so far, and yet, had an incredible distance to travel before there goal was accomplished.

Erantaelik - Kharask cannot pretend to imagine the confusion the drow had to fight off during his withdraw from his underdark home. His motives have came into question to be sure, for his methods often reflect the dark nature of his people. In his defense, the drow has always been honest, sometimes brutally so, to the members of the two scar. His powers have always been formidable, but now with the training he acquired at GreyStar, the drow seems nearly unstoppable. Like dalanor his spells strike out with the elements at nearby foes, and Kharask has witnessed him twist the air into dense crystaline ice with a small motion of his sword, or cast unshakable fire onto his foes. With the right patterns mixed in with his swordplay, the drow can rip holes in space at a moments notice, taking the battlefield and shaping it to his will, and using it against his foes. His attacks become more powerful, his tactics more predictable but never losing effectiveness. His attitude is the one thing that refuses to change much. He still views the world with cynicism, and sees the weakness in people before viewing there strength. His enemies are nothing but obstacles, and his goal seems to be nearly as linear as Kharask's, though the drow would never admit it. Kharask fears he may never be able to shake all the darkness and evil that lurks in the drows blood, but he knows that Erantaelik is loyal, and willing to do what he is told, if only to keep the momentum of the Two Scars focused on the destruction of there mutual enemy. As the days go by and the Two Scars become more of a recognizable name within Caran'Has, Erantaelik becomes more comfortable, and more confident. Will he ever truelly take heart in his accomplishments within the Two Scars, or will he remain ever aloof, so when all is accomplished and done, he may once again fade into the deepest darkness of his home, the underdark.

Dalanor - Dalanor started as an arrogant Silver Elf full of pride and confidence. He used his elemental magic to destroy his foes, and used fey charms to twist the minds of his enemies. He was hard making friends, and used Kharask's influence to get close to people. He's come a great distance since rescuing Vadrier from a group of goblins. His powers are on a grander scale, replacing a great deal of his Elemental magic with more traditional fey magics. These days he seems to be more confident, and easier at talking to people, though he still has made only a few noteable friends. He has several places of interest he visits, mainly Vadrier's alchemical shop, and the vile wizard Volnik's tower. He spends only a little time helping Kharask maintain the two scars, but the dragonborn knows that time has always been a precious comodity to wizards, and accepts the Silver Elf's absence for what it is. The paths that Dalanor have taken allowed him to uncover many of his lost memories, and with that, a great deal of his lost power. His personality has not changed much, which lends some credibility to Dalanor's claims about being resistant to the mind altering effects of the ring. He is still ambitious, and still full of pride and confidence in his accomplishemnts. Kharask believes he is striving for good, and hopes he can hold onto the pain that the ring has caused him and his people, and use that to maintain discipline and honor in the face of future corruption. Dalanor, like the rest of the troupe, has lost something important to him because of tiamat, and kharask hopes that the death of his wife, and the full memories of her that he has recently recieved, will act as a catalyst and allow him to use focus and determination in the defeat of there common enemy. His path is laid out clearly for him, and he has only to follow it. It is unfortunate that fate seems content in putting up walls and obstacles for him to overcome. It is possible that he may yet come forth as a hero for his people, if he can only overcome the darkness that has clouded his past.

Merric - A bloodthirsty and cut throat adventurer from the start, Merric has at least been fairly loyal to the two scars. His methods might be less than honorable, but his combat effectiveness grows daily. For his small size his combat powers rival any member in the two scars, and in a one on one fight its fair to say that he'd be next to impossible to take down. He's sly, street savvy, and capable of turning a heartening smile into a twisting dagger. Kharask envy's the halflings accomplishments. Having saved his people from slavery, and taken justice out against some of the very creatures to put them into those circumstances. Merric is similar to Zepora in that regards, having taken hatred to such a level that it clouds all reason. He could have remained with his people, and given up adventuring altogether, but instead he's determined to see final justice brought upon the souls of every creature that had anything to do with the enslavement of his people. His is a deep, but directable hatred. What kharask worries about is the halflings end. Will he be satiated once the last foe has been killed, or will he leave the two scars and his race behind, to seek out more death.

(Ok, i'll do a write up on Kharask, Zepora, and Vershalk at a later time)