Monthly Archives: April 2018

Dungeon Master’s Guide (5th Edition D&D)

I honestly don’t have much to add after reading the 5e DMG than when I reviewed the Player’s Handbook. That book contains almost all of the actual rules for the game, so that’s where the meat is.

The Dungeon Master’s Guide is, for a wonder, actually that (a guide). It’s not as referency as the Monster Manual, for example, which is just a bunch of tables of monster stats in alphabetical order with flavor text next to each. But it is primarily a reference book full of ideas. “How do you want to deal with character downtime between adventures? How do you want to deal with magic items? What kind of story are your players interested in, and how do you provide them a good balance if not everyone agrees? How do you fill out the rough edges of your world, so there’s a place for the adventures to happen? How do you decide what is going to happen? How do you make sure it’s balanced to where the characters are, so they neither explode into a bloody mess nor march triumphantly through ranks of lesser beings with no challenge at all?” You know, the things you need to know to make it a good game.

Some of those details are useful to me, many more are not (because I’m not making my own world or my own adventures any time soon, for example), but I appreciate the level of detail provided. Someone put a lot of thought into this edition, and it shows. And there are things that are definitely useful, like ways to tweak the rules to make things feel more superheroic or more gritty and real. As reference books go, I’m just trying to say: it’s very solid.

Anyway, though, one thing I should have mentioned in my last review and did not: I am in awe of the genius simplicity of the advantage and disadvantage rules. See, time was, you’d have all these modifiers as a hold over from wargaming. Because, optimally, you are playing on a 3D map with 3D figures, and they are moving around in reaction to each other. So, yay, the enemy is unaware of you, good job, bonus. But boo, they’re behind a waist-high wall and it gives them some cover. Penalty! And all this stuff stacks up, right?

The way advantage works is, either because of a specific reason in the rules (surprise, enemy is immobile, character learned a cool technique that they can use only sometimes, or whatever it is) or because the DM sees a good reason why advantage should be granted due to the tactics being clever but the rules not covering it specifically, you get advantage on the roll you are making. Which means you roll your d20 twice, and take the better roll. Disadvantage works exactly the opposite, you find a reason why this is hard (your hands are covered in blood and it makes your trap tools slippery, or you’re just waking up when the fireball explodes in the middle of camp), and you roll your d20 twice and take the worse roll. It doesn’t stack where you’re rolling any extra dice beyond two, and it cancels if you would have both.

If that doesn’t sound incredibly simple and clever to you, it’s because I described it wrong. Seriously. Best rules update since they took away THAC0.

(Secretly, I still like THAC0, but I couldn’t think of an easier touchstone.)

A Quiet Place (2018)

I saw A Quiet Place more than a week ago now, but I’ve been distracted by too many other things (work, D&D, personal stuff, probably more) to remember to write a review. The short version is, it was good!

The longer version is that it was a very spare, quiet movie that indicates John Krasinski[1] has a future as a director. I mean, haha, quiet, but the truth is, it may be some of the most effective uses of sound and lack of sound that I’ve ever, um, seen. See, there are these monsters[2] who move incredibly fast and hunt by sound. So, if you make much noise anywhere, they’ll get to you in seconds rather than minutes, and if you make noise when they’re close, they’ll just get to you. Also they’re powerful and indestructible. So, life in this modern world kind of sucks.

Perfect setting for a family drama, right? This particular family has one deaf child, which made them uniquely suited for quiet communication, and they’ve done a good job of sound-proofing their pretty much everything. But there are conflicts that it would be spoilers to describe further, and there’s a new baby on the way, and they are about to have a very, very bad day.

So: yes, this is a horror movie. But I’m not sure that is the primary classification, because the interrelationships are a lot more important than the body count. Even if it wouldn’t normally be your thing, I say give it a chance.

[1] If you know him, you know him as Jim from The Office.
[2] Where did they come from? Why are they hunting? (They don’t seem to eat, only destroy.) We won’t ever know, the monsters are setting rather than plot.

Player’s Handbook (5th Edition D&D)

Full disclosure: I did not read the entire Player’s Handbook cover to cover. Because, like, there’s a section with a bunch of spells in alphabetical order, right? Except for a couple to get a flavor of the formatting, I did not read those[1]. I may have skipped other stuff too? I forget.

That said, this is a pleasing book. I last played 4th Edition, in the 2010-2011 timeframe, which it turns out was a long time ago? I liked how they handled combat, but came to greatly dislike how they handled the characters, who all seemed like smudged copies of about four types. And that’s where I have good news! Combat in 5e is about the same, it does a good job of working out timing (I mean, who goes when), positioning, movement, reactions, all of that. But the character mechanics are nearly as diverse as they were in the first and second editions, while being simultaneously streamlined[2] for ease of use.

Even better, there is a good variety of resources available for ensuring that your character has a backstory and a current story outside the adventure itself. This is the kind of modernization of the game I can definitely get behind. Obviously you could always make your character’s history as rich or as vague as you wanted, but formalized rules to assist in the endeavor are entirely welcome.

So anyway: good stuff.

[1] I want to know how to play and run the game. I do not need to read reference books. See also: why there will not be a review of the Monster Manual.
[2] A point that was driven home to me when I looked up the 1e stats for the spell Dimension Door earlier this week. It had a casting time, which I remembered, but it also had a recovery time after use and the weird AD&D conceit of “inches”, which we used to call areas. (I don’t know why? Maybe the book also called them that.) But 1″ is either 10 feet inside, or 30 feet outside (if I remember correctly), because magic would somehow work that way? I’unno. My point is, it’s possible that my longstanding desire to run a first edition AD&D campaign has been, um, misguided.