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Red Moon Rises: our Playtest of 5th Edition
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<blockquote data-quote="Jack7" data-source="post: 6025559" data-attributes="member: 54707"><p>QL, I basically used the AD&D Paladin and modified it to fit the basic construct of the way the other 5E characters played. In the case of laying on hands she could do so half as effectively as the Cleric at 1st level. (But later I'm gonna allow flexibility on things like this due to factors in my setting like Faith, Willpower, etc.)</p><p> </p><p>But I also handled it this way. When Hilda was stabbed through the kidney by the Moorwight it brought her to zero hit points and she was ready to die. The Paladin had already saved the warhound that day and the Cleric had both laid on hands and used his Cure Light Wounds spell and all his spells (we call them miracles or wonders in the case of Clerics and Paladins). So they couldn't save her traditonally.</p><p> </p><p>So what they decided to do was treat the wounds at camp, staunch the bleeding, use a healing kit, and the Cleric and Paladin sat all night and the next day in a <em>"prayer Vigil</em>." This didn't heal Hilda but it prevented her from dying. She fell into sort of a coma. Her body went cold but they kept their hands on her. Finally the Cleric's arms began to warm and it spread down from his arms to her body and she was stabilized. After that he was able to "officially" lay hands on her and cure her completely though the wound left a nasty scar and she still hurts internally some.</p><p> </p><p>I thought it was a great way to play it and so I let them. They had to stay with her to see if it worked with no assurance it would but the prayer vigil worked long enough to apply laying on hands again. </p><p> </p><p>(These charcaters are all Christian by the way in an area and time period that is mixed Christian and Pagan but still heavily pagan influenced. So the Vigil not only helped further cement the bonds between the charcaters but also impressed the men at arms sent by Wargesthyn to assist the party.) Anyway if they want to attempt it I let them try it and then see what happens.</p><p> </p><p>As to multi-classed characters I encouraged this in the party because there are only four of them and they are against heavy hitters, like the Druid and Sorcerer. And the Dursill Wurm, whom they've yet to meet. (That's also the reason for the four men at arms.) But only my daugther decided to be multiclass the others wanted to be pure this or that. As for how we played multiclass, basically like AD&D, but how I imagine 5E will do it. I'm keeping it as simple as possible, like the rest of the game. It wasn't hard to do.</p><p> </p><p> </p><p></p><p> </p><p>Conn, this is how we did that. I told my wife and kids make it as simple or complex as you like, but let's concentrate on Role Playing the characters. (I'm doing the same with NPCs and monsters.) </p><p> </p><p>So they started out with basic AD&D type traits; race, class - race and class and level abilties, etc. As they advance in level, experience (play experience), etc. they choose when and how to add things like Background, Specialities, etc. That way the characters grow the way the players want it to be, and <em><strong><span style="color: lime">organically</span></strong></em>. (I'm basically doing the same with NPCs and monsters. I don't want anything in this version of the game to be static, but to grow and evolve, or devolve. So I'm letting the players decide what and when to develop things about their character, and as much as possible, how to do so.)</p><p> </p><p>Backgrounds and other add on features will be modified to the setting. But then again we've always done that. But they'll also be added on when the player chooses to do so.</p><p> </p><p>To your other question I've created both NPCs using the way 5E seems to work, and monsters by following the same pattern. The NPCs are turning out very well, but the party is yet to encoutner monsters, other than simple ones like the Moorwights. But the more complex monsters evolve like the characters and NPCs do. Because they tend to be simple in design it's easy to do that, and modify and grow them as you like.</p><p> </p><p>For instance the <strong><span style="color: red">Dursill Wurm</span></strong> is a Wurm (dragon) from the Other World. She is my first big monster design. It began violet colored, soft scaled, fast, wingless, with poisnous fangs and small. Like a really fast and crafty viper. As it develops and undergoes different metamorphoses it changes colors, gains different breath weapons (when it becomes green it's breath is poisonous and cloudlike, when it turns red it's breath is a chemical naptha), and increases in other attirbutes, like intelligence, size, and by growing wings. My plan is for them to encounter the Dursill Wurm over and over again at different stages as an ongoing Nemesis. (She has no intention of fighting to the death in a stupid stand-up heroic fight, she's a survivor. And cunning, and a planner.) But because the 5E monsters are so simple and basically undirected (they remind me again of AD&D monsters) it is easy to do this and to make them more <strong><span style="color: red"><span style="color: blue">mythological</span> </span></strong>in nature again. And scarier and far more flexible.</p><p> </p><p> </p><p>Our original setting, by the way, was in Coinstantinople in the same time period (circa 800 AD). It was the one I made and played for my old D&D buddies and more advanced players. I have recently come to realize that it was a far too complicated world and setting to run younger and less experienced players through. It's a superb setting, but the version of D&D I had personally developed to play in it was too complicated for the inexperienced, too much politics, too many character capabilties and specialized charcaters, too many things going on. </p><p> </p><p>When I saw 5E I realized how easy it was (and I was already working to de-complicate my Byzantine setting and characters) and how easy it would be to get my family playing again, as a family. But I decided not to try and have my family game set in the complicated world of the Byzantine Empire, North Africa, and the Middle East. </p><p> </p><p>Instead 5E reminded me of AD&D in this sense too, <strong><em>it is perfectly suited for Western Europe.</em></strong></p><p> </p><p>The character classes, races, the way magic works, the monsters, the things the game involves, all remind me of Western Europe. It's the first kind of setting one can easily imagine as being linked to the game. 5E is to me, like AD&D, Western Medieval Europe (modified by magic and monsters of course). 5E is much better suited to the more simplistic (and I'm not using that term insultingly, but happily) and uncomplicated and unsophisticated and uncluttered world (again not using any of these terms negatively) of Medieval Western Europe. And that was an extremely ncie change of pace and construction to me, especially after how complicated other versions of D&D had become (including my own). So complicated they virtually excluded newcomers and the inexperienced. Like my wife and younger daughter. </p><p> </p><p>So I went to the other side of the continent, in the same time period and created a Western European setting starting out in the British Isles. And that is working out superbly.</p><p> </p><p>I think that a lot of people, once they try this version, will be happily reminded of the less complicated and very fun version they played as a kid, but even far more importantly, I think it will be easy to get new and inexperienced players to play and enjoy this game. Because of the way it works, and just as importantly, because of how it doesn't overwork itself.</p><p> </p><p>After all it is always easy to complicate the thing you first created simple, but much, much harder to uncomplicate the thing you first made too complex.</p><p> </p><p>If they keep that tack, then in my opinion, they sail straight on a true course. Especially for those midshipmen new at sea.</p></blockquote><p></p>
[QUOTE="Jack7, post: 6025559, member: 54707"] QL, I basically used the AD&D Paladin and modified it to fit the basic construct of the way the other 5E characters played. In the case of laying on hands she could do so half as effectively as the Cleric at 1st level. (But later I'm gonna allow flexibility on things like this due to factors in my setting like Faith, Willpower, etc.) But I also handled it this way. When Hilda was stabbed through the kidney by the Moorwight it brought her to zero hit points and she was ready to die. The Paladin had already saved the warhound that day and the Cleric had both laid on hands and used his Cure Light Wounds spell and all his spells (we call them miracles or wonders in the case of Clerics and Paladins). So they couldn't save her traditonally. So what they decided to do was treat the wounds at camp, staunch the bleeding, use a healing kit, and the Cleric and Paladin sat all night and the next day in a [I]"prayer Vigil[/I]." This didn't heal Hilda but it prevented her from dying. She fell into sort of a coma. Her body went cold but they kept their hands on her. Finally the Cleric's arms began to warm and it spread down from his arms to her body and she was stabilized. After that he was able to "officially" lay hands on her and cure her completely though the wound left a nasty scar and she still hurts internally some. I thought it was a great way to play it and so I let them. They had to stay with her to see if it worked with no assurance it would but the prayer vigil worked long enough to apply laying on hands again. (These charcaters are all Christian by the way in an area and time period that is mixed Christian and Pagan but still heavily pagan influenced. So the Vigil not only helped further cement the bonds between the charcaters but also impressed the men at arms sent by Wargesthyn to assist the party.) Anyway if they want to attempt it I let them try it and then see what happens. As to multi-classed characters I encouraged this in the party because there are only four of them and they are against heavy hitters, like the Druid and Sorcerer. And the Dursill Wurm, whom they've yet to meet. (That's also the reason for the four men at arms.) But only my daugther decided to be multiclass the others wanted to be pure this or that. As for how we played multiclass, basically like AD&D, but how I imagine 5E will do it. I'm keeping it as simple as possible, like the rest of the game. It wasn't hard to do. Conn, this is how we did that. I told my wife and kids make it as simple or complex as you like, but let's concentrate on Role Playing the characters. (I'm doing the same with NPCs and monsters.) So they started out with basic AD&D type traits; race, class - race and class and level abilties, etc. As they advance in level, experience (play experience), etc. they choose when and how to add things like Background, Specialities, etc. That way the characters grow the way the players want it to be, and [I][B][COLOR=lime]organically[/COLOR][/B][/I]. (I'm basically doing the same with NPCs and monsters. I don't want anything in this version of the game to be static, but to grow and evolve, or devolve. So I'm letting the players decide what and when to develop things about their character, and as much as possible, how to do so.) Backgrounds and other add on features will be modified to the setting. But then again we've always done that. But they'll also be added on when the player chooses to do so. To your other question I've created both NPCs using the way 5E seems to work, and monsters by following the same pattern. The NPCs are turning out very well, but the party is yet to encoutner monsters, other than simple ones like the Moorwights. But the more complex monsters evolve like the characters and NPCs do. Because they tend to be simple in design it's easy to do that, and modify and grow them as you like. For instance the [B][COLOR=red]Dursill Wurm[/COLOR][/B] is a Wurm (dragon) from the Other World. She is my first big monster design. It began violet colored, soft scaled, fast, wingless, with poisnous fangs and small. Like a really fast and crafty viper. As it develops and undergoes different metamorphoses it changes colors, gains different breath weapons (when it becomes green it's breath is poisonous and cloudlike, when it turns red it's breath is a chemical naptha), and increases in other attirbutes, like intelligence, size, and by growing wings. My plan is for them to encounter the Dursill Wurm over and over again at different stages as an ongoing Nemesis. (She has no intention of fighting to the death in a stupid stand-up heroic fight, she's a survivor. And cunning, and a planner.) But because the 5E monsters are so simple and basically undirected (they remind me again of AD&D monsters) it is easy to do this and to make them more [B][COLOR=red][COLOR=blue]mythological[/COLOR] [/COLOR][/B]in nature again. And scarier and far more flexible. Our original setting, by the way, was in Coinstantinople in the same time period (circa 800 AD). It was the one I made and played for my old D&D buddies and more advanced players. I have recently come to realize that it was a far too complicated world and setting to run younger and less experienced players through. It's a superb setting, but the version of D&D I had personally developed to play in it was too complicated for the inexperienced, too much politics, too many character capabilties and specialized charcaters, too many things going on. When I saw 5E I realized how easy it was (and I was already working to de-complicate my Byzantine setting and characters) and how easy it would be to get my family playing again, as a family. But I decided not to try and have my family game set in the complicated world of the Byzantine Empire, North Africa, and the Middle East. Instead 5E reminded me of AD&D in this sense too, [B][I]it is perfectly suited for Western Europe.[/I][/B] The character classes, races, the way magic works, the monsters, the things the game involves, all remind me of Western Europe. It's the first kind of setting one can easily imagine as being linked to the game. 5E is to me, like AD&D, Western Medieval Europe (modified by magic and monsters of course). 5E is much better suited to the more simplistic (and I'm not using that term insultingly, but happily) and uncomplicated and unsophisticated and uncluttered world (again not using any of these terms negatively) of Medieval Western Europe. And that was an extremely ncie change of pace and construction to me, especially after how complicated other versions of D&D had become (including my own). So complicated they virtually excluded newcomers and the inexperienced. Like my wife and younger daughter. So I went to the other side of the continent, in the same time period and created a Western European setting starting out in the British Isles. And that is working out superbly. I think that a lot of people, once they try this version, will be happily reminded of the less complicated and very fun version they played as a kid, but even far more importantly, I think it will be easy to get new and inexperienced players to play and enjoy this game. Because of the way it works, and just as importantly, because of how it doesn't overwork itself. After all it is always easy to complicate the thing you first created simple, but much, much harder to uncomplicate the thing you first made too complex. If they keep that tack, then in my opinion, they sail straight on a true course. Especially for those midshipmen new at sea. [/QUOTE]
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