I know it's been a while, but I finally got around to updating my Player's Reference Sheets. It's only a few small changes. I fixed a couple of typos and I updated the information on unarmed combat that includes the most recent Player's Handbook errata 1.11
The new links for my Player's Reference Sheets are below"
Player's Reference Sheet - Player's Handbook Page Numbers
Player's Reference Sheet - Player's Handbook & Basic Rules Page Numbers
A Vampire the Masquerade Blog with news, Storyteller advice, reviews, and discussion on Role Playing.
Showing posts with label D&D 5E. Show all posts
Showing posts with label D&D 5E. Show all posts
Saturday, November 21, 2015
Wednesday, October 14, 2015
D&D 5E Player Reference Sheets Update
I’ve
been running D&D 5E almost twice a week since its release last year. It’s just the nature of writing that when I
write my material will come from whatever I’m most interested in at the
time. In this case, it’s D&D
5E.
With
that being said, my Player Reference Sheets have been very popular for players
and DMs. That post remains one of the most popular on my blog. I’ve used those sheets constantly and many of
my players refer to them whenever we play.
I
recently had a chance to read back through those sheets, and I found several
areas where they could be improved. I’ve
revised them to make the wording clearer and the information stand out more on
the page. I hope you like these improvements.
Also,
I would like to thank Mark Merida for taking the time to add page numbers for
the D&D 5E Basic Rules to my Player Reference Sheets. Thanks to his work, I can now offer two versions. One has the page numbers for the Player’s
Handbook and another includes the page numbers for the Player’s Handbook and
free Basic Rules (found here).
If
you have any suggestion for improving my Player Reference Sheets, please leave
a comment below or contact me via email.
I would love to read your feedback and criticism.
Tuesday, August 4, 2015
Report from GenCon 2015
Cardhalla, where attendees have built impressive structures from donated cards |
I have been to a lot of conventions
and even worked for one, but I have never had a better time than I had this
past weekend at GenCon. GenCon’s motto
“The Best Four Days in Gaming” is not hype; it is truth! I hadn’t attended a convention in several
years, and although I had attended Gen Con previously, I really didn’t do
everything that I could have to make it the best experience.
I would like to start by thanking
the entire GenCon staff for running such a great convention. I know from experience that behind the scenes
of any convention is chaos, but the mark of a great convention is that the
con-goers never see that chaos. I can’t
say what the GenCon staff did or didn’t do.
All I can say is that I never felt their presence, and everything ran
smoothly. That in itself is an
impressive feat for a convention of 60,000 plus attendees.
A wonderful balloon artist built this over 4 days of the convention |
Next, I would like to personally
thank the medical staff in the first aid room in the Indianapolis Convention
Center. My girlfriend had an asthma
attack on Saturday afternoon, and they were not only quick to help, but very
friendly and experienced. They treated
her quickly and professionally. I don’t remember your names, but thank you
very much for everything you did!
The city of Indianapolis was
amazing, too! Everyone was friendly and
you could really tell how excited the city was to have GenCon. The hotel staff at the Cambria where I stayed
were so nice and outgoing. They asked
about the convention, and although they are further out from the convention
than some might prefer, I cannot recommend them more highly! Everyone restaurant in the city was re-themed
for the convention as well. We ate
dinner at the Colts Grille and they had hung banners for various games and
given new names to their menu items paying homage to a variety of games, comic
book characters, etc. Not to mention
they gave us free, Indiana Colts themed dice.
GenCon was not all fun though. As many of you know, I am a freelance writer,
and I spent many hours wandering the Exhibitor’s Hall meeting game developers
and handing out as many business cards as I could. I met other writers as well, including The Gentleman Gamer, with whom I had lunch alongside Neal Price, the developer of
Scion. I attended many panels on freelancing and learned a lot, made some new contacts, and really got a better
sense of the path to being a better writer.
I bought a ton of d8's. I always need them when I play wizards. |
Of course, I attended the Onyx PathPublishing events! And in a case of
burying the lede, they announced Vampire:
The Masquerade 4th Edition!
Rather than being an homage to earlier editions of VtM like V20, this
new version will update the mechanics and world much like Mage 20 updated that
game. Not much else is known about this
edition, yet, but I will be keeping up with new information as it is announced.
On the subject of Onyx Path
Publishing, I would like to say that I have never met a nice group of
people. My girlfriend raved about how
friendly and open you were. She’s even
talking about running a Werewolf: The
Apocalypse game in the future. Your
excitement for your game lines and the friendliness of your staff is both
infectious and inspiring. I always felt
welcome at your booth, and I stopped by every day to meet someone new or just
say hi to Eddy Webb or Neal Price. (Btw,
Neal, I’m really sorry I missed you Scion panel!)
Fantasy Age is a new RPG by Green Ronin and Baby Bestiary is an art book. |
Other than the Onyx Path seminars, I
attended several freelance writing seminars including Paizo’s and two lead by third
party publishes like John Ling, Jr. from Frog God Games and Wolfgang Baur from
Kobold Press among others. I learned a lot about what
it takes to be a freelance writer and especially how important it was to always
have a business card on hand.
But GenCon wasn’t all work. I played in the new D&D Adventurer’sLeague season adventure Harried in Hillsfar.
Our DM was great! He kept the
action rolling as we moved through the corridors of a strange temple.
I also played a new board game,
Compounded, by Dice Hate Me Games. It
was so good that my girlfriend immediately bought the base game and I bought
the expansion. In Compounded, the
players randomly draw elements and try to complete a variety of chemicals. It’s a great game for anyone who enjoys
science. I think it’d be a great game
for high school chemistry classes. I
highly recommend this one!
Shopping took up a great deal of our
time at GenCon. My girlfriend bought a
lot of art prints. All of them are
gorgeous. I bought a ton of RPG books
and new dice. I wanted to get a copy of
FFG’s new Star Wars RPG Force & Destiny, but the line was just too
long. I did get the new Green Ronin RPG
Fantasy Age, and I can’t wait to read through that. What is a convention without buying some old AD&D 2E books? |
Of course, I bought plenty of older
stuff, too, including a copy of Blue Rose.
I also found an old VtM module by Atlas Games called Blood
Nativity and a copy of New Orleans by Night. I had to control myself in the
Exhibitor’s Hall. The temptation to buy
just everything was too great. I limited
myself to those items I knew that I would use in upcoming campaigns.
I also got a chance to meet my
favorite podcasters, Kevin, Brady, and Dustin from UnderDiscussion. They put on a great seminar for people
interested in starting a podcast. My
girlfriend and I were able to chat with Brady and Kevin for a while after the
panel too. That was definitely a
highlight of the convention for me.
And of course, my White Wolf swag! |
The biggest surprise of the
convention was sharing a bus ride with Richard Lee Byers, author of the Year of the Rogue Dragons Forgotten Realms book series (amongst many, many other fantasy
books). We had a great conversation on
the bus ride back to our hotels. I guess
not staying in a downtown hotel closer to the convention really paid off! I’m sad to say that I haven’t read any of
Richard Lee Byer’s books, but I will.
That shuttle ride is also how my
girlfriend and I made two new friends from California. You know who you are! I had a great time playing Compounded with
you guys. I look forward to seeing you
at GenCon next year!
Tuesday, March 10, 2015
Update to the Dungeons & Dragons 5th Edition Player Reference Sheets
Update: A new version of my D&D 5E Player Reference Sheet is now available. More information about the update can be found in this blog post.
My first version of these reference sheets has been very popular. Actually, it was the most popular post that I’ve had on my blog. So, I guess a lot of you are happy and sharing this information with others. I’m so happy that I am able to help out other players and Dungeon Masters by providing these reference sheets.
My first version of these reference sheets has been very popular. Actually, it was the most popular post that I’ve had on my blog. So, I guess a lot of you are happy and sharing this information with others. I’m so happy that I am able to help out other players and Dungeon Masters by providing these reference sheets.
Nevertheless,
they were not perfect and probably never will be. A list of updates has been provided below. If you notice any typos, errors, or have any
suggestions for improving these reference sheets, please leave a comment below.
It can be downloaded for free from DriveThruRPG or from WotC's D&D website.
The D&D Adventurers League has also released new material for their next season including a character building guide and new character sheets. Go to the Adventurers League website for more information.
Updates
include:
Reformatted
the entire document to make it fit better on the page
Fixed
several typos! Thanks for finding them!
Added
the Attack Action and Cast a Spell Action to the Combat actions
Added
Moving around Other Creatures details
Replaced
Exhaustion Levels Information with a Table
Formatted
Tables for easier reading
Changed
the Margins to .5” all around
Changed
the spacing to single space
Saturday, February 21, 2015
D&D 5E Player Reference Sheets
UPDATE 2: Once more I have updated my D&D Player Reference Sheets and the new version can be found here. Information about the changes can be found in this blog post.
Ever since D&D 3.0 I have been a
huge fan of player reference sheets, a couple of sheets of paper that summarize
the rules for players and game masters.
Those few sheets of paper at the table save so much time wasted on
looking up the basic rules of the system.
How many times has a combat stopped because the player or DM needed to
look up the grappling rules or whether disarming an opponent provokes an attack
of opportunity? These sheets were never
meant to replace a rulebook, but instead, they offer a quick reference of the
rules as well as the page numbers for those rules if further clarification is
necessary.
I’m currently running a D&D 5E
game and I love the system. It was only
a matter of time before I got around to writing and posting a player reference
sheet for the system. Of course, these
rules are owned by Wizards of the Coast.
No copyright infringement is intended, blah, blah blah. These rules are not a substitute for the
book or the basic rules PDF that is available to download for free here and a web viewable version here.
These Player Reference Sheets (Download here or click the Resources Player & Storyteller Tab above) include rules on Advantage, Disadvantage, Actions in Combat, Combat rules,
rules on Death & Dying, and a list of Conditions. Basically, I’ve included any information that
is regularly referenced during play.
I’ve
already posted several player reference sheets on this blog, including one for
Vampire: The Masquerade 20thAnniversary Edition and WotC’s Star Wars Revised System. However, I’ve never discussed how I intended
for players to use them. I don’t think
that my intent is all that important, but it’s a chance to show off a bit. Below are images of my girlfriend’s D&D
5E character sheet in a binder that I made for her which includes an image of
her character, character sheet, and reference sheets. I would show off one of my own characters, but I haven’t played a character yet.
![]() |
Character Image |
Turn the page and she has a reference sheet for combat rules |
![]() |
Turn the next page, and she has reference sheets for other rules and Conditions |
Next,
I’ll be adding some pre-generated PCs for Vampire: The Masquerade 20th Anniversary
Edition, finally putting together the second VtM player reference sheet, and a
player reference sheet for Werewolf: The
Apocalypse 20th Anniversary Edition.
These aren’t high priority items, but I hope to have them all finished
within the next few months.
If
you find any errors, omissions, typos, or poor wording, please let me know via
email or a comment below so that I can update these sheets. I’d also love to hear from you if you’ve
used these in your games! As always you
can follow me on Google+ or Twitter by clicking the links on the right.
Friday, January 16, 2015
On Running a Module for the First Time
One of the weird quirks of my
roleplaying career is that until recently I had never run a pre-published
adventure module. I have made use of
plenty of Campaign Setting Boxed Sets, such as the Revised Dark Sun Campaign
Setting for AD&D 2nd Edition or Legend of the Five Rings’ Otosan
Uchi Boxed Set which did include the Scorpion Clan Coup plot line that involved
one clan’s attempt to usurp the throne.
Yet, I’d never run a straight forward module or adventure path. Dungeons & Dragons 5th Edition
has given me the opportunity to finally run a pre-published adventure series, and
it’s been a blast.
Because my primary RPG has been
Vampire: The Masquerade for so long, I
didn’t have many options for selecting a module to run. VtM primarily offered settings books such as
my favorite, LA by Night, and fan favorite, Chicago by Night, but few adventure
modules; although Midnight Circus is a notable exception. Running a Classic World of Darkness RPG meant
that the Storyteller was responsible for preparing an adventure, creating NPCs,
and so forth. Conversely, games like
Dungeons & Dragons are renowned for their many outstanding modules like The
Temple of Elemental Evil, The Tomb of Horrors, Dead Gods, and so on.
Due to the staggered release
schedule for D&D 5E, the Player’s Handbook and the adventure Hoard of the
Dragon Queen were released simultaneously in August, but the Dungeon Master’s
Guide was not released until December. I
was left with no option but to run Hoard of the Dragon Queen as I lacked much
of the information I’d need to create NPCs, build encounters, and seed treasure
appropriately. I didn’t want to end up
in a situation where I was making assumptions based on my experiences in
D&D 3.0 or 4.0. The cynical side of
me believes that Wizards of the Coast used the staggered release schedule to
help sell more copies of Hoard of the Dragon Queen due to the lack of necessary
information that Dungeon Masters require.
Conspiracy theory aside, Hoard of
the Dragon Queen has been a joy to run and a learning experience for me. As this article isn’t intended as a review of
the module itself (that will come later after I’ve run the entire thing), I
want to discuss the lessons that I learned from the module and my overall
impression of running a Dungeons & Dragons module.
Reading through Hoard of the Dragon
Queen, which is intended to take players from level 1 to 7 or 8, I was happy to
find that it included a variety of adventure types. Other modules, such as the Sunless Citadel
(the first adventure for D&D 3.0) are just a long dungeon crawl. Hoard of the Dragon Queen has the players
defend a town from the Cult of the Dragon, track the attackers to their lair,
infiltrate the enemy’s encampment and rescue prisoners before they set off to
track the Cult, and joining and protecting a caravan that travels from Baldur’s
Gate to Waterdeep. The various episodes offer
enough variation that neither the DM nor the players get bored, but the
encounters remain exciting having players face off against all manner of
creatures from kobolds to perytons and bullywugs and even a few
Half-Dragons.
The greatest benefit to using any
module is that the writers have provided nearly everything for you: level appropriate encounters, NPCs with both
stats and background information provided, and an interesting plot. Someone else has already done all the heavy
lifting, but no module, regardless of how well-written, can take into account
everything that the players could do or give every NPC a name. Even with the adventure already prepared for
me, I was frequently required to improvise, create NPCs or adjudicate a player
action that the writers of the module had not anticipated. That’s simply the nature of RPGs, no one can
anticipate what players are going to do.
So far, the adventure has been a
railroad with very little chance for characters to change the course of the
adventure once they have started. Player
actions, other than success or failure in an encounter, really don’t have much
effect on the outcome of the module. Players
can make some choices, such as the order in which they tackle the encounters
while defending the town of Greenest or which merchant they chose to work
for. Again, these problems are
unavoidable with most pre-published modules.
That’s the social contract of an adventure module: everyone agrees to stick with the general
flow of the adventure, follow the clues, and work towards the goal of the
adventure. Attempting to derail or
sidetrack the adventure disrupts the fun for everyone because the DM has very
few options for resolving disruptive play, especially in Hoard of the Dragon
Queen, and maintaining the adventure.
Having the NPCs and scenes
pre-written is a benefit and saved me a lot of prep time, but that meant that I
didn’t have the benefit of creating those same NPCs and that I wasn’t as familiar with the goals
and motivations of those characters. Sadly,
Hoard of the Dragon Queen doesn’t have any NPCs that really stand out. Players are moving too fast from point to
point for any NPC, villain or background character, to really make an impact. Since the module is goal oriented (locate
the destination of the Cult of the Dragon’s treasure caravan), players rarely
get more than a day at any one stop. I
prefer to have a recurring cast of NPCs who constantly interact with the
players and also change and grow along with the player characters. That’s a small nitpick of just one module and
is certainly not representative of all modules.
As a DM who is looking to improve my
skills, Hoard of the Dragon Queen offers a tremendous example of how to vary
adventure types to keep players from getting bored with an unending string of
dungeons, escort missions, and treasure hunts.
The structure of Episode 3 which has the players working as escorts for
a caravan that the Cult of the Dragon is using as cover to transport their
stolen goods north offers a number of novel encounters. Some are focused on combat while others
simply require good roleplaying to resolve.
As noted above, the release schedule
of D&D 5E meant that I didn’t have access to the information I needed to
generate my own adventures. This limitation
meant that both of the groups for which I DM were stuck with the Hoard of the
Dragon Queen module, and that I was able to observe how two wildly different
groups dealt the same scenarios. Each
group progressed at their own pace, and currently one group is nearly an entire
Episode ahead of the other. The slower
group has had the benefit of me seeing what problems occurred with the first
group, and I could adjust some of the encounters or provide more accurate
descriptions. The most egregious problem
with the adventure has been a poorly designed encounter against a group of
powerful NPCs that occurs in Episode 3.
The fight is nearly unavoidable (because the adventure states that NPCs
in the caravan most likely will start the fight if the players don’t) and the four
antagonists who are each CR 8 in the encounter are much higher level than the
party who have only just reached level 4.
More importantly, the NPCs’ weapons do enough damage to kill a player
character with a single attack. I don’t
want to go too in depth in my description of the encounter as I don’t want to
spoil the adventure for those who haven’t progressed this far, but those who
have played or run this section of the module know exactly how bad this is
encounter is.
Because so many people have been
similarly limited, Hoard of the Dragon Queen has become a touchstone module
that nearly everyone who has adopted D&D 5E is playing or has played. Similar to Keep on the Borderlands or Against
the Giants, Hoard of the Dragon Queen has become a shared experience in which
players and DMs are swapping stories about how they overcame various encounters
or offer criticism and suggestions for improving how the module can be
run. Every message board has at least
one thread on Hoard of the Dragon Queen and I have found several videos on
YouTube (such as The Escapist Magazine's game) and Twitch.tv of people running Hoard (although sadly I haven’t had a
chance to watch them yet). All of these
are invaluable resources for DMs who want to run this module and provide
different examples of how to run this module.
I haven’t finished the Hoard of the
Dragon Queen module for either group yet.
The holidays caused a long break in both campaigns, but I intend to
finish the module for both groups. One
group will continue with The Rise of Tiamat, the sequel to Hoard of the Dragon
Queen, while the other group will transition to adventures that I will
write. So far, running this module has
been a success, and I’ve learned a lot from the experience. My next goal will be to adapt modules from
AD&D Planescape to D&D 5E for one of my groups. Without a doubt, running a pre-published
module has been a success, and I plan to run others if the opportunity
arises. A new module for D&D 5E,
Princes of the Apocalypse, is scheduled for release in March and I will most
likely run that one as well!
If you’d like to share your
experiences on running a module for the first time or any memorable modules,
please leave your comments below.
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