Pathfinder 2nd Edition Thoughts

Pathfinder 2nd Edition’s Core Rulebook is another bullet-stopper, so there’s no way I’ll get through the whole thing with a review. What I thought I would do is share impressions and thoughts as I read through it in three categories: Hell Yes, Ok Whatever, and Please No. TL;DR – I’d play it and probably enjoy it, but it is still hard to learn for new gamers and will have some challenges even for experienced players.

Hell Yes

Hit points from race (culture). I like this idea a lot. I have a similar one as a possible D&D 5E house rule, where you get some hit points from your character background that you choose. (To be clear, you also get hit points from your class, meaning…)

Higher hit points at level 1. Yay. 4th Edition D&D got this exactly right, while 5th Ed is back to being survival horror at lower levels and heroic fantasy only after you’ve survived that long.

The language of race is gone from the character creation rules as far as I can tell. They use ‘ancestry’, which is much preferable, with half-elves and half-orcs as human bloodlines instead of “races.”

No random ability scores. This is fine with me, though they do have alternative rules for rolling ability scores for those who want to do so. Normally this is just OK Whatever, but I put this under Hell Yes because they way you build ability scores is by bonuses (and a penalty) from your background and the feats you choose. I encountered this first through Beyond the Wall, and OSR style game that takes a similar approach of choosing elements of your background and having those determine your starting ability scores.

Class intros. These are really helpful. Each class gives you a list of things to do in combat, exploration, and social encounters, as well as what this class is good at, how others might view you, and why you might see yourself as a member of this class.

Three actions and a reaction. I love that they simplified the way actions work when your turn comes around. I love the flexibility this brings. You get three actions and one reaction per turn, and you can use those actions to move, interact, or activate abilities that cost one or more action to use. So if you just stand there and bang, you can make multiple melee attacks. If you move around a lot, you can make fewer. If you want to charge up a spell or cast a more powerful version of a spell, you spend more actions casting and are less mobile. I loved this in the playtest I played at GenCon last year, and I love it now.

Lots of crits. Why not? Crits are fun. In Pathfinder 2E, a roll is a critical hit when it is 10 or more over the target number, and it is a critical failure when it is 10 or more under the target number. You can critically succeed or fail at saving throws as well. I’m all for this. That being said, the profusion of numerical bonuses and penalties discussed below is going to be a problem here, as players won’t want to be denied a crit, or told they crit fail, and then later remember that they forgot a bonus. Which, with a dozen or more categories to track, is pretty likely.

Safety tools. There’s a whole four pages or so in the GM section about creating a welcoming environment, avoiding “social splash damage” which I kind of like as a term, using the X-card, lines and veils, and so on. There is also a Pathfinder baseline described – violence is OK to describe but not excessive gore; no rape or violence against children or sexual threats or slavery; sex happens offscreen; avoid PCs hitting on each other as it can feel like the players hitting on each other; love it. A section like this should be in every GM section and every GM book for the next 100 years.

OK Whatever

Book design and art. (Originally Hell Yeah, but on further reflection…) Both are good. There is a menu along the outer edge of every page that tells you the section you are currently in, and so flipping through different sections was quite easy with this edition. The art throughout is totally recognizable, generally great-looking, though there are of course a few that are sub-par here and there. The maroon backgrounds on some of the class-example portraits make them harder to see, and I would have gone with a less saturated color or something. But the book is pleasant to read through, at least so far. I think that I prefer the art and design in the original Pathfinder Core Rulebook, but this one is fine.

Max hit points at every level. So, there’s no clear reason not to make this change, except for the fact that without also increasing damage, it will lead to longer combats. Pathfinder will be more of Hit Point Attrition the Game. Rolling hit points is a relic that I’m fine doing away with, I just think it should have been paired with fixed damage. Fixed damage is used in Big Eyes Small Mouth, as well as Mutants and Masterminds and other games, and it works great. You could even roll damage for a glancing blow (barely missed AC) and just double the number for a critical hit (or more than double for extra-critical abilities).

Everything is feats. This is fine. They just took all of the words for class abilities and race abilities from previous games and call it all feats.

Alchemists and goblins are core. No problem here. Alchemists are an interesting class, and they do things that other classes don’t with throwing bombs and mutagens. Goblins are awesome, though their Paizo-style super-monstrous appearance seems out of place among the other winsome species.

Arcane, divine, occult and primal spell lists. I like this change, as it simplifies how the spellcasting classes work a bit. This is one of many elements that seem drawn from D&D 4E, honestly, and I don’t mean that as a criticism, just an observation. (D&D 5E dropped a lot of good things that were in 4E, and that’s too bad) It’s odd to have occult on the list, and I noticed that the bard is an occult spellcaster. The description of what occult means seems very similar to what arcane means, but I get the impression that maybe Pathfinder’s occult classes were really popular and they wanted room for them. (All this being said, while there are down to only four spell lists, there is a lot of added spellcasting complexity in PF2)

Please No

The character sheet. It is so bad. This has already been commented upon when it was released ahead of time, but bears repeating. I just…don’t understand. It is both ugly and hard to follow, being overly-busy, at least to my untrained eye. But even Paizo can’t knock it out of the park every time.

Numerical modifiers abound. In the Gamer’s Table podcast review of the new rules, I believe they identified 14 different categories of numerical modifier that could apply to a single roll. This is a problem that the advantage/disadvantage system in D&D 5E honestly did fix. Cognitive load before a dice-roll should really be minimal, but Paizo doubled down on numerical modifiers.

A bafflement of riches. To my eye and taste, the core rulebook has too many options. Pathfinder 2nd Edition Core Rulebook includes 20 or so backgrounds, 6 species, and 13 classes, each class also gets 3-6 sub-class options on top of all of that (somewhere between 40 and 70 class options, without counting). Let’s be conservative and say around 5,000 combinations. On reading through, I had the strong feeling that I need an app for this. And I’m saying this as someone who played Pathfinder, ran Pathfinder, and has been playing RPGs for a long time. (For an example of doing something similar but a bit simpler and much better, you have Adventures in Middle-Earth from Cubicle 7, the 5th Ed D&D version of The One Ring, with backgrounds, cultures, and classes presented in a way that is much less overwhelming but seems to have comparable options) This just feels like too much to throw into character creation – not only inaccessible for a new gamer, but it’ll take some processing for experienced gamers to get their heads around as well. To be fair, D&D 5E probably has a comparable number of combinations with their longer list of core races and three sub-classes for each class, but the presentation and pacing of character creation decisions didn’t lead to the same feeling of overload.

Too much categorization of spells. You have four spell lists: arcane, divine, occult and primal (still not clear exactly what separates arcane and occult); you also have the usual schools of magic from previous editions; you also have categories of Matter, Mind, Life and Spirit for things that spells affect; you also have spells divided into common, uncommon, etc. like WoW drops; then there are spells that use spell slots and other spells that use focus points; there’s just way too much here.

Only humans have ethnicity. Dammit, Paizo. It’s stupid when the Forgotten Realms does this, and it was stupid when Golarion did this in Pathfinder’s 1st Edition. You were doing well, too, so far.

Would I Play This?

Definitely. But I would need a group of experienced gamers who wanted to really dig into a crunchy system. I would not hand this game to a new player, where I might actually hand them Pathfinder, with some guidance of course. Pathfinder 2E is better thought out, better designed, more interested (at least in the core rulebook), but more complicated as well, and the complexity comes in with character creation, which can be really daunting.

House Rules Already

If nothing else, I would use fixed damage for basic weapon attacks equal to the maximum that could be rolled on the dice. I haven’t had the time to read through how spells work damage-wise to see if it would be necessary there. If so, though, I’d be fine using fixed damage for all of it.

Review: Wayfinder’s Guide to Eberron (5E)

Yes, this is a hot take, but what else is the Internet for?

I am currently 21 sessions into a 5E Eberron campaign that I have been running, using the 3.5 materials (which I already own) and what’s been released as Unearthed Arcana for Eberron from Wizards. Today I saw in my Twitter feed that the promised setting announcement from WotC was not just one setting but two – one for adapting Magic the Gathering’s setting to 5E, and the other being the Wayfinder’s Guide to Eberron for 5E. I know next to nothing about Magic the Gathering’s setting, so I have nothing to say about that one, but Eberron has been my favorite D&D setting since it was released 16 years ago, and I have things to say about the Wayfinder’s Guide. Here we go.

The New

Partly, it just feels good to see something new come out for Eberron. I got excited, and bought the PDF without really thinking about it because I knew it would bother me until I got it and saw what was in there.

The rules for the four unique Eberron races have been updated and, in my opinion, improved. The warforged are expanded and clarified, and they have made them more flexible as well, with subtypes (one that was a Prestige Class in 3.5E) and the ability to reconfigure your defenses as well. Lots of cool fiddly bits for warforged. The shifters have also been expanded and improved, more similar to how they were in 3.5E, with each kind of shifter functioning as a subrace that is activated during shifting. Changelings and Kalashtar similar gain some new abilities that make sense, all compared to their Unearthed Arcana examples.

Dragonmarks are significantly different form what appeared in Unearthed Arcana, brought much more in line with other Feats in 5E, rather than looking like the innate casting that creatures like drow get which improves as you level. They add some bonus dice to proficiency rolls, and in some cases are much simplified but a little head-scratchy (I’m looking at you, new House Jorasco). Right now we are using the old UA version of dragonmarks, and I think it is working well for the most part. I would say that the rules they have for Aberrant Dragonmarks need a lot of work, but are clearly being left as a blank spot for other designers.

The Old

The setting material remains the same – there is no jump in time as there might have been, and no changes in the setting that I could see (from the snippets that are in this PDF). The themes and ideas of Eberron, the advice for applying them, etc. are all there as they have been since 2002. Contrary to what Keith Baker said, there is plenty of information that is rehashed in this Guide, but that’s to be expected.

I also recognized almost all of the art in the PDF, and I imagine the art I didn’t recognize was just from supplements I don’t have, or art that I’ve seen and forgotten. Again, this is only to be expected from a PDF release on the DM’s Guild. At least we got a new-looking piece of art for the cover, and it’s pretty cool.

The Good

I like the new versions of the four Eberron races – all four of them feel flexible, powerful, and cool. I could see some DMs and players thinking they might not be precisely balanced with the core rulebook races, and that’s probably a fair criticism in some cases.

I also like the new tables that have been sprinkled throughout the Guide, ranging from random street-level events for different layers of Sharn to a table with ideas of why your dwarf left the Mror Holds in the first place, or a table of different debts that drive you to adventure in the first place, plus many more. Even if you hate random tables (weirdo) they still function as lists of cool ideas to pick from and add to your Eberron campaign.

The Meh

The setting material doesn’t provide that much beyond a reminder for folks who already know about Eberron. You’ll still need to do a lot of improvising, or go buy other resources for the setting, which was the case before this Guide was released.

I’m fine with the new version of the Dragonmarks, but I also liked the previous Unearthed Arcana versions of them as well. I like how the UA versions mirrored innate spellcasting when we see it in a given race, like the drow. I like how the new versions tie the Dragonmarks into particular proficiencies that make sense, and also how they fit in comparison to the other Feats in the PHB. If anything, most of them are significantly better – and I know a design challenge for Eberron has always been making the Dragonmarks exciting enough that players will want to choose them for their characters (Keith Baker said as much on his podcast).

So the Dragonmarks aren’t meh because they are lacking – they’re fine, I think, as written. The problem is, they were also cool before as innate spellcasting. The Aberrant marks, on the other hand, are just straight meh. Someone has to come along and fix those – which I bet is WotC’s intent.

The Not-So-Good

For the PDF at release, the table of contents is incomplete. It doesn’t mention Kalashtar between Changelings and Shifters, and is missing a few other major headings. I imagine they will fix this after it’s release and perhaps put out an updated PDF, but these are bigger mistakes than just spelling errors, you know? And whether your major headings are reflected in the PDF bookmarks is pretty straightforward to check.

In his blog post, Keith Baker mentioned that the intent with this release was not to rehash material from 3E or 4E Eberron, as those books are still available through the DMs Guild as PDFs, but of course there is plenty of rehashing. The text ends up kind of failing on two fronts – it isn’t all new material for 5E, not by a long shot honestly. On the other hand, it hints at a lot of things that it doesn’t spell out, which kind of highlights the need for the other setting materials to make sense of it.

Just one example, as my PCs are headed to the Lhazaar Principaliesin the near future: the page on the Principalities mentions a half-dozen NPC groups in passing, but gives almost no information on them. This means that I also have to go back and read the pages on the Principalities in my Eberron Campaign Guide, and also have in mind that some of these might be from one of the many other sourcebooks that were released, some of which I have and some not. This comes off as just…unsatisfactory. What’s here would make a good handout for the players on the Principalities, but that wouldn’t have been hard to do on my own with a few minutes of cutting and pasting from a previously published PDF.

Overall

I love Eberron and still think it is the best setting D&D has ever produced. It beat out 11 thousand other submitted settings for a reason. I bought the PDF and don’t necessarily regret it, but on the other hand, if you are like me and running Eberron using the previous materials and Unearthed Arcana materials and a little bit of adaptation, you can continue to do that without buying this Guide to Eberron. If you would like another version of all of the Dragonmark Feats, as well as updated rules for the four unique Eberron races, and some advice on the magical economy as well as a few examples of magic items to add into your game, then this Guide is probably worthwhile.

If you don’t already have other 3E and/or 4E Eberron material, this Guide won’t be enough, especially in the category of the setting. Each section on a part of the setting is a glance at most, with the exception fo Sharn, which is fleshed out a bit more. Again, this Guide is a starting point, especially if you are setting your campaign in Sharn to start, but you will still have to do a lot of work on your own, or shell out the money for the previously released setting materials.

Ultimately, it’s $20 for Unearthed Arcana materials – that will be worth it to some of us, and not worth it to others. You can definitely run Eberron in 5E without this Guide if you already have plenty of Eberron materials and a little time to adapt them to 5E – that’s as true now as it was before this Guide came out.

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Thoughts on Vampire the Masquerade’s V5 Preview

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I just downloaded and read the V5 preview that White Wolf made available today. It’s 27 pages, and contains sections from the final, published book (though I hope they gave it one more read-through, as I found one typo without looking very carefully).

Dossier of the Damned

These are interesting snippets of information intended to set the scene – notes from vampires and from those who are researching vampires. The Masquerade simply can’t be maintained in 2018, but the question is, who knows about vampires, and what do they know? This introduces the new terms they’re using for vampires among those who study them – blackbodies, or blankbodies, drawn from the Pre-Alpha scenario and referring to how vampires show up in IR scans.

Concepts

This is really more like “themes”, concepts that guide you in understanding the World of Darkness and creating a chronicle together. One theme has always been that vampires are not the good guys, and White Wolf hits this theme here as well. You are playing a predator who feeds on human beings. Maybe you cling to humanity and maybe you don’t, but you are not a Good Person.

Fashion

Basically a few examples of imagery, and the repeated reminder that you can’t dress like a vampire in public. Sort of the “This ain’t the 90s Goth scene” section.

Clans

We get write-ups of the Brujah and the Toreador, and both are very much in line with the past of those clans. I like that they list more than one nickname for each clan, and I like the artwork of sample Brujah looks in that section. Well, I like that it’s there, and I like the concept of multiple views. Unfortunately, the four female examples are all models with hooker shoes, and the four male examples are all models wearing fashionably ripped street clothes. I would have much preferred a variety of body types here, as well as some indication that one can be a vampire and not necessarily be fashion-forward. They’re also all posed as if they are at a fashion show instead of caught in the action, so the art fails the test of “Show me what my character can do in the game.” Unless V5 is about standing around and looking cool.

We don’t get the same images for the Toreador, ironically, since that’s the only clan I could imagine composed mostly of people who stand around posing in over-priced distressed clothing. But, again, in both cases, these are recognizably Brujah and Toreador as far as the text goes. Clan flaws are now Banes.

Speaking of which, the Toreador’s Bane got a lot worse in this version. Not only do they lose themselves in beauty, but when surrounded by ugliness (according to their particular aesthetic), Toreador lose dice from all uses of Disciplines equal to the Bane score. So…ouch. Also, flavorful. Why do they surround themselves with beauty? In part, because they have to. Overall, though, this feels like giving them two Banes instead of one (albeit weaksauce) flaw.

Beliefs

Characters begin play with between one and three Convictions, which are up to the player at character creation; things like “Thou shalt not kill.” These are the moral lines that the character has set for themselves (surely to be stressed and pressed upon by the Storyteller). We read that incurring Stains in pursuit of your Conviction might mitigate Stains, which is confusing and, since this is a sample, unexplained. Violating a Conviction might also, at the ST’s discretion, incur a Stain.

I’d have to see the full text but we might have Capitalization Creep here.

Chronicle Tenets are kind of like themes combined with lines and veils from other systems. You are setting the genre conventions, key ideas, and also limits of your chronicle together, and I like the way this is handled. This is the kind of conversation that games increasingly call for, and it looks like these will have mechanical weight, as violating Tenets can apparently be a source of Stains. Basically, you’re postmodern vampires and you are creating a shared morality together that will be in effect over the course of your chronicle.

Touchstones sound similar to what is used in Chronicles of Darkness and Vampire the Masquerade 2nd Edition. They are specific things in the world that keep you grounded in your humanity (or threaten your humanity when they are threatened).

Ambitions are just what they sound like – the general things that drive your character from night to night, beyond the hunger for blood. Desires are specific, and must be connected to something that’s come up in the relationship map for your chronicle already (i.e. must be connected to an existing NPC or key aspect of the setting for the chronicle). I like this – knowing what a character’s Touchstones, Ambitions and Desires are is pretty much all an ST needs to know where to push a character from night to night, and are all of course “flags” that let the player say “This is what I want to see in this chronicle.”

Celerity

Explicitly recreated so as not to mess with the action economy, Celerity has variant powers for each level (and it isn’t clear if you choose both or have to pick one or the other). The powers also don’t build on each other like previous versions of Celerity, but rather give the character a specific ability or move they can use, often by making a Rouse roll. So you can dodge bullets, rush around the battlefield in a blur, and run across ledges without having to roll to keep your balance. Feels like Celerity to me, and I like it.

Loresheets

These are the most interesting thing in this whole preview, an idea that I love. There has always been a tremendous amount of metaplot layered over Vampire, since 2nd Edition at least. It has been something I have seen integrated into chronicles, and the problem has always been that those “in the know” nod sagely when something comes up that they read in a splatbook while the rest of the players are just in the dark, wondering why everyone thinks this weird name is so important.  And I say this as a ST who has included metaplot things in my chronicles to make the in-the-know players nod sagely.

Loresheets give actual connectivity between the mechanics and the backstory of the game in interesting ways. The three examples given are a loresheet for Theo Bell, a loresheet for Helena, and a loresheet for the Week of Nightmares. Each bit of lore is treated like a background, rated from one dot to five dots, with more dots giving you deeper connections to the backstory. For example, one dot of lore in the Week of Nightmares means you tell the story of that harrowing time in a way that vampires find fascinating. You are sometimes invited to retell it in Elysium, and get 3 extra dice to your performance roll. Five dots in Week of Nightmares means you have a vial of the Ravnos Antediluvian’s blood. What you do with the blood is up to you, and the effect it has is up to the ST. That’s…awesome.

Overall

V5 feels like it is trying a bit too hard to be fashionable, but then previous editions all felt like they were trying too hard to be Goth, which is just a subset of fashionable. I did feel like the artwork was more fashion and less horror, which was too bad, despite some of it being beautiful (and full-color).

There might be too many things to keep track of, though I’d have to see all of these mechanics in play of course. But Disciplines, Banes, Humanity, Stains, Convictions, Chronicle Tenets, Touchstones, Ambitions, Desires, Disciplines….and that’s just a taste of capitalized words from this 27-page preview. These are all cool ideas, but they make this already a significantly more complicated game than D&D 5E, for example, and it might just be too much for some players to want to keep track of. Again, though, how this all works in play remains to be seen.

And to be clear, I like this version of Vampire. I like the direction they’ve taken. I think this is an improvement on previous editions of the game in many ways – the way morality is seemingly handled, the way Celerity was reworked, and especially the Loresheets to name a few things I really like. I just need to find some players who want to play Vampire.

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Pathfinder 2nd Edition Demo

It occurred to me that there are probably plenty of folks who are curious about Pathfinder 2nd Edition but have no iterest in my info-dump about my Origins 2018 experience. For all of you, the following:

I got to sit in on the demo scenario for  the current iteration of Pathfinder 2nd Edition. Overall, it is still very much Pathfinder, and it seems like they are taking this opportunity to clean up some of the rules, simplify a few things, and take feats that everyone always takes (Improved Initiative for example, or Precise Shot for archers) and just make them class abilities. Some observations, presented as bullet-points:

  • Increased hit points at level 1. My 1st level goblin alchemist had 15 hit points (Constitution 12 I believe)
    • Speaking of which, goblins are a core race and alchemist is a core class. We had a fighter, wizard, cleric, rogue, and an alchemist. Other tables with 6 players had another character – I’m not sure whom. Except for Fumbus, the new iconic goblin alchemist, the familiar iconics were the pre-gen characters
  • Skills and attacks seem to be ability score bonus + level. I couldn’t tell if it was just that, or if skill points had been spent
  • Fighters can fiddle with shields (and so can wizards who cast shield) by raising or lowering them to provide more cover in a fight
  • Only fighters get attacks of opportunity, which is GREAT, because I really detest attacks of opportunity. It’s just an onerous movement tax in combat that slows down everything and adds nothing and doesn’t make sense in a fight
  • Play is split into “modes” – exploration mode and combat mode. Exploration mode is open, skill-based, etc., and combat mode begins when you roll initiative. A little video-game-y but makes sense and formalizes something that’s always there
    • Your initiative roll is based on what you were doing when the fight started – many of us rolled Perception and the rogue rolled Stealth for initiative
  • Some weapons are “deadly”, meaning they add an additional die to critical damage rolls
  • Critical successes are always 10 over the target number, and apply to skill rolls as well as attacks, and critical failures are always 10 below the target number
  • You get 3 actions per turn, and can make 3 attacks if you don’t move. The second attack is made at -5 and the third at -10, making critical failures much more likely as you go. Still, some third attacks still landed for our 1st level characters against zombies
  • I was watching the numbers, and vulnerabilities are more common. Zombies are vulnerable to slashing, and took 5 additional damage from any slashing attack. Skeletons were resistant to fire, so resistances might be a bit more common as well
  • Speaking of skeletons and zombies, they had much more hit points than normal as well, based on how much we had to pummel them to bring them down
  • Spells take up to 3 actions to cast, and they take 1 action per component required – verbal, somatic, material.
    • For example, the cleric could cure light wounds with 1 action, or cure light wounds 30 feet away for 2 actions, or channel energy for 3 actions, dealing 4 damage to all undead and healing 4 for all living things in a 30′ radius. Undead had to save and if they failed they took 8 damage
    • Same with magic missile – the wizard could send up to 3 magic missiles, 1 per action spent casting, and I imagine other spells scale up as well

And just assume that if I didn’t mention something, it didn’t catch my attention (we weren’t allowed to have our phones out during the demo and agreed not to try to take pictures) or it hasn’t changed. For example, the three saves seem unchanged, and your second diagonal step still counts as 10 feet on the battle map.

Origins 2018

The Origins of Goodman Games|Goodman Games

Clockwork: Dominion

Reliquary Game Studios was in full effect at Origins 2018 – I knew because they are my friends from college 20 years ago and are still my friends today. They had a booth, shared with Fearlight Games, and a demo room that they also shared.

Clockwork: Dominion is a game I have demoed for them before, and I likely will get roped into demoing it again. I edited the core rulebook and Quick Start Guide back in the day, and helped them set up their Kickstarter campaign. It is a great game, and is the only Victorian game I would actually play (and certainly the only one I’d ever run). I’m not a huge fan of Victoriana, but the game is that good.

The Quest for Overlight

There were plenty of issues with events at Origins, which ins in my limited experience not new. For example, the location listed for demos of Overlight by Renegade Game Studios was not only incorrect but maybe a third of a mile or more away from the actual location. Fortunately I was still able to find my way to the demo room and play some Overlight.

The setting is interesting; the art is beautiful. The system…is probably in a final phase, but it made me wish they had refined it earlier in the process. The main issue is that there are two full resolution mechanics, one that is similar to Savage Worlds without a Wild Die and the other that was a target-number dice-pool system. This is just a needless problem – one or the other could have been cut, and honestly needs to be cut from my point of view. It’s as if in D&D you rolled a d20 for half of your tests, and then for the other half used a percentile system.

Oh wait, that’s what D&D was until…4th Edition, to varying degrees. But it was never good game design, and it still isn’t. The guy running the demo was nice and did a good job, but I don’t think I’d be able to get past the parallel resolution mechanics to play the game on my own.

Kids on Bikes

Kids on Bikes is a really fun game, also by Renegade. The killer app is definitely setting creation and character creation – they smoothly tie in blank space for creativity, leading questions about the other characters, and the charaters’ hobbies and fears. The tropes you choose from for your characters make sense, and I like that though the game is Kids On Bikes, you can play kids, adolescents, and adults all together.

We didn’t engage the powered character rules, but I like the options there as described to me by the demo person after our session. You can play the powered friend (Eleven, E.T., etc.) as a character who is shared by all of the players at different times (Maybe E.T.), or as one of the player-characters (Eleven), or you can not include a powered character at all (Stand By Me), or all of the characters can have powers (Supers School). You can build the powered character, or you can use a deck that they sell to draw powers and character traits randomly.

The significant flaw I perceived was with the resolution system. It is very much like Savage Worlds without the Wild Die – roll a die, and all dice potentially explode. D4 if you are bad at a thing, up to d20 if you are great at it. (All six tropes use one each of all six common die types, so everyone has a d4 and a d20 to start) The problem comes with the fact that you roll against a target number set by the GM, and it is very difficult to map, or intuit, the probability with this dice system. It is, for example, much mroe likely that a d4 will explode than a d20, but the d4 lets you roll up to an 8 and the d20 up to a 40.

In brief, you get very swingy results, and our game included difficulties from 5 to 20, which I think is too wide a range. Honestly, I might even end up hacking the dice system, or not going with the guidelines for difficulty in the book (if those were being used correctly in the demo). The nice thing is that the system is simple and clean, so you can probably hack it readily and get on with what is a very fun game. (And when you fail you get Adversity tokens, so maybe the swingy difficulties are a way to build those up? I’d have to play more than one demo to know.)

More Refurbished, Less Art

It’s been about 6 years since I was last at Origins, and since then the whole convention center has undergone an overhaul. More public art (by actual artists – there are touch screens where you can learn about their work) and far more plugs make the whole thing a lot more comfortable for someone like…everyone at Origins. A disappointing difference between this time and 6 years ago (or 11 years ago) is that there seemed to be fewer artists and less art. The last time I was there, a whole hallway was dedicated to artists and their work. Now it was just a smal corner of the dealer hall. I can only speculate on why this is – and to be clear, the artists who were there had a lot of excellent work on display.

Soul Food in Linden

I got to have some legit soul food at an African-American Cultural Arts Center in Linden, across the street from a Nation of Islam funeral home. The food was great, and it was about as far as you can get from Origins culturally while staying in the city of Columbus. A nice break, despite the heat.

Hiding In Starbucks

To be fair, I did a good amount of hiding near coffee at this convention, and it helped me deal with being over-stimulated and anxious as I am at events like this (combined with the parts that are genuinely fun). Right now I am just trying to build up some resolve to go talk to the very friendly Renegade Games demo team about whether the designers are interested in making a connection with The Bodhana Group. (Yesterday my friend the Executive Director gently reminded me that I am on the freaking Board after all)

Heroes and Villains

An unintentionally kind of intimate seminar with Michael A. Stackpole and [person’s name and background here] with only a handful of people there, so it was kind of intimate. We got to ask whatever we wanted. It as a bunch of solid writing advice from two very solid professionals, but it made me wonder as I nodded my head – am I at the point where I know this stuff? I think I might be. What I need to do, that I am not doing, is try my hand at some more actual fiction. Nothing they said surprised me, and it was all things I have heard from writers before. Not that it was run-of-the-mill, I’ve just listened to a LOT of writers and editors talk about their work and process. But did I, like, level?

Video Game Room

Some folks here at the convention are happy about the video game room. It is a darkened room set aside with huge screens and video games you can play on those screens. You just walk in and sign up and play. You might even just watch, or take a nap, or whatever, and it could easily double as a quiet room for people who are somewhat over-stimulated by this whole convention thing.

It gave me the idea that The Bodhana Group might be able to host a quiet room for folks at Origins 2019. I think it’s a good option to have – necessary for some people, and when we’re talking about thousands of con attendees, “some” is a lot.

Pathfinder 2nd Edition

I got to sit in on the demo scenario for  the current iteration of Pathfinder 2nd Edition. Overall, it is still very much Pathfinder, and it seems like they are taking this opportunity to clean up some of the rules, simplify a few things, and take feats that everyone always takes (Improved Initiative for example, or Precise Shot for archers) and just make them class abilities. Some observations, presented as bullet-points:

  • Increased hit points at level 1. My 1st level goblin alchemist had 15 hit points (Constitution 12 I believe)
    • Speaking of which, goblins are a core race and alchemist is a core class. We had a fighter, wizard, cleric, rogue, and an alchemist. Other tables with 6 players had another character – I’m not sure whom. Except for Fumbus, the new iconic goblin alchemist, the familiar iconics were the pre-gen characters
  • Skills and attacks seem to be ability score bonus + level. I couldn’t tell if it was just that, or if skill points had been spent
  • Fighters can fiddle with shields (and so can wizards who cast shield) by raising or lowering them to provide more cover in a fight
  • Only fighters get attacks of opportunity, which is GREAT, because I really detest attacks of opportunity. It’s just an onerous movement tax in combat that slows down everything and adds nothing and doesn’t make sense in a fight
  • Play is split into “modes” – exploration mode and combat mode. Exploration mode is open, skill-based, etc., and combat mode begins when you roll initiative. A little video-game-y but makes sense and formalizes something that’s always there
    • Your initiative roll is based on what you were doing when the fight started – many of us rolled Perception and the rogue rolled Stealth for initiative
  • Some weapons are “deadly”, meaning they add an additional die to critical damage rolls
  • Critical successes are always 10 over the target number, and apply to skill rolls as well as attacks, and critical failures are always 10 below the target number
  • You get 3 actions per turn, and can make 3 attacks if you don’t move. The second attack is made at -5 and the third at -10, making critical failures much more likely as you go. Still, some third attacks still landed for our 1st level characters against zombies
  • I was watching the numbers, and vulnerabilities are more common. Zombies are vulnerable to slashing, and took 5 additional damage from any slashing attack. Skeletons were resistant to fire, so resistances might be a bit more common as well
  • Speaking of skeletons and zombies, they had much more hit points than normal as well, based on how much we had to pummel them to bring them down
  • Spells take up to 3 actions to cast, and they take 1 action per component required – verbal, somatic, material.
    • For example, the cleric could cure light wounds with 1 action, or cure light wounds 30 feet away for 2 actions, or channel energy for 3 actions, dealing 4 damage to all undead and healing 4 for all living things in a 30′ radius. Undead had to save and if they failed they took 8 damage
    • Same with magic missile – the wizard could send up to 3 magic missiles, 1 per action spent casting, and I imagine other spells scale up as well

And just assume that if I didn’t mention something, it didn’t catch my attention (we weren’t allowed to have our phones out during the demo and agreed not to try to take pictures) or it hasn’t changed. For example, the three saves seem unchanged, and your second diagonal step still counts as 10 feet on the battle map.

Overall

For me personally, it seems to be much better, and more enjoyable, to have a loose schedule that is mostly free time. I can do things like have three hour conversations with my friends, and jump in on demos if they interest me, or just sit near a a plug and write (as I am doing now). Origins is a good convention for this method, though I would somewhat prefer the greater numbers of artists and writers in the past combined with the greater numbers of seats and plugs now. Maybe that’s the future of Origins?

The Bodhana Group is looking at attending Origins in 2019 and having a presence there to talk about therapeutic gaming. We need to figure out what this presence will be – a booth? Table? Games? Seminars? The nice thing about Origins is that it is a much more local convention than GenCon – I see people here I recognize from 2007 and 2012 when I’ve been here in the past. Lots of folks from OH and the adjacent states, from what I can tell. This means that we can attend once, or maybe periodically, but don’t necessarily have to be here each year in order to have a Bodhana presence.

Epilogue: Be A New DM

My friend Wendy is thinking of DMing for the first time. She’s been playing D&D for years and is familiar with a number of twitch/streaming D&D folks. She was at Origins playing Adventurer’s League and going to seminars for new DMs.

Folks: be the new DM. DM for your friends. As long as everyone at the table is being nice and trying to have fun, you almost cannot fail, and you will never become great at it until you practice a lot. Running a game is the most fun way to engage with it. At least that’s my experience.