Blog for Stephanie Bryant, a writer with too many hobbies and not enough time.

Recent Posts

May 2014

Posts by Date

Posts by Category

Tip Jar



Recent Comments


Top Posts & Pages

Follow me on Twitter

13th Age: My First Session

I played 13th Age this weekend in an online game a friend of mine ran. He’s learning the system and, more importantly, working on his pacing in preparation for running games at GenCon.

I’ve played with this DM in the past, so we have a lot of DM-player trust built up, which is very important when branching into something new. I decided to try my hand with a utility wizard, which did not go so very well. My character had all utility spells, no offense. Blur, Charm Person (x2), “Utility Spell,” Counter-Magic, and Shield.

The only times I was hit were for non-AC attacks, so I never got to use shield. I did use Feather Fall when I failed my dex check to cross a bridge. Also used mage hand for moving a rope, light, ghost sound a few times to distract enemies, and charm person. Blur helped save our fighter’s bacon, but in all, it was a rough game.

It was dungeon crawly, and we found the main flaw in 13th Age’s encounter design and wizard spell list. The wizard spell list isn’t really designed for utility mages to be very powerful. Having stuff like “Knock” as a cantrip is useful, until you realize that encounter design leaves non-combat challenges in the hands of the players as “montages.” While that’s great, it does mean that a player who is trying to use their character as someone who overcomes obstacles pretty much has to create the obstacle themselves to be overcome. Which, frankly, they can do alone in a word processing program without a GM.

When the fighting actually started, I’d wanted my combat role to be “walking band-aid.” so gave my character a background in medicine– basically, someone who had helped out in the infirmary a lot. But even though there are mechanics for using a Recovery (like a Second Wind in 4th edition) in combat, and there are plenty of healing powers for divine PCs…. there are no non-magical ways to trigger a Recovery for someone else using skills rather than, say, class abilities. Again, a weakness in the system.

For the first combat, I eventually gave up and said I’d like to “fight in spirit” and basically cheerlead. Gave up all my actions for the rest of the combat and just boosted one of the characters’ AC.

For the remaining combats, the GM was generous and gave me a wand of magic missile, so I plinked at the enemies whenever I couldn’t think of something to do. Which was a lot.

We pushed the boundaries of Ghost Sound so I could fake one of the bad guys out and have them check out a supposed threat elsewhere (he came back to pound on us later in the combat). I used Charm Person to neutralize one of the bad guys, telling him to “stop your ally– he’s hurting my friend!” But otherwise, it was a lot of “pew pew pew.”

In our post-mortem, we agreed that in a long-term campaign, this would be a build that could work, but mainly because the GM and player would be better able to adapt the campaign to this playstyle. In a one-shot, however, it wasn’t super fun to play. I didn’t have a lot of decisions I could make– most of them were “can I trick one of them into doing something? Not likely? Ok, pew pew pew.”

Don’t get me wrong: I did have fun playing and got to RP with some new folks. We just found the weak point in the system. It’s not “weak” in the sense that 13th age is really meant for creative DMs and players to tweak and adapt, but when I think about public gaming and organized play, I realize I’d have to encourage someone to not build this character if they wanted to really have fun.

D&D Encounters, Session Two

HomePage_DnDLogoTechnically, Wednesday’s game was the second session of Encounters, since we ran Launch Day on Saturday. We had a good group of players, including about 5 new folks, though most of the newbies had played D&D or D&D Next before.

My table had a cleric, a barbarian, a rogue, a druid, and a monk. They started at the Abyssal Prison entry point, which meant they’re in a place of demons and undead. In fact, their “welcome party” at the entry point included a couple of vampire spawn, some wights, and some zombies. They bluffed and negotiated with them, making a wager that the warriors of the party couldn’t defeat the demon in the pit arena, putting their victory up against the halfling rogue’s freedom. If they won, the spawn would give them her companion’s greatsword (which is a +1 weapon, unbeknownst to them).

They did well against the pit demon, but the really stellar moment was when the monk scored a critical hit and used “Stunning Fist” on the thing. Stunned, it hung in the air until the party just tore it apart, with the finishing move being another crit from the monk.

The vampire spawn slow-clapped, then made good on her bargain. The party rescued Shalendra and some prisoners, who went back to the gatehouse to rest and possibly be released.

Meanwhile, Issem the vampire has been watching this, warns them not to enter the stairs to the south, and makes a bargain with them. He is convinced to cover their tracks (reducing the dungeon alert level) in exchange for a taste of one of their blood. The monk gets testy and insists that he not actually bite (“or I’ll take those fangs out of your mouth,”) and eventually the barbarian offers up his arm to be cut. He loses 8 hp from his maximum, and the vampire is pleased.

Mike’s table, meanwhile, started in the Far Realm Cysts and enjoyed a merry role-playing encounter with a beholder and its floating eye traps. I wasn’t in that table, so I’m not sure if they ever had to fight anything, but he wrapped up at about 7:30 after they’d done some investigating.

It was a quick, not-too-onerous night of game. I almost wanted to keep going into the next zone, and probably would have done so without noticing if Mike’s table wasn’t packing up.

Ankylosaurus #1

I’m knitting some dinosaurs as bribes for my weekly D&D players. These are the guys who have put up with my well-meaning plot-destruction for 2 years. I promised a handknit dinosaur to any of them who come to Gencon and celebrate my 40th birthday with me there.

Independently, they all expressed that their favorite dinosaur is the ankylosaurus (though one said plesiosaur is also cool), so I’m making a bunch of these club-tailed guys for my guys.

Without further ado, the first ankylosaurus is done:




Tip Jar

© 2022 Mortaine's Blog All Rights Reserved   

Theme Smartpress by Level9themes.