
Welcome to a new series of articles, anybody who remembers the Weezer tune will understand where this article is going already. I will be focusing on Wargaming, RPG’s and CCG’s.
I’ve been out recently and purchased the new core rules for Dungeons and Dragons and I’ve found myself inspired all over again. I figured since this system was just released it would be a good place to start. Any gamers out there who have played the new D20 system will have found just how smooth it can be, how easy it is too work with and that the D&D rules have all the crunch a DM could dream of.
This time round I’m going to look at the players guide.
So when I get home the first thing I do is crack open the guide. The main thing I make my initial impression on is how easily the rules allow you to create your character but still give them the depth and range you expect from D&D. This guide does not disappoint. I photocopied the sheet from the book a few times, created a few characters and after the third I could do them with ease. This is a huge bonus because talking any new players through the process becomes so much easier.
The second thing I look for is how well the core rules for combat etc are presented. There is always a lot to take in here and for the most part, I’ve found, players find it easier to understand the rules by checking them as they arise during the game but as a GM you need a decent working knowledge before you start. This game design team has been lea by Mike Mearls. Mike is one of the best and most productive game designers ever and this has benefited greatly from his lead.
The rules in the players guide were well presented and easy to reference. It feels like they have cut as much waste as possible and spent more time on making the combat rules flow, however, D&D is very combat heavy. It always has been but with the new rules and the emphasis on miniatures some puritant RPG fans have said they feel slightly put off.
I can understand where they are coming from because the skill challenges were not given anywhere near as much time in the books, I will cover that more when I review the DM Guide. With this lack of focus on the actual role-play the new rules feel more like a skirmish game with bits in between. That problem is easily remedied by an experienced DM and the skirmish feel makes this new set of rules the ideal way of introducing war gamers to the RPG hobby.
Now I’ve waffled on about the rules, what about the book it’s self. Well it looks good for a start the art work is fantastic and with a list of fantasy artists as long as my arm attached it’s no surprise. Then there is the story design. This element has been headed by 2 time Origin award winner James Wyatt who has worked on the Eberron setting and City of the Spider Queen. As you would expect from somebody of his caliber the design is fresh and flawless giving a great new feel to the classic setting.
Overall I loved this guide the one flaw I found was putting it in a box next to the DM’s guide which is another fantastic book but we will get to that next time.
One last thing before I sign off. On the 20th of this month Kingdom of Adventure opens it’s doors and for the opening day, as well as Storm Troopers and possibly Darth Vader, Keith Baker will be attending. Keith is responsible for creating the Eberron setting for D&D and the CCG Gloom, both of which won him Origin awards, one he shares with James Wyatt. I am hoping to get some time during the day to interview him. If you have any questions you would like posed to him then let m know.
Until then and until Kingdom becomes a drag queen called Queendom Jemima do me a HGC.