Monday, February 28, 2022

Stormveil Castle Cleared

Annoyingly, after beating a non-respawning miniboss (which may have been the intentionally-hard boss fight at the beginning of the game) we had a two-minute power outage, and apparently Elden Ring doesn't save progress as frequently as Dark Souls, so I wound up having to re-do the hardest part of Stormveil Castle.

However, shockingly, Godrick the Grafted, the boss of the dungeon, only took me three attempts. There's a very effective NPC ally you can recruit, and Gordrick's attacks are very melee-heavy, so for the most part I was able to stay far away and pelt him. Margit the Fell Omen was a bit trickier, though that might have been more because of my build - Margit can close distance very easily, making ranged fighters less safe and secure, while Godrick's fast movement ability is something that is pretty well-telegraphed and fairly easy to dodge. (Margit also has this two-hit combo where the first attack comes super-quickly and then the second attack lingers a little longer than you'd think it should, baiting you to dodge before you're supposed to).

So far I haven't gotten any kind of upgrade spell over Glintstone Pebble - in Dark Souls, for example, you pretty early on get upgrades to Soul Arrow (the standard attack sorcery) like Heavy Soul Arrow, Great Soul Arrow, and Great Heavy Soul Arrow, the last of which becomes the most efficient damage-to-FP attack spell and a good default.

I don't know if I've just overlooked upgrades or if I'm just too early in the game to have earned an upgrade yet.

I am going into this game far more blind than I ever did with a Soulsborne game - indeed, at this point there are few things in the game that I haven't yet seen in previews.

I get the impression that this game has drawn a lot bigger of an audience than previous Soulsborne games, and a lot of people on Twitter have been complaining about its crushing difficulty. I actually agree that this is easier than Dark Souls III, but that is sort of a low bar to clear.

Margit the Fell Omen and Figuring Out the Astrologer

 There's a lot to do in Elden Ring before you even face the first real boss, Margit the Fell Omen. I haven't beaten him, though I've gotten him down to around 25% a few times.

Having gotten teleported off to a mine full of purple crystals thanks to a trapped chest in the ruins on Agheel Lake, I found myself in a far less hospitable looking place with weird mushrooms and red skies. I was able to then find the Meteorite Staff, which was actually better than my +3 starting staff and even has better Intelligence scaling.

I also came across an elevator that took me deep, deep, deep underground to an underground river, but the enemies seemed a little tough for me, so I scooted back up.

One thing I love about this game in comparison to other FromSoft titles is its embrace of color. The Dark Souls games have always been fairly monochromatic, but Elden Ring has regions that just pop with vibrancy.

I've also gotten my invitation to Round Table Hold, which appears to be the sort of central hub akin to Firelink Shrine, though in theory you shouldn't have to go there as often given that you can level up in the field.

I think that the open-world design really makes it very tough to feel like you've thoroughly checked territories to make sure you've gotten everything. I have still yet to find an Ash of War that gives me intelligence scaling on a weapon, which would be very useful given that even with a few flask upgrades, I still find myself running out of FP on occasion.

I am feeling a strong impulse to go back and try the game with a Strength-based character (or maybe the Strength/Faith Confessor). Some of the new wrinkles to combat, like the Guard Counter, aren't really doable with the dinky wooden shield an Astrologer starts with.

Anyway, I'm trying to decide if I want to explore more and possibly level up some more before I try to take down Margit again.

Sunday, February 27, 2022

Elden Ring First Impressions

 I finally got to play the game!

I built an Astrologer character - the equivalent of the Sorcerer. You start off with two spells, Glintstone Pebble, which is your standard missile-attack, and Glintstone Arc, which costs more but sends a horizontal crescent of magic outward, making it great against groups.

Like I often do, I've basically done everything except go where I'm supposed to. The characters I've met have directed me toward Stormveil Castle, which seems to be just past a little camp where you can try out stealth and the like. Instead of heading in, I've been exploring the lands south of there. I found a teacher of Sorceries (though they're both expensive and a little beyond my current 20 Intelligence - I've been leveling Vigor more or less alternating with it).

So far, difficulty-wise, it feels easier than, say, Dark Souls 3. In particular, the early areas of the game don't have that classic From Soft difficulty spike (though I'll tell you again when I get into the castle.) I've done several of the game's mini-dungeons, all of which felt very reasonable, diffculty-wise. Indeed, I think after two and a half hours of play, I've only died once or twice (not counting the "welcome boss" that is technically beatable but designed to kill you.)

The game actually has an honest-to-god tutorial section for people who aren't as familiar with the game's mechanics (though as an Astrologer my "technique" was just to hurl Glintstone Pebbles at my foes). The tutorial is also, mercifully, skippable, its only big reward (other than Runes, the equivalent of Souls/Blood Echoes) is a gesture.

There are some muscle-memory issues that make the game a little tricky (also, for some reason my controller's buttons were sticking a lot, but that's hardly the game's fault). Your interaction button is now Triangle, rather than X (on a PlayStation - I assume it's likewise flipped on other consoles). X lets you jump, which is a lot more relevant in this open world. There's a convenient "pouch" where you can put certain equipment (such as the ring to summon Torrent, your steed) and get it by holding down Triangle and then pushing the right direction on the D-pad.

Part of me thinks I should have started off with a melee build, but I'm sure I'd be having grass-is-greener feelings then too.

One other thing that took some experimentation is fast-travel. Rather than going to a Site of Grace (the equivalent of a Bonfire) and picking the one you want to travel to, you can instead pull up the map and just pick where you want to go (I think from anywhere). Given how expansive the world is, I'm glad we don't have to "earn" fast-travel (especially because the NPC who teaches sorceries is in the basement of a ruin you find after you beat a mini-boss.)

Things are very wide open - I'd sort of expected the region I was in to be somewhat closed off and funneling me to a bottleneck, but unless I just haven't explored the "kiddie pool" yet, I think it's a lot more open than that. This can be a little overwhelming. I don't really have a great sense of how huge the world is and how difficult it will be to get what I need, but I'm still very much in the "let's see how this goes" stage.

I haven't yet found an ash of war that gives a melee weapon Intelligence scaling, which has been a bit limiting, but again, I'm very early in the game.

Champing at the Bit (Elden Ring)

 I still haven't had the chance to play Elden Ring, though it should be downloaded to my PS4 at this point (haven't checked since I started the download a couple days ago). For non-gaming reasons our living room has not been usable for gaming this weekend, so I'm having to experience the game vicariously through YouTube videos and the like.

What I have seen of it seems really exciting. I think I've grown a little weary of the "open world" genre of late, particularly feeling a disconnect with the general public when I found Breath of the Wild to be more frustrating and unstructured than free and exciting (which seems to be the more common response). I didn't think Breath of the Wild was bad, per se, I just felt that a lot of the things that I enjoy about Zelda games were absent from it (in some ways, it had the very opposite problems that Skyward Sword did).

I remember when I was in high school and my best friend showed me Grand Theft Auto III. While the idea of an open game world wasn't really new (you could argue that the original Zelda was the first "open world" game) this created a new model for it. And I think I spent a lot of my teen years really having fun causing mayhem with no regard to actual game objectives.

There's a concept in game design that distinguishes between "intrinsic" and "extrinsic" rewards for playing. Extrinsic are the simpler ones to define: if you beat this dungeon, you get this sword, or you progress this reputation, or you see your stats go up in some way. Intrinsic rewards are the sort of emotional feeling you get when you pull off a really cool move or the rush of excitement when you take down that difficult boss.

One of the deep flaws in a lot of open-world design (and MMO, but that's not this post) is that so much of its reward system is extrinsic - missions and the like become chores to do. The Assassin's Creed games had a lot of these issues even from early on, like having a bunch of feathers to collect.

This isn't always a problem - Assassin's Creed II had several runes you were supposed to find left by "Subject 16," who was the previous guy Abstergo stuck in the Animus, and they led to these puzzles that then built out a crazy history of Templar conspiracies. But often there was a sense of "here's some busywork to justify the size of the map."

There's a paradox, I think, in open-world design. When we talk about really good level design (something that the Soulsborne series is known for) one adjective that is often used is "tight." This can be metaphorical, but it is often quite literal. Consider, for example, in the late stages of Bloodborne, the Upper Cathedral Ward. This manages to feel like a really significant "level" of the game, but it is more or less one building and one courtyard and then the upper levels of the Grand Cathedral. The central building (which I assume is meant to be the headquarters of the mysterious Choir that governs the Healing Church) is just built in such a way that you need to go around to a back door, make your way through a narrow corridor, and kind of work your way into the central room before you can open the main doors and essentially make the entire building very accessible.

Because of the enemy encounters and the care that you're expected to take going through a game like this, these areas feel bigger and more expansive than they are.

So, when a game like Elden Ring takes that design and expands it to a genuinely huge world, I really wonder what that will be like. What I have heard is that the world is dotted with small (and some not-so-small) dungeons that are built with that tight From Soft level design. But I've also heard that the regions between (in the aptly named Lands Between) don't feel particularly empty either - that there aren't kind of blank spaces on the map that solely exist to create distance.

Naturally, I have yet to see it for myself.

I've been thinking about what kind of build I want to go with. Of course, there's no build that gets to do everything. Even Pyromancers in Dark Souls III, who split their stats between Intelligence and Faith, don't really get to use the really high-level Sorceries or Miracles. Similarly, "quality" builds get to use lots of weapons, but not the ones with really high Strength or Dexterity requirements.

I think the element of the game's yet-to-be-uncovered lore that interests me the most is the cosmic/stellar/gravitational stuff, which I think leans toward Sorcery, so I'll likely kick things off with the Sorcerer (I think it's actually called the Astrologer) starting class.

Still, I'm also excited to try out melee combat (those guard counters feel like a really great way to feel like I'm not just a noob for using a shield). If I understand correctly, changing weapon scaling in this game is way easier and "cheaper" to do than in DS3, so perhaps going Int-focused isn't going to hurt me too much for weapons.

I saw VaatiVidya's video in which he was using a flail as his primary weapon, and that does look fun. So far it looks like they're doing a decent job of distinguishing the visual style from Dark Souls - it's still medieval and ruined, but it's far more colorful and I'm really excited to learn a new visual language - like it seems that one of the mini-dungeons' bosses being a lion-man could have some important significance.

So, I will definitely post some more when I get to play the game.

Saturday, February 26, 2022

Planning for Elden Ring

 So, Elden Ring is (I presume) sitting there, downloaded to my PS4. I haven't had a chance to play it (yesterday was bonkers for reasons that aren't relevant to this blog) but I have been itching to do so.

In the past, I've always come to Soulsborne games long after their initial release. Given the difficulty and obscurity of these games, I've tended to feel zero qualms about looking up guides, planning out for specific items and weapons, and making sure I find all the proper NPCs and questlines.

For Elden Ring, I think... I think I'm going to try going in relatively blind. At this point, the game's community hasn't had that much time to go over it with a fine-tooth comb, so this is going to be sort of enforced anyway.

I will say this: I have areas of interest.

First off, in my return to Dark Souls III last year, I finally committed to a spellcaster build, and found that it was actually quite fun and effective (likewise a hybrid Strength/Faith "paladin" build). Elden Ring is a new world with totally new lore, and I think the aspect of it that interests me the most is the "cosmic" element, with Sorcery related to the stars and gravitational magic.

So, first time out, I think I'm going to try to play an intelligence (if that's still the stat) spellcaster. I'm glad to see that weapon scaling looks like it can be swapped out freely and early, which will be very useful for an intelligence build (granted DS3 had the Deep Greataxe you could find early on, which did dark damage with no scaling, and thus was a great option for basically anyone, so maybe there's a similar "one-size-fits-all" weapon that you can get early in Elden Ring.)

One thing I'm really happy to see is that the world of Elden Ring seems a lot more colorful than that of Dark Souls or even Bloodborne. The bleak grey of those games works great for their tone, but visually it can get a little... monotonous. Elden Ring seems to still have that sense of cataclysmic ruin, but with a bit more going on color-wise.

I'm really excited to dig into this. Hopefully I'll be able to do so later today.

Tuesday, February 22, 2022

9.2: Eternity's End, and Shadowlands' Eventual Legacy

 New patch today!

The servers are down, as is often the case when there's a new patch that needs extra love and care, but let's talk 9.2.

Shadowlands, as an expansion, feels like the ultimate mixed bag. I think it will draw comparisons with Warlords of Draenor, which I contend is WoW's nadir in terms of quality. What is shocking about that is that Shadowlands was supposed to be the Legion-like shot in the arm after the disappointments of Battle for Azeroth (which was never as bad as Warlords, but still had a lot of problems).

I never had huge hopes for Warlords of Draenor. The premise was so profoundly convoluted that it barely made any sense, and the very things that it might have been able to play around with - namely time-travel - were brushed to the side to make the Iron Horde a generically "physical" threat.

For years, Blizzard had talked about how they wished they could have an annual release schedule for World of Warcraft expansions. This was a big trend in video games, such as with the Assassin's Creed games, but which proved to sacrifice quality to quantity. Warlords, thus, was planned to only have one major patch after the first one (as far as I know,) but when Blizzard was unable to actually get the job done that quickly, we just had Warlords languish over a long period of time with nothing new to do. Indeed, by the time Legion was announced at Gamescom in 2015, the audience seemed profoundly skeptical (though to be fair, they were also German, and maybe not as emotive as American audiences are) toward what I personally think is WoW's best expansion.

Shadowlands, though, had a different reason to run into trouble: Covid. And then another reason: the legal fallout of the California lawsuit.

Now, for the record, there's nothing I want more for Blizzard as a company than to genuinely evolve, getting its workers unionized and truly dismantling the culture of harassment and abuse. And if that means sacrificing the quality of a WoW expansion - whether that actually makes sense or not - I think it's worth it. Sadly, I'm not super optimistic - Activision Blizzard's acquisition by Microsoft might mean getting rid of a slimeball like Bobby Kotick, but being part of an even larger megacorporation has never been particularly helpful to empowering workers to organize. Not much more I have to say about that.

Now, tastes vary, and some people really prefer their fantasy grounded and "realistic," set in a world that mostly functions like our own, just with magic and monsters. But I like the headier, weirder stuff, and I felt that Shadowlands had the potential to be essentially World of Warcraft's take on Planescape.

Sure, I think we can all agree that the Jailer sucks as a bad guy. He's generic and boring, and falls into some familiar patterns with Blizzard's WoW villains. And I do think that Shadowlands has not done a sufficient job in tying its new cosmic lore into the existing lore (unlike in Mists of Pandaria, where a bunch of new elements turned out to be part of the Titan and Old God lore).

But I think that Shadowlands launched very successfully, and the expansion had the makings of one of the bests when it first came out. Its biggest sin has been a lack of content, which has been only partially under Blizzard's control.

9.1, also, to be fair, was a pretty substantial patch for a 9.1. Normally, we wouldn't get something like Korthia until 9.2, and 9.1 would have just been the big raid and some new stuff in familiar zones (like the Maw Assaults). I've seen the argument that 9.1 sort of squeezed a 9.2 in with it (though minus a "mid tier" raid,) but in any case, it was clearly not intended to give us a whole year of content.

So, we're now getting the final patch of this expansion. I've heard very good things about it, and I think Blizzard's evolving philosophy on listening to players' feedback could potentially mean really great things for the game. But this patch also need to put the bow on an expansion that is arguably a bigger disappointment because the expectations were set so high.

A decade ago (well, nine years ago,) I had a series of posts that were a "Mists of Pandaria Retrospective," which I made before the final patch came out. In retrospect, it was a bit premature to write about the expansion's legacy before it was complete. Thus, I'll refrain from saying what I think Shadowlands' will be.

Still, I always worry that Blizzard will learn the wrong lessons from the successes and failures. For instance, I think that the success of Artifact Weapons in Legion led them to erroneously believe that every expansion needed some borrowed-power grind, when the thing that actually made them cool was the sense of lore and a bond with a weapon that had personality, and the aesthetic (it was cool to see them design various versions all themed around the same visual motifs).

I think Covenants were a lot of fun, but I wish that there was less of a mechanical incentive to pick one or the other. Almost all my characters wound up going Night Fae or Venthyr simply because their main specs did better with those covenants. My hope is that Blizzard will err on the side of making these sort of choices less mechanically-focused.

Anyway, having avoided the PTR and only glimpsed some of the discussion about the new patch, I'm eager to go in fresh-faced. Also, I never ran Tazzavesh, so being able to just queue for the heroic version will be nice.

Oh, I Guess I Can Get Elden Ring When It Comes Out

 When The Legend of Zelda: Breath of the Wild came out, I was somewhat hesitant to get it. I had a Wii U, probably the least successful Nintendo hardware product since the Virtual Boy, and the game had been originally announced for that platform, but it became a big selling point for the new, far more successful and popular Switch.

Still, I was hesitant to get a Switch without knowing whether the library for that console would be good enough. So I got Breath of the Wild on the Wii U.

Now, I felt it was just ok (I'm sort of blown away by the degree to which so many people are in love with the game, as I think it inherited a lot of the least appealing aspects of "open world" game design while jettisoning much of what I love about Zelda game,) but then I did get a Switch, and I feel like maybe it would have been nicer if I had waited and been able to play it on, say, an airplane - or just not having to hold the massive Wii U tablet controller.

I've been having the same ambivalence about getting Elden Ring - I've been a big fan of From Soft games (though of the three Soulsborne I have I only actually beat Bloodborne) but I feel like I'd rather play it on the more powerful Playstation 5.

But... A: it's not super cheap, and B: even over a year after the PS5's release, actually getting one is apparently still a challenge. (Granted, I haven't been searching that hard).

However, I realized something I should have realized a while ago: if I buy it for my PS4, in this day and age, I can just download it to my PS5 if and when I get the console.

I checked the Sony online store and yep, you can just buy the "PS4 and PS5" version for 60 bucks. I've tended to just buy my games digitally these days (the libraries of my Switch and PS4 both look a lot smaller than they are if you only look at the bookshelf) so I think this is probably the way to go (might need to clear some of that space, but there are plenty of games I have downloaded that I don't play super often anyway).

Anyway, this makes me excited, as I'll probably be popping into the Lands Between by week's end.

This is, of course, another case of a game adapting to the "open world" genre, but from what I've seen of it, Elden Ring looks like it's retaining that tight From Soft design, and given how punishing these games are, it might be nice to have a very wide range of options on where to progress.

Saturday, February 19, 2022

Napkin Math: Another Crack at Firearms - Dropped Modifiers

 In Starfinder, there are plenty of ranged weapons - you can have various kinds of laser guns, sonic weapons, conventional firearms, etc. Damage scaling in that game works very differently than in D&D, but while melee weapons do include your Strength modifier in the damage (even if that damage is something like fire from what is essentially an axe whose blade is made of burning plasma) you don't add your Dexterity modifier to ranged weapon attacks - it's just the flat roll of the dice (admittedly, everyone also gets a feat that allows them to add their level to the damage of weapons they're supposed to be using - again, the damage scaling is very different in that game).

Anyway, in my ongoing quest to make Firearms in D&D balanced, I wondered a bit about exploring this as an option.

I found that introducing Misfires was a reasonable balance for Renaissance-era weapons (even making a Musket less powerful overall than a Heavy Crossbow) but that even if you make the weapon misfire on any natural roll equal to the number of dice your roll, Modern and Futuristic weapons still pull ahead because the damage potential is so high (this might be why Matt Mercer's Gunslinger doesn't just prevent you from firing more that round, but forces you to attempt a repair mid-battle).

But what I want to explore here is whether you could remove the Dexterity bonus to damage and make these weapons more balanced.

Here, I think Renaissance weapons will naturally fall behind - if Misfire was making Muskets less powerful than a Heavy Crossbow, the lack of any Dex modifier to damage would be an obvious problem - 1d8 (a longbow) + 3 is 7.5 on average, which is more than 1d12's average of 6.5 (a musket,) and the floor on that longbow is 4, as opposed to 1.

When we get up to modern weapons, though, the math begins to change a bit.

An automatic pistol hits for 2d6. If we compare that to a Hand Crossbow (another pretty standard one-handed ranged weapon,) that does 1d6+Dex. Depending on your Dexterity modifier, the average damage will be different. At +5, of course, the Hand Crossbow is averaging 8.5, compared to the Automatic Pistol's flat 7. Granted, the Hand Crossbow's crit is 12, while an Automatic Pistol's crit is 14.

If we move up to two-handed weapons, a Heavy Crossbow is doing 1d10+Dex, so with maxed Dex we get about 10.5 damage on average. A Hunting Rifle? 2d10, or about 11. That's pretty close, actually. The Hunting Rifle will do a lot more on a crit (4d10, or 22, versus 2d10+5, or 16) but the floor on the Heavy Crossbow is 6, compared to the Hunting Rifle's floor of 2.

So, how's this for a proposal? First, let's just get rid of Renaissance Firearms, as they don't really fit into this paradigm. We're going to look at Modern weapons only (which includes some Western-appropriate options like Shotguns and Revolvers). Essentially, the price you're paying for getting a gun is that you're not adding your Dex modifier, giving you swingier weapons with still fairly comparable overall damage output (you can think of the second die as replacing the Dex modifier).

I'm going to be a little masochistic and do this for all the options (though weapons the same damage die will be identical).

Without Misfire altering the chance to hit multiple times, we're only now looking at damage per attack - not per round. Because critting is important here, we're going to use a "target dummy" with an AC of 18, and we're going to assume a +9 to hit, as someone who has a +5 to Dexterity and a PB of 4 - around the mid levels. (This of course doesn't account for the Archery fighting style, but with Rogues, Artificers, and potentially others, I'm ok with that).

Miss 1-8 (40%) Hit 9-19 (55%) Crit 20 (5%)

    1d6 (Shortbows, Hand Crossbows)

Hit Damage: 1d6+5, or 8.5

Crit Damage: 2d6+5, or 12

Damage Per Attack: 4.675 + 0.6, or 5.275

    2d6 Firearms (Automatic Pistol)

Hit Damage: 2d6, or 7

Crit Damage: 4d6, or 14

Damage Per Attack: 3.85 + 0.7, or 4.55

So, here things do favor the traditional weapons a bit, but the average difference is less than 1 point of damage, which I think is close to the margin of error. Let's look at bigger weapons.

    1d8 Traditional Weapons (Light Crossbows, Longbows)

Hit Damage: 1d8+5, or 9.5

Crit Damage: 2d8+5, or 14

Damage Per Attack: 5.225 + 0.7, or 5.925

    2d8 Firearms (Revolvers, Automatic Rifles, Shotguns)

Hit Damage: 2d8, or 9

Crit Damage: 4d8, or 18

Damage Per Attack: 4.95 + 0.9, or 5.85

Here, the gap has closed to less than .1 damage per round, and still favors traditional weapons.

    1d10 Traditional Weapons (Heavy Crossbow)

Hit Damage: 1d10+5, or 10.5

Crit Damage: 2d10+5, or 16

Damage Per Attack: 5.775 + 0.8, or 6.575

    2d10 Firearms (Hunting Rifle)

Hit Damage: 2d10, or 11

Crit Damage: 4d10, or 22

Damage Per Attack: 6.05 + 1.1, or 7.15

    At this point, the firearm has pulled ahead. But again, it's less than 1 average point higher.

    Is this it? Have we cracked it? One thing to note is that against higher AC monsters, the firearms fare better given the greater relevance of critical hits, but that's actually quite historically accurate (firearms were popularized because they punched through armor).

I think this system might create a sense of balance - players willing to tolerate more swing in their damage numbers can go for firearms while those who want more consistency will go for traditional ranged weapons. Neither becomes that much more powerful than the other. Ostensibly, a character with lower Dexterity might prefer a firearm, as while the chance to hit will be the same, they won't be penalized as much for low Dex - but that also reflects the historical fact that guns became more popular as weapons because they required less skill to use (especially post-industrial-revolution ones).

I have to say, I'm really happy with this solution, and might implement it in future games (not my current campaign given that I'm keeping MTG's gun ban - except for cannons on Ixalan, but no hand-carried guns). Was it really this simple?

Naturally, as I said before, AC is going to factor in, but a 55% hit chance feels like a fairly reasonable average. Magical weapons will naturally provide firearms with more stable floors, too, but still not quite as much as traditional ranged weapons.

Friday, February 18, 2022

Looking at the Greatwyrms

 We just looked at the CR 30 monsters from Fizban's Treasury of Dragons, the Aspects of the two major dragon gods, Bahamut and Tiamat. These are the only stat blocks aside from the adventure NPC stats for Tiamat (not just her aspect) in Rise of Tiamat to match the Tarrasque at this highest of challenge ratings. I looked at how their damage output is not absurdly high (though they're no slouches) and how, instead, their major challenge comes from likely being able to endure several rounds of punishment from a high-level party.

If high-level D&D is rocket tag, the Aspects have a pretty sophisticated missile-defense system, so the strategy of just taking out the boss as quickly as possible won't necessarily work.

These aren't the only super-high CR monsters out of Fizban's Treasury of Dragons. The other is the Greatwyrm. Fizban's revealed that dragons on each world of the prime material plane are sort of one iteration or incarnation of a fractured draconic soul. Dragons who can bind to their counterparts across the myriad worlds (whether through cooperation or conquest) can become super-powerful, transforming into something called a Greatwyrm, which (in theory) is more powerful than even an ancient dragon. (Yes, this is more or less the plot of the 2001 Jet Li film The One.) 

The book provides us with stat blocks for three broad archetypes - the Metallic, Chromatic, and Gem Greatwyrms. Each essentially has a couple of variables when it comes to damage types, but beyond that the stats are identical to their branch of dragonkind. Metallic Greatwyrms are CR 28. Chromatic ones are 27, and Gem ones are 26.

This does have a few interesting consequences. For example, a Blue Greatwyrm's breath will be a cone rather than its usual line, and likewise a Green Greatwyrm's breath calls for a Dexterity saving throw rather than a Constitution one. I think DMs would be justified in altering these, though I'd personally, at least in the case of the Blue one, treat it as a massive cone-shaped barrage of lightning, or forked lightning.

I do find it interesting that the three are different CRs - as I said when looking at the two Aspects, I think Bahamut has the potential to be a far tougher fight than Tiamat given his ability to pump out insane amounts of healing (though only if he has allies - otherwise Tiamat has the clear edge). Metallic Dragons tend toward goodness, though Fizban's made it clear that as beings of the Prime Material Plane (indeed, the ones most tied to that plane, even more than us humanoids) Dragons are beings of free will, and there are suggested personality traits that can make for evil-aligned Gold dragons or good-aligned Black dragons. Thus, there's nothing preventing the party from having a Metallic Greatwyrm as their big bad.

Still, one would hope that CR 27 or 26 would make for satisfyingly challenging final bosses. Let's take a look at all of them.

Metallic Greatwyrms:

First off, I want to look at defenses. Metallics get a base HP of 565 and are, like the Aspects, Mythic monsters that reset to 450 HP when you get to "phase 2," which means that they have effectively 1015 HP - honestly not much behind the Aspects. And, indeed, they don't have a single saving throw bonus that's below double digits - ranging from a +10 to Strength (no proficiency) to +18 to Charisma saves. Their AC is 22, though, which for a high-level threat is not terribly hard to hit.

They do have fewer condition immunities than the Aspects, though they still have 4 legendary resistances (compared to the Aspects' 5) which also reset when they go Mythic.

I think by far the biggest reduction in defense is the lack of so many damage immunities. Because Bahamut and Tiamat are immune to every kind of damage their type of dragon can have immunity to (with Bahamut getting Radiant instead of Poison) that seriously reduces the sort of harm that any spellcasters can bring to them. Greatwyrms only have their color/metal/gem's specific damage immunity, so even nonmagical weapons can hurt them. A Silver Greatwyrm will be subject to your Chain Lightnings, your Firestorms, or even your Summon Elemental's Air Spirit's slam attacks.

Movement-wise, they all inherit the movement speeds of the rest of their dragon type - so even though a Silver dragon doesn't have a swim or burrow speed, they get this (which might just be because they decided to use a single stat block for all metallic dragons).

On the offense, their multiattack is limited to just two attacks (the Aspects get Bite, Claw, and Tail, while the Greatwyrms get just Bite and Claw, saving their tail attack for either legendary actions or opportunity attacks). Thus, when they don't have their breath weapon, they're putting out about 53 damage per round, with a +18 to hit. The hit bonus is only slightly behind the Aspects, and only very rarely will miss, but the lack of that third attack does significantly lower their damage.

Metallics get two breath attacks, as is typical. The Elemental Breath is your standard one, and requires a DC 25 Dex save against 84 (on average) damage. 25 is... a little more doable, but still means an auto-fail for anyone without proficiency in Dexterity that doesn't have it maxed out (and if you don't have proficiency, you probably don't have it maxed out). Indeed, that 84 is actually more damage than the Aspects do.

The other breath is Sapping Breath, which requires a DC 25 Con save or the creature goes unconscious for 1 minute, but even on a success, the creature gets disadvantage on attack rolls and saving throws until the end of the dragon's next turn. So, that's a pretty big deal, and can put several members of the party down. Again, without buffs, if you aren't a class with Constitution saving throw proficiency or maxed out Con, you're an auto-fail, which is pretty nuts. Of course, things like Bless or a Paladin's Aura of Protection can significantly help here.

I have to imagine than any Metallic Dragon is going to start things off with their Sapping Breath, which could potentially knock out most of if not the entire party on the first round. Even a Barbarian with +7 to Constitution, and thus a +13 to Con saves, is more likely than not to fail that. Unconscious creatures do get to repeat the save at the end of their turns, but again, it's a hard one to hit - and it doesn't break on damage, so if the Greatwyrm wants to kill the party, they're going to have easy pickings (and auto-crits on their attacks).

Thus, this feels like one of those creatures you've got to have a really good plan for - and ensure you approach it from multiple angles so you don't all get hit by that breath from the start.

Chromatic Greatwyrms:

Despite having a higher Con modifier than Metallics, Chromatics have less health because they have fewer hit dice. Their AC and speeds are the same, along with condition and damage immunities. However, they do have a weakpoint which is Intelligence saving throws, to which they get a mere +5 (the rest are all at least +10). They start with 533 HP and reset to 425 when they go Mythic, putting them at less than 1000 HP overall, though still more than the Tarrasque.

The Chromatic's attacks are familiar, and do identical damage to the Metallic's with the same bonus to hit.

They only have their one Breath Weapon, which is a DC 26 Dexterity save and deals 78 (average) damage in a 300 foot cone. This is less damage (though not by a ton) though I will note that unless you have some means to push a saving throw or your Dexterity higher than normally possible, no one without proficiency in Dexterity saving throws has a chance of succeeding on this.

Still, compared to the Metallic Greatwyrm, I think we're looking at much more of a straight damage-dealer. Nothing here really debilitates the party without knocking them out from damage. They are of course fast and have a lot of HP, so I think the usual strong dragon strategy of flying away from the party and only turning around when you get your breath weapon back (and then using it from as far away as possible) is probably the best option, but I could easily imagine a clever party finding a way to lock one of these down and deal with it swiftly. There's nothing here as devastating as the Sapping Breath.

Gem Greatwyrms:

One of the interesting things here is that their damage immunity and breath weapon are going to be a more unusual damage type. An Amethyst Greatwyrm is going to infuriate the party's Warlock, and a Crystal Greatwyrm is going to make a Paladin far less effective.

Defensively, we're looking at slightly lower AC, with just 21. Their HP is an average of 507, with a reset to 400 at the mythic transition. Saving Throws are also notably a little less intense - no +18s or +19s, and a few with a "mere" +10 or +9 - so Dex, Strength, and Intelligence saving throws are - by the other Greatwyrms' standards - pretty low.

Notably, though, because Crystal Dragons hover, they're immune to the prone condition - which might not come up a lot, but it does mean that attempts to ground the Greatwyrm could be a lot tougher, which genuinely makes for a more difficult fight, potentially.

On the offense, their attacks have a +17 to hit - again, this will probably hit almost all the time, though it's getting a bit more possible for it to miss. The total damage of its bite and claw attacks come to 54 - oddly very slightly higher than the others, though I think the lower hit chance would probably eliminate that bonus.

Their breath weapon requires a DC 25 Dexterity saving throw and does 71 damage - but it also knocks foes who fail it prone, which, if nothing else, will likely slow the party's ability to reposition themselves (and opens them up to more likely crits from legendary claw attacks).

Interestingly, Gem Greatwyrms don't get Mythic Actions to use as Legendary Actions, but instead get a new option they can use once per short rest - which is Mass Telekinesis. This requires basically the whole party to make a DC 26 Strength saving throw or be restrained, lifted up by the telekinesis. Once lifted, the dragon can move the creatures around and automatically deal 45 force damage to them at the end of each turn. The creature can repeat their save at the end of each turn, but the greatwyrm also gets to move them up to 60 feet per round, so there might be some fall damage there too.

Also, Gem Greatwyrms get psionic spellcasting with one cast per day of each dispel magic, forcecage, planeshift, reverse gravity, and time stop.

So, even though the Gem Greatwyrm is the "weakest" in terms of its defensive abilities and damage output, I think that the spells it gets and in particular its Mass Telekinesis give it the potential to be a really profound danger to the party.

    All in all, I find it interesting that the Chromatic Greatwyrms, which seem the most likely to wind up as big bads of a campaign, actually seem the least threatening to a party. The CR makes sense as a product of their defenses and damage output, but they seem the type of monster that is very "solvable" by a high-level party with lots of spells and abilities.

    The Gem Greatwyrm looked a little flimsy at first, but I think it's got some strong tools to terrify your players. But the Metallic Greatwyrm's Sapping Breath is, I think, the ability that makes them utterly insane.

Thursday, February 17, 2022

Looking at the Aspects of Bahamut and Tiamat

 If you're a DM, you likely often ask yourself what kind of stat block you'd want to use for your final boss. 5th Edition is filled with demon lords and archdevils and such, but it can be a delicate thing to make these monsters feel like a real, significant threat without just utterly annihilating the party.

5th Edition uses the Challenge Rating or "CR" system to give DMs a sense of how dangerous a monster is, with formulas on how to build a challenging but surmountable encounter. In my experience, the system works... all right. Specifically, the encounter-building system from Xanathar's Guide to Everything is a lot more easy to use than the one in the DMG. But, more specifically, it's much more of an art than a science.

One thing I think is important to note is that player characters certainly do gain more damage potential as they level up, but the real power they get is more HP and more resources. At level 2, if an Ogre lands a critical hit against you, there's a good chance you're down. And at level 2, the Cleric in your party only has three spell slots, so healing you up means only two other times they can heal anyone for that day.

As you get to higher levels, though, such a thing can be trivial. A Stone Golem, which is CR 10 to an Ogre's 2, would deal about 33 damage on a critical hit, if the party is level 10, then even a Wizard with only, say, +2 to Constitution would likely have about 62 HP, meaning that that crit would only take off a little over half their health, and the Cleric is going to have fifteen spell slots, making the situation far less dire, even though the proportional threats are the same. (By the Xanathar's rules, a monster of CR equal to the party's character level is counted as an appropriate challenge for six party members).

The point is: in my experience, low-level play can often involve few combat encounters in a day - there are so few resources (including HP) for the party to expend fighting them that each combat requires them to go all out. But when you get to higher levels, any group can blast down some serious threats with ease if they have all their resources. So, even someone like the demon lord Yeenoghu can be taken down fairly easily.

But then, most boss monsters, even those slated as campaign bosses, are often in the mid 20s in terms of CR. In the Monster Manual, there's only one monster that hits CR 30, which is the Tarrasque. The Tarrasque is mainly dangerous because it puts out an enormous amount of damage and has a lot of HP, and, I'd say, its biggest advantage is its Reflective Carapace, which makes any spell attacks or line-spells automatically fail against it (sorry Warlocks). Still, while I've never run an encounter with the Tarrasque, I've heard it's not actually that scary - if you can fly above it and pelt it with arrows or area-effect spells that don't do fire damage but do require a dexterity save and aren't line spells (which is, admittedly, not a ton) you can kill it with relative impunity (at least until the DM has it pick up a massive piece of rubble and throw it at the party - which isn't a specifically delineated action they have but seems fitting).

The only other CR 30 monster printed in 5th Edition until recently was Tiamat from Rise of Tiamat. This was a kind of special boss to be fought under special circumstances, with a lot of magic items and such to allow the party a chance against her, and is just to get her shoved back into the Nine Hells.

However, Fizban's Treasury of Dragons did something I think is a clever way to approach stat blocks for gods. Gods are, you know, immortal. You might slay a demon lord in the Abyss and kill it forever (though they have ways around that,) but gods are a whole other level, and kind of untouchable. As such, I think it's clever that Fizban's gives us not stat blocks for the gods themselves, but for Aspects of them.

In interpret this as essentially being Avatars - i.e., a kind of projection of the god that is fit to be seen by and interact with mortals. And because an avatar is sort of the god producing a physical form to control in the presence of mortals, it makes sense that that physical form is not indestructible. So, honestly, I think it would be cool if we saw more Aspects/Avatars of other famous D&D gods - though Bahamut and Tiamat, being perhaps the most ubiquitous across multiple worlds, are good ones to start with.

Phew, ok, let's get on with this and look at the actual stats.

Both are similar - the same CR and built as dragons, with breath weapons and the usual damage immunities, but unlike most dragons, they do have immunity to nonmagical weapons (though their own weapon attacks are nonmagical).

Let's look at the 5-headed queen first.

First off, let's look at Tiamat's defenses.

She has an AC of 23 - which is honestly not terribly hard to hit for a high-level player. She has 574 HP, but that's a bit misleading, because she has a Mythic mode called Chromatic Wrath which resets her HP to 500 (notably, she doesn't heal to 500, so no skipping this with something like Chill Touch). She thus effectively has 1074 HP, which is significantly more than the Tarrasque (mythic monsters also give double XP, meaning she's worth 310,000 XP total, so if you're not at level 20 by the time you fight her, there's a good chance you're going to hit it).

She has immunities to all the damage types chromatic dragons can breathe, along with nonmagical weapons (which is unusual for dragons - this also means that other dragons will have a very hard time damaging her, other than gem dragons). She's got some strong saving throws - the lowest is Intelligence, with a mere +5, but the next lowest is Strength with +10, and her Con save is +19. This last is notable because without any magical way of boosting saving throw DCs, the highest a player can push their spell save DCs is 19, meaning that she will never fail on a Con save, effectively.

So, in comparison with the Tarrasque, she has a lower AC, but she effectively has more health thanks to her mythic mode, and her saving throws are generally a lot better. And with immunity to acid, cold, fire, lightning, and poison, you're going to need to dip into some less common damage types anyway (beside magical BPS).

Let's also not forget that she can fly at 120 feet per round, so unlike the Tarrasque, which you can sort of cheese, she's going to be coming for you whether you're on the ground or in an airship (she also has a swim speed - though interestingly does not have amphibious, so I think you could rule that her breath weapon can't be used without her starting to drown, technically. Though I feel like that's more of an oversight, and she should have a black dragon's amphibiousness).

Now, what about damage output?

Her multiattack involves three attacks - one bite, one claw, and one tail. These each have a +19 to hit, meaning that even a really buffed-up character like an Eldritch Knight using the Shield Spell is going to have a hard time not getting hit with that. The total average damage for all three is 86 - which is not, like, insignificant, but also not that crazy given the CR we're looking at. (Consider that a CR 16 Marilith demon deals an average of 106 damage per round if its attacks all hit - which is admittedly less likely with only a +9).

Her breath attack has a DC 27 Dex save, which is high enough that plenty of characters will simply be incapable of ever succeeding. This is also a 300-foot cone, which is enormous - and basically means you can't get beyond it - your best bet is just spreading around her so that it hits as few members of the party as possible. The damage, though, is relatively modest at 71. For comparison, a Chromatic Greatwyrm's breath does 78 damage, and an ancient red dragon's does 91. So, Tiamat's breath is bigger, but not as powerful, which is interesting.

Rather than going into all of her other abilities and legendary actions, I think I see what makes her so fearsome - while she's doing 20 less damage with a breath than an ancient red dragon, she also has nearly twice as much effective health, and her saving throw bonuses are better, and she has way more in the way of damage and condition immunities.

What we're looking at, then, is a tank. 71 versus 91 damage on a breath weapon is a big deal, but for most characters, in both cases, two of these will take you down, making the red dragon's extra damage less significant (though high-HP characters might take 3 of the former, so it's not totally insignificant).

I think the far bigger deal is that parties are going to have a much harder time burning down Tiamat's HP, and those extra rounds of survival mean more chances to recharge that breath and land those powerful blows against the party.

Let's look at Bahamut.

In terms of defense, Bahamut actually has slightly higher HP (though only a little.) He has the same AC, and swaps immunity to poison for immunity to radiant damage - which I'd argue is more common among player characters (for one thing, a Paladin's divine smites against him are useless). In terms of saving throws, Bahamut is a little more vulnerable given that he has only a +4 to Dexterity saves, but everything else is in the double digits - in fact, he has +18s to Con and Wisdom saves and +19 to Charisma saves, which again means that without some artificial boost to saving throw DCs, he's going to auto-save against any player's spells that call upon those saving throws.

Bahamut's attacks are very similar, again with +19 to hit and dealing an average of 89 damage if all three connect - so slightly more than his sister.

Bahamut has two breath weapon options. His damaging "Platinum" breath is another 300-foot cone, but this only does 66 damage and its DC is a "mere" 26. This is objectively less powerful than Tiamat's breath, though it's still a dangerous one.

However, the other breath weapon is where things get insane. Exalting Breath heals for as much as Tiamat's deals damage, in that same 300-foot cone. But furthermore, it also revives any creature that's been dead for an hour or less within it, restoring all of its hit points. And that means that this might wind up doing a lot more than 71 points of healing.

Consider, for example, that in the lore of the game, Bahamut often travels in humanoid form with seven canaries who are actually shapechanged ancient gold dragons. If he has them with him, even if those dragons go down, he can pop them right back up.

So, even if Bahamut falls behind slightly (though really only slightly) in terms of damage, I think this ability potentially makes him the far more epic challenge.

Given that he's also the lawful good, benevolent dragon god, I think that it's far less likely that the party would fight him.

Indeed, I think a good use for these stat blocks would actually be to be a manifestation of Divine Intervention when used by a Cleric. If you're a Cleric of Bahamut, and you call upon the Platinum Dragon for aid, I'd consider as a DM having the Aspect of Bahamut appear - for 1 round. Have him use his exalting breath on the party and then use his legendary actions over the course of that round, and chances are the party is going to be in much better shape.

I do think it's actually probably good design to focus on the defensive aspects of their high CR. I've heard high-level D&D described as "rocket tag," where players can "nova" for astounding amounts of damage and thus the monsters have to be able to do likewise. But I think instead making massive bosses that are resilient to such nova'ing and thus force the players to endure their attacks more might make for a more dynamic strategy.

But again, I'd have to see it in practice.


Wednesday, February 16, 2022

The Makings of a Good Subclass

 One of the major and most exciting ways that 5th Edition has expanded player options has been the creation of new subclasses. For instance, the classes with the fewest subclasses, apart from the Artificer, which was introduced years after the premiere of the edition, the Druid and Sorcerer, have seen their options more than triple, from two in the Player's Handbook to now seven each.

To a large extent, I think that the later subclasses have often been bigger successes than the older ones. This shouldn't be surprising - when the PHB subclasses were first released, the edition had only seen pre-release playtesting. I think in many cases the designers were over-conservative with features, and while a few really knocked it out of the park (like the Battle Master Fighter) others had some serious design problems (like the Assassin Rogue, who has two of its four subclass features give you something that in theory any character could do anyway).

As I've said, I think a lot of the newer subclasses have been bigger successes, though there are some let-downs. Most recently, I think a lot of people felt the Way of the Ascendant Dragon Monk from Fizban's Treasury of Dragons fell flat, though if we're going for Monk subclasses, I think the Way of the Astral Self is peak "this seems awesome but is deeply flawed in practice."

I've certainly not played all the subclasses in the game - I shudder to think of someone who has played every one of them across multiple levels of a campaign, given how many there are. And I'm always eager to try something new. But I think there are certain ideas that can make for a strong subclass.

Power:

Naturally, this is the first one. Even if you're a really RP-focused player, I think very few people play D&D without wanting at least a bit of a power fantasy. You want to feel cool and effective and kill the monsters.

Power is not the easiest thing to assess, though you can sometimes calculate things based on average rolls and math. I think it's a credit to the game design that this sort of practice gets extremely complicated, where one class or subclass can be very effective against big groups of low-armor monsters while another will outperform it against a single big boss.

But it can be clear sometimes that one subclass has more easily-used, broadly-applicable, and individually powerful abilities. As an example, a Genie Warlock will deal a little more damage each turn than a Great Old One Warlock thanks to Genie's Wrath - GOOlocks don't get any equivalent damage boost.

Flavor:

This is actually entirely divorced from power, but I think a good subclass should have a strong flavor to it. This is sometimes easier to achieve in some classes than it is in others. For instance, a Champion Fighter and a Battle Master Fighter are both going to be masters-of-arms. I think the latter does distinguish itself a bit more in tone.

One instance where there's a big divide in flavor quality versus mechanical quality is the Hexblade Warlock. The mechanics are amazing (in fact, a bit too amazing, as they become the only real good choice when going Pact of the Blade) but I find it's also very rare for anyone to actually buy into the official flavor of the Warlock patron - that it's a sentient weapon like Blackrazor or the Sword of Kas. Indeed, I think a lot of people treat "Hexblade" as a descriptor of the Warlock rather than their patron, and cut out that definitional element to the Warlock class, instead flavoring it as more of a dark paladin or eldritch knight.

Mechanical Building:

I find that, often, the strongest subclasses introduce a mechanical concept when you take it whenever your class picks subclasses, and then that mechanic gets improved with the subsequent subclass features. The Battle Master is a great example of this: most of your subclass features merely allow you to choose additional maneuvers to learn and then give you either more superiority dice or make those dice a bigger one (eventually upgrading to d12s). The Armorer Artificer does this as well, if a little less tightly focused on individual abilities. Instead, it makes the Arcane Armor you have more effective.

Now, this isn't a hard and fast rule. The Clockwork Soul Sorcerer, which I think is generally regarded as a strong subclass, has no real interaction between its subclass features, but they collectively make for a pretty compelling option.

Likewise, sometimes sticking to a theme doesn't work out so well. The Way of the Astral Self Monk is all about building up this "astral self" that makes you far more powerful in combat, but because every subclass feature requires you to spend ki (that you might prefer to spend on, say, Flurry of Blows or Stunning Strike) you undercut the power of the subclass because by the time you have your whole thing set up, you've drained a significant portion of your most important resource.

Still, regardless of power, I think that this idea of building on mechanics introduced early on is also just more satisfying.

    We don't have much in the way of details about the 2024 Core Rulebooks - they're still two years off (and probably a bit more, given how early in 2022 we are. I'd guess these would probably be planned to release in the fall) and we are likely to see several more books between now and then.

I'm very curious to see how their design philosophy changes regarding this. It will, of course, be ten years since the release of 5th Edition by then. I've written before how I thought they could even wind up making the concept of Maneuvers and Superiority dice a base feature of the Fighter class, though that depends strongly on how conservative they are - they have said they want these books to be backwards compatible with all 5th Edition content, and I wonder what that would mean for all the Fighter subclasses printed in post-PHB sources. (For one thing, it might make some of them insanely powerful).

However, even at their most conservative, I expect that we'll see the PHB subclasses revisited in the same way we've seen with playable races and monsters in Monsters of the Multiverse. I'd be really excited if we saw some of the ideas that have worked out best over the past 8 years used to redesign the subclasses there (or even see some new, more compelling options put in the PHB).

And yes, I'll confess that a big part of this is hoping that the Great Old One Warlock gets an almost total "back to the drawing board" redesign, as I think its mechanics are among the weakest of the Warlock subclasses, and if I ever get to really play my original character in an ongoing campaign, I'd like him to be good.

Sunday, February 13, 2022

Matt Mercer's Blood Hunter

 Generally speaking, I am pretty open to my players in D&D games that I run as to what races and subclasses they can choose - my policy tend to be that if it's in an officially published D&D source, I'll allow it.

Maybe it's my lawful nature, but I tend to view "homebrew" character options askance. But perhaps that's silly. After all, I'm known to homebrew monsters using the tools in the DMG (which actually tend to work pretty well - just use the encounter building rules from Xanathar's once you have your monsters designed).

Matt Mercer is, of course, in a highly enviable position within the D&D community. As the DM and de facto face of Critical Role, he's known to most D&D players these days - indeed, I think a fair number of CR fans don't even play the game.

But he also has the goods to back it up - aside from his skill at weaving a narrative (which I'd say is his strongest suit) he also tends to make challenging encounters that are nevertheless beatable - CR has never had a TPK (man, what the hell would they even do if that happened - they came super close during campaign one when the one person who could cast Plane Shift almost died while they were in the Nine Hells) but things often feel on that razor's edge of danger.

In other words, I think he understands the numbers of the game enough that I think it's worth looking at his ridiculous edge-lord full class: the Blood Hunter.

We've seen two player Blood Hunters in Critical Role, though one of them died fairly early in the campaign, and the other is in the third campaign and has only been in a single combat so far. So I can't say I've seen the class in action much, meaning that a lot of this is hypothetical.

Flavor-wise, the Blood Hunter fits perfectly in that "grim monster-hunter" archetype, with options to play as a "tamed" werewolf, a Witcher-like mutant (complete with elixirs,) a Ghost-hunter like Kaya from Magic the Gathering, or a kind of demi-Warlock. While Rangers, Paladins, and potentially just about any class could fit that, Blood Hunters lean into it hard. The core of the class is Blood Magic, or Hemocraft. Blood Hunters perform dangerous magic to empower themselves or debilitate others, and this is reflected in various abilities that require you to sacrifice hit points in order to activate them. Blood Magic is represented with a Hemocraft Die, which starts off as a d4 and upgrades each tier, just like a Monk's Martial Arts die.

The first of these abilities is Crimson Rite. As a bonus action, you roll your Hemocraft die and lose that many hit points, but one weapon you're holding ignites with your chosen Crimson Rite. This lets you add your hemocraft die to the damage rolls of that weapon, dealing that much of the specific rite's damage type (you initially choose between fire, cold, or lightning, but get more options as you level up, including some more obscure damage types).

    Now, this was the thing that made me wonder if the class could be overpowered. Adding damage dice to a weapon is a way to significantly increase its effectiveness - a d6 is the difference between a Shortsword and a Greatsword, after all - or a shortsword and a crit.

However, giving it some thought, it occurred to me that this isn't all that different from a Ranger using Hunter's Mark or a Warlock using Hex. In this case, the rite remains active until you either end it as a bonus action, let go of the weapon, or finish a short rest. Given how long Hex and Hunter's Mark can last if you don't lose concentration, I think it's not that much more overpowered (though the lack of a need to place the effect on a target makes it more versatile).

While it's cheap (remarkably cheap the higher-level you get - 1d6 is proportionately way less damage to take at level 5 than 1d4 is at level 1) so is a 1st level spell slot. Being able to choose your rite damage does allow you to prepare a bit - if you're about to play Descent into Avernus, maybe avoid the fire rite, given that most devils are fully immune, though I think it's more of a flavor thing.

The other major feature is Blood Maledict. Here, you'll choose from a list of curses that you can target foes with and curse them - doing things like giving them disadvantage on certain ability checks or stopping them, all for a single turn - unless you augment the curses by paying the blood price, namely rolling your hemocraft die and taking the damage. This often makes the effect stronger, gives it a longer duration, and also lets you use these curses on things that don't have blood, like skeletons, ghosts, golems, etc.

    Here I think the number of times you can actually use the curses is maybe not generous enough - by default, you get to use them once per short rest, getting more as you level up. I might just make this Proficiency Bonus times per short rest, which wouldn't be an enormous buff, but make you feel a little freer in spending them.

Again, I think the Hemocraft cost of augmenting these is a lot scarier at low levels than high levels. When you have 150 hit points, taking 1d10 damage is barely anything, so I imagine high-level Blood Hunters would always be augmenting. Again, granted, this is like high-level Monks always using Flurry of Blows, so maybe that's not a problem.

Like the Ranger, this is a d10 hit die class that only gets Medium armor, so while there are fighting styles here that support strength-based weapons, I'd almost always recommend going with Dexterity as your primary stat. I built one for a one-shot that uses a hand crossbow and the Archery fighting style, and would take both Crossbow Expert and Sharpshooter (possibly before even picking up the ASI to max out his Dexterity).

My general sense here is that, at least within the class baseline, it's built more around choice than lots of different abilities. There are a few tiny messinesses - like the fact that the Order of the Lycan subclass, which has you playing as a werewolf who controls their own transformation, doesn't really interface with any of the four fighting style options you get when using their claws.

I'll note, though, that the Lycan Blood Hunters solve an issue I often have with "built-in weapon" subclasses, which is that these naturally get +1, +2, and finally +3 bonuses to attack and damage rolls, allowing you to keep pace without falling behind in "scaling" with, say, a Ranger who gets more powerful magic bows.

I don't really have a strong verdict yet, but I think my initial misgivings have softened - this could potentially fit in pretty well as a balanced member of the team with high damage potential and a bit of utility. While the damage seems like it'd be pretty high, I do wonder a bit about how strong the Blood Maledicts and Brand of Castigation perform in terms of utility - I'd guess they're more in line with a Battle Master Fighter's maneuvers than the spells a Ranger could provide.

I'm eager to see how the party's Blood Hunter turns out in the new Critical Role campaign - hopefully he'll survive longer than the last one did.

Saturday, February 12, 2022

Kamigawa: Neon Dynasty is a Success

 Having played through the previous Kamigawa block back in 2004/2005, I never really expected or much wanted to return to the plane. There were cool elements - I liked Ninjas, for example (man, I am such a Dimir at heart) but in particular, the introduction of Ravnica the following year left Kamigawa in the dust, and I was happy to see decks that didn't revolve around Umezawa's Jitte, which might be the card I hate the most in all of Magic (though I think these days I'd be much better equipped, strategically, to handle it).

But, as readers of this blog will know, one of the easiest ways to excite me about a work of fantasy fiction is to introduce technologies and social systems that extend beyond Medievalism and maybe come up to modern day (or even surpass it in a speculative future). So, when they announced that we'd finally come back to Kamigawa 18 years later (and dear lord how am I this old?) that we'd be seeing a Cyberpunk, futuristic Kamigawa with cyborgs, holograms, mechs and robots, I was suddenly very intrigued.

Of course, Magic is a game where flavor has to serve the mechanics, and even a top-down world needs to have mechanics that feel fun to play.

And folks, it looks like it's working.

In all honesty, on a mechanical level, we're not seeing anything too profoundly revolutionary. The Mech theme is simply achieved through Vehicles. Cybernetics is accomplished through equipment (and creatures that can turn into equipment).

Gone is the kami-versus-mortals narrative from the original set, which it seems was sort of built out of a misreading of Japanese Shinto (as I understand it). The conflict here is instead between tradition and modernity - which the game represents through Enchantments versus Artifiacts, respectively. However, the two aren't really in direct competition - instead, they're just themes of "artifacts matter" and "enchantments matter" that you can choose to build around - or not.

And here, we start to see something that I think really makes for a good Magic set - a sense that you can pick what themes interest you. Ravnica felt good because, after a lot of samey deck archetypes in the original Kamigawa, we suddenly saw a lot of different archetypes arising (even if, say, Golgari was a bit overrepresented).

Now, the metagame is even more important on Arena than it was/is on MTGO given that you can simply pick the cards you want to craft rather than having to potentially spend event tickets at a bot to buy that one rare for like fifteen dollars. We're early enough in this process that I can't say that some archetype isn't going to become super-dominant.

But I have noticed that the people I'm playing against seem to be trying out new types of decks, and I've had fun building my own. Oddly, my homebrewed Mech-based deck seems to be my most consistent winner, which is a bit validating for someone who doesn't often have a lot of confidence in his deckbuilding skills.

Anyway, I think most times a new set comes out, we see slight tweaks to old dominant decks - maybe a card or two added in to an old archetype, but now it looks like a lot of people are feeling eager to try new stuff, which I think means we've got a success.

Also, as someone running a D&D campaign set in the Magic multiverse (though I did have a friendly Green Slaad show up tracking a Beholder that had found its way into Ravnica's undercity from the Far Realm in the D&D multiverse, so we're taking the Ravnica-based Acq Inc games as canon) my imagination has been set alight with the possibilities of having my players fight cyborg ninjas in Towashi and have to get in a 50-ft tall mech suit to fight some villain.

What's Next for D&D?

 It's been a while since the last Unearthed Arcana article.

UA is typically a strong indicator of what to expect from WotC regarding D&D when it comes to book releases and the like. The Gothic Lineages and Gothic Subclasses came out before Van Richten's Guide to Ravenloft was first announced, but as you might have seen on this very blog, we took it as a very strong indication of what we could expect, and we were right!

Now, WotC can be a bit sneaky here - in the Folk of the Feywild Unearthed Arcana, we got preliminary versions of "Rabbitfolk," "Owlfolk," Fairies, and "Hobgoblins of the Feywild." In practice, this wound up referring to character options that would be spread over three different books - Rabbitfolk became the Harrengon found in Wild Beyond the Witchlight along with the Fairies, while Owlfolk became the Owlin of Strixhaven, and the Feywild Hobgoblins were a preview of the revisions that Hobgoblins would get in Monsters of the Multiverse.

Likewise, when we got previews of the revised Dragonborn (including the new Gem dragonborn) we also got a new version of the Kobold, which we've now seen in Monsters of the Multiverse.

As things currently stand, the only announced D&D book that hasn't come out yet is Critical Role: Call of the Netherdeep, an Exandria-set adventure book taking place on Marquet (the continent their current, 3rd campaign also takes place on - though 13 episodes in, they haven't left the city of Jrusar yet).

All signs point to a Spelljammer campaign setting sourcebook. Not only have players been asking for this for years (I think the last Spelljammer book came out like 30 years ago) but the most recent Unearthed Arcana, Travelers of the Multiverse, seems to point in that direction, with established Spelljammer races like Autognomes, Giff, and Hadozee showing up.

It's been four months since that UA came out, though, and so I think we're probably due for another one.

Every campaign setting book in 5th Edition has come with new subclasses (for a new class in the case of Eberron). I see no reason for that pattern not to continue, especially in a setting as evocative and genre-bending as Spelljammer.

I think that Spelljammer's science-fiction vibe would lend itself very well to a new Artificer subclass, though I also question whether they'd be willing to print one. Generally, the rule for 5th Edition has been to only ever print content that requires you to have the core rulebooks - any adventure that uses monsters from Volo's or Mordenkainen's, for instance, will include those stat blocks. We saw a very slight bend in this with the inclusion of one spell that Artificers can use in Fizban's Treasury of Dragons, but it's not like only they can use it. Thus, I'm skeptical that they'd print a new Artificer subclass unless this hypothetical Spelljammer book also includes the entire class - which isn't unthinkable, but would require a significant number of pages. Whatever other subclasses they would print I have no real clue.

Another thing to consider is what might be hiding out in the Travelers of the Multiverse UA.

Consider this: Spelljammer, while otherworldly, still takes place in the Prime Material Plane - essentially the same universe that houses the Forgotten Realms, Greyhawk, Dragonlance, Exandria, etc. Even if you're jetting through the phlogiston, traveling to distant worlds, you're still not traveling the "multiverse" per se.

Next, let's look at Astral Elves. Elves, man, they get everywhere, and they seem to come in a different shape for every place they appear. Astral Elves are inhabitants of the Astral Plane (sometimes referred to as the Astral Sea). The Astral Plane is decidedly not the Prime Material Plane. Indeed, it functions mostly to link the various Outer Planes (e.g., Mount Celestia, the Abyss, Mechanus, etc.) While Spelljammer does involve your traveling between worlds, you do not travel between planes (at least by established lore). Thus, the Astral Elves are an odd inclusion amongst a bunch of clear Spelljammer races.

Which suggests to me that perhaps this UA is pulling double-duty - there may be interlopers amongst the Spelljammer-specific races. In a similar vein, the Thri-kreen are one of the notable playable races from Dark Sun, a setting that was very popular in the 1990s - a sort of dystopian desert world inspired in part by Dune along with Conan the Barbarian (to be fair, D&D in total was partially inspired by Conan the Barbarian). Now, the DM of my Spelljammer game says that Thri-kreen are also established as a Spelljammer race, so this might be irrelevant, but I think it's still worth thinking about.

Anyway, I think we're due for another UA article. Hope we see one soon.

Friday, February 11, 2022

Kamigawa Neon Dynasty: Mech Deck

 Kamigawa Neon Dynasty is upon us!

The original Kamigawa block was actually what was just coming out when I first played Magic online, having to run a PC emulator to get it to work on my Macbook during my freshman year of college.

Kamigawa was not very popular, and whatever good will it might have had got totally blasted away when Ravnica was introduced the next year. So, I was surprised when I heard they were revisiting the plane. I was also even more surprised to find out that the concept was for a futuristic cyberpunk version of the plane. MTG has played a little with technological levels, but I don't think we've ever seen them introduce a setting with such sci-fi-inspired technological elelements.

For my first deck, then, I leaned in hard.

I'll confess, other than like three episodes of Power Rangers I watched in elementary school, I never watched much of the "Mech" or "Giant Robot" stuff out of Japan as a kid. But it's a real genre over there, from Voltron to Gundam to Neon Genesis Evangelion - works that I could not tell you much about other than that they involve people piloting giant robot-like vehicles and that the latter one is super weird.

KND (if that's the abbreviation) gives us a bit of a Mech theme, with many Vehicles and a new creature type: "Pilot."

While I've played around with some speculative decklists found on the internet for Ninjas, a control/resurrection deck, and an equipment-based Boros deck (that is frankly more Zendikar than Kamigawa,) I've actually had better luck today with my own homebrewed Azorius Mech deck. Here are the elements that make it work:

Prodigy's Prototype is a real workhorse of the deck. It's a 3/4 vehicle with Crew 2 for 1WU, and each time one or more of your vehicles attacks, you create a 1/1 Pilot token that has "this creature crews Vehicles as if it had 2 greater power." Getting one or two of these on the board will make it far easier to get your mechs rolling, and the 3/4 body is fairly resilient.

Surgehacker Mech is useful removal attached to a powerful body. It's a 5/5 vehicle for 4 with Crew 4 and has menace. When it comes into play, it deals damage equal to twice the number of vehicles you control to a target creature or planeswalker. We generally have a lot, so it can often get a kill.

Mobilizer Mech is one that I think might look better than it is, but I'm still running it. It's a Vehicle for 1U that is 3/4 and has flying, and Crew 3. When it becomes crewed, you get to turn another vehicle into an artifact creature until end of turn - essentially letting you crew two vehicles for the price of one.

Patchwork Automaton is a 1/1 Artifact Creature for 2 that has Ward 2 and gets a +1/+1 counter each time an artifact comes into play under your control. This naturally synergizes well with the fact that you keep dropping vehicles into play, and will get big enough to crew them as well as being harder to kill than your other pilots.

Kitsune Ace is a 2/2 Fox Pilot for 1W. Whenever a Vehicle you control attacks, it either gives the vehicle first strike or you untap it (great if you just used it to crew the thing). This turns your vehicles into trickier threats, no matter how many you're attacking with.

Ingenious Smith is a 1/1 Human Artificer for 1W from Adventures in the Forgotten Realms that first lets you put an artifact from the top four cards of your deck into your hand when it comes into play and then gets a +1/+1 counter once a turn if you put an artifact into play. Like the Patchwork Automaton, this essentially grows into the pilot role.

Born to Drive is a sort of interesting outlier - it's an Aura for 2W that gives a creature or a vehicle +1/+1 for each creature and/or vehicle you control - potentially making a mech much bigger (and thus allowing it to hide from creature removal when not being crewed) but you can also channel it for the same cost to create two Pilot tokens (similar to what you get from Prodigy's Prototype). I think the Aura mode really helps you create a scary menace (especially nice with Kitsune Ace to give it First Strike,) but the channel option also makes this great insurance if a board-sweeper takes out all your potential crew.

Mech Hangar is the non-basic land that help you get Mechs out, which can be tapped for colorless mana, or any color of mana if it pays for a Pilot or Vehicle spell, but can also be tapped with 3 mana to turn a Vehicle into an Artifact Creature (essentially crewing it).

In practice, the deck more or less works as an aggro deck. There's a bit of removal in Surgehacker Mech and Portable Hole (the latter helping out with the Patchwork Automaton and Ingenious Smith) but mostly you just want to get your Mechs nice and big and swing in with them.

As is often the case, I imagine that as the new metagame settles in, this kind of devout focus on one of the new set's big themes is likely to wind up falling to the more consistent "just pick all the best mythic rares from the set and add it to an older archetype" kind of decks, but for now at least, it's fun to operate in this space.

Thursday, February 10, 2022

Racial Reprints and Predicting the 2024 PHB Races

 Now that I've done my fairly exhaustive rundown of all the changes with the races reprinted in Monsters of the Multiverse, I think we've got a very clear model of how WotC is approaching playable races moving forward.

Big caveat: while these changes seem fairly thought-through and consistent (consistent as well with other revisions like the Dragonborn in Fizban's Treasury of Dragons), and I think will provide a pretty strong balance between the many race options, we are talking about books that are not coming out for two years, and a lot can change in two years (think about this: if you're in the US, two years ago, you had maybe or maybe not heard about a new virus going around in China, but probably didn't think it was going to be a big problem here in the States any more than Bird Flu or SARS had been).

What has become pretty clear over the course of looking through all the races is that certain patterns have emerged:

The first is that racial spellcasting abilities have been given a consistent new format. With each, you choose an ability (Intelligence, Wisdom, or Charisma) to use with the feature's spells, and you always get to cast it leveled spells once for free, but can then spend spell slots to do it again if you have them. There are some idiosyncrasies - welcome wrinkles that are flavorful to specific races (like the two Gith getting to cast them psionically - i.e. without any spell components, or Yuan-Ti getting to use Animal Friendship any number of times for free on snakes) but the format is otherwise very consistent.

Next, natural weapons are now formatted more as an option for unarmed strikes, and they've all been upgraded from a d4 to a d6.

Most animal-people, like Tortles, Tabaxi, and Yuan-Ti, can now choose to be either Small or Medium sized.

Also, no one has a speed of less than 30 feet anymore - so Dwarves, Halflings, and Gnomes rejoice.

What I think will likely be most relevant for the PHB races is that things like tool, weapon, or armor proficiencies aren't really found in racial features anymore.

Lastly, the idea of "sub-races" seems to have been done away with. Much as we saw the Chromatic and Metallic (and new Gem) Dragonborn simply listed as three separate races, we've seen a similar approach to Githyanki and Githzerai, as well as the various elf, dwarf, and gnome subraces that were published in Mordenkainen's Tome of Foes.

Initially, I thought this might simply be because we wouldn't have the updated baseline elf, dwarf, or gnome race stats for another two years. But, given the Gith, I think they may have decided to just format it this way, even though every elf, for example, shares traits like darkvision, fey ancestry, and trance, and even has a specific "tag" that indicates that in addition to being humanoid, they count as elves.

While I'm still crossing my fingers that we get a setting-agnostic publication of the Warforged as a playable race (basically so that I can play one in all the campaigns my DM friends never seem to allow them in) I suspect that the 2024 PHB will simply have the same line-up of races as the 2014 one did.

Regarding Dragonborn, I think we're probably just going to see the Fizban options reprinted without any significant changes. The real question is if Gem dragonborn are included among them - while Gem Dragons are pre-5th Edition D&D canon, I think they've always been treated as the less common versions. So I would not be shocked if we only get Chromatic and Metallic options.

Interestingly, Humans actually might have to change somewhat. As it stands, the main reason to go with a human character is the level 1 feat from the variant option. Humans are, of course, meant to be the most versatile race, but the changes to ability score rules have diluted that niche somewhat outside of the "variant" option. I don't really know how that will go, though it might simply manifest as more bonus skills. I think 5th Edition is conservative enough with feats that I've never seen any DM disallow them, so I don't think it would be too bad if the 2024 PHB just made them a base rule option and made the "variant" human the baseline one.

Dwarves I think will need a bit of love, because I think a lot of their racial features are probably going to be removed, as they're more cultural than physiological - Dwarven Combat Training, Tool Proficiency, Stonecunning, the Mountain Dwarf's Dwarven Armor Training - all seem to fall into that category that's being removed. Likewise, Mountain Dwarves are unique right now in that they get two +2 bonuses to ability scores, but with those bonuses de-coupled from race, they'll need to have some stuff to compensate them. I think skill proficiencies (which haven't been removed as racial traits) could patch some of those holes, but I think we're going to need to see a few brand-new features added in. I was also somewhat mortified to see Duergar (and thus, one assumes, dwarves in general) lose the ability to wear heavy armor regardless of their Strength score, which is a really nice bonus for your Dwarven clerics out there, but if the Duergar don't get it, I assume the same is true for the Mountain and Hill dwarves.

Elves are clearly all going to get the new buff to Trance. High Elves will likely lose Elf Weapon Training, though I could imagine them retaining the bonus Cantrip - only this time getting to choose a mental stat rather than only using Intelligence. Wood Elves will also lose Elf Weapon Training (it's identical to the High Elf one) but I think their Fleet of Foot and Mask of the Wild features will probably stay. I could even imagine them getting a Druid cantrip like the High Elves get a wizard one - though giving them Shillelagh would potentially make them the only possible choice for any number of melee/magic hybrid classes. Drow will almost certainly retain Drow Magic and simply have it formatted like the new racial spellcasting features. They're also probably going to lose Sunlight Sensitivity and Drow Weapon Training. As such, I think that High Elves in particular will need to get some new stuff to compensate them for otherwise having pretty strictly worse features than Drow. I could imagine them getting a similar suite of spells at 3rd and 5th level in addition to the chosen cantrip.

With the example of the new Deep Gnomes to extrapolate on, I think we're going to see all Gnomes retain their base racial features. I imagine we might see the Forest Gnome's Natural Illusionist expanded to add more spells, but they'll probably retain their Speak wtih Small Beasts. On the other hand, the Rock Gnomes' Artificer's Lore and Tinker abilities, while totally classic gnome stuff, are also more on a cultural side than physiological, so I suspect we might see some new features here - possibly some racial spellcasting.

Half-Elves I honestly don't really see getting much of a change, apart from the ability score bonus changes (and they're halfway there anyway).

With Half-Orcs, the one change I really expect is that "Savage Attacks," if it remains, will be renamed ("savage" has some connotations that I think WotC is trying to get away from). With Orcs becoming a little closer to Half-Orcs, I wonder if we might get a similar skill versatility trait that half-elves get, to reflect the human side (and replace "Menacing.")

For Halflings, I'm not sure if you'd consider Brave a physiological or a cultural trait, but I think they'd be likely to retain Halfling Nimbleness and Lucky. Also, they'll get a 30-ft movement speed. Lightfoot Halflings might retain Naturally Stealthy (though they might get a different name for that, like "easily overlooked") and Stouts could easily keep Stout Resilience.

Finally, I think Tieflings will probably remain nearly unchanged except to update Infernal Legacy to work like the other racial spellcasting abilities.

And, you know, fingers crossed for Warforged.

Actually, I do think Warforged would be pretty easy to adapt to these new standards - basically just adopting the new rules for ability score bonuses, you wouldn't really have to change anything. I think I'd get rid of the notion that you have to integrate armor into your body over the course of an hour, but in the case of the Warforged, I think the bonus tool proficiency can actually count as physiological rather than cultural.

All the Race Reprints! Tabaxi, Tortles, Tritons, and Yuan-Ti

 Continuing our series of looking over all the reprints of playable races in Monsters of the Mulitverse, here's the first post, with a breakdown of the parameters of these posts (basically, I'm trying to limit this to changes, not writing out every racial feature).

Tabaxi:

Here, the only changes I can see are that your Cat's Claws natural weapons deal 1d6, rather than 1d4 damage (which seems to be the new standard) and your climbing speed is now equal to your walking speed, rather than being a flat 20 feet - which was always odd.

Actually: one more change is that you can now choose to be either Small or Medium in size.

    So, this seems to be a pure buff to the race, albeit a very subtle one. The climbing speed is nice, especially for Monks and Barbarians.

Tortle:

So, I'll confess, I don't actually have access to the Tortle's stats from the Tortle Package. While WotC has been talking about this as if the Tortle had never been published in a hardcover book, I could have sworn they were in Explorer's Guide to Wildemount. (Actually, in the process of confirming that yes, it is in EGW, I also found the original version. Ahem!)

So, changes: You now choose between Small or Medium size when you pick the race (this seems to be a common thing for "animal people" races).

Your Claw attacks now do 1d6 rather than 1d4 damage (again, seems to be a standard update).

Survival Instinct has been replaced with Nature's Intuition, which allows you to choose one proficiency from among Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

    So, again, we're looking at a pure buff, albeit a subtle one.

Triton:

Ah, this is near and dear to my heart, as my Wizard is a Triton. Tritons were already errata'd to have darkvision and cold resistance - both good for denizens of the deep ocean.

Like with other movement speeds, your swim speed is now equal to your walking speed rather than a flat 30 feet.

Also, like other racial magic options, you now get to choose between the three "mental" stats for your spellcasting ability for those spells, and can spend spell slots to cast them again after you've used your daily "free" cast. In this case, as well, the spells you get have been changed. You know get Fog Cloud, then Gust of Wind at 3rd level, and Water Walk at 5th level, the latter replacing Wall of Water.

Emissary of the Sea has also been buffed slightly - you can now communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swim speed, whereas the old version only worked on Beasts - which, interestingly, makes this better than the equivalent feature for Sea Elves, which still only works for Beasts.

    The only potential nerf here is that you lose Wall of Water in favor of Water Walk. These are very different spells with very different uses, which make any confident buff/nerf discussion extremely subjective. But I can say that while my Wizard has a +2 to Charisma, he'd much rather use his +4 to Intelligence with his racial spells (yes, I rolled really good stats).

Yuan-Ti:

Here we come to the final revised race. Notably, this is no longer the Yuan-Ti Pureblood, and is just generally Yuan-Ti. I assume the reason might have something to do with the fact that “pureblood” is a… shall we say dicey term when D&D is trying to move past old racist tropes. Of course, the irony is that in the lore of the Yuan-Ti, the “purebloods” are the bottom social caste, as status is associated with how much they’ve left their humanity behind. On the other hand, that’s sort of old lore. Here we might get more of just a “snake people” vibe without necessarily putting a judgment on it. The upshot of all this is that you don’t have to be a mostly-human-looking person if you play this – you can now be a full on snake-headed person, which is cool.

Mechanically, we have a couple changes.

First off, Poison Immunity has been replaced with Poison Resistance, along with advantage on saving throws against the poisoned condition (the wording on this, which is identical to the wording for the Duergar’s version, seems to imply that you do not get advantage on saving throws against things that deal poison damage but don’t inflict the condition, like a green dragon’s breath – which is what I think the older Dwarven feature technically grants). This is a serious blow, as Yuan-Ti Purebloods were the only race that got a full damage immunity, rather than just a resistance.

Innate Spellcasting has been replaced with Serpentine Spellcasting, and share the same racial spellcasting changes we’ve seen throughout this suite of revisions (being able to choose Intelligence, Wisdom, or Charisma as your spellcasting ability and being able to spend appropriate-level spell slots to use the spells after you’ve cast them once for free per day). You also continue to be able to cast Animal Friendship an unlimited number of times for free but you can only use it on snakes.

Oh, and again, you can choose between being Small or Medium, which really seems to be grouping Yuan-Ti with the other “animal-people” races, who all seem to get this option.

So, here, I think we’ve got to address the loss of poison immunity. While the revisions bring this far more in line with other playable races, I do think that it means the Yuan-Ti Pureblood loses out on something that made it special. The other changes are, of course, buffs, and I think that even with the immunity swapped out or resistance and advantage, this remains a potent choice (the magic resistance hasn’t gone anywhere).

All the Race Reprints! Lizardfolk, Orcs, Satyrs, Sea Elves, Shadar-Kai, and Shifters

 As we do this look at the revisions/reprints in Monsters of the Multiverse, here's a link to the first post, where I explain the parameters of what we're looking at. With that out of the way, let's kick things off.

Lizardfolk:

A subtle distinction: Lizardfolk get a swim speed equal to their walking speed, rather than strictly 30 feet, which could be useful for Barbarians or Monks.

Bigger changes include the removal of Cunning Artisan. While this is flavorful and cool, it's the sort of ability where it's presence seems to imply (erroneously) that other races can't do things like make simple weapons and items out of harvested materials (granted, the speed with which they can do this is pretty high, but I think we could use a rework of crafting rules in the 2024 core books anyway).

Hunter's Lore has been renamed Nature's Intuition, adding Medicine to the skill options.

Hungry Jaws has been slightly changed. The healing it does equals your Proficiency Bonus rather than your Constitution modifier, and you can use it a number of times equal to your proficiency bonus per long rest, rather than once per short rest.

Also, for some reason, your Bite does slashing, rather than piercing damage.

    So, the real question here is if you think Cunning Artisan's loss is a nerf. The thing is, this is absolutely the sort of thing I'd allow any character with the proper tools to do, so, in essence, the Lizardfolk isn't losing this so much as it's becoming a universal trait. The other changes, I'd say, are pretty much a pure buff - except in the very rare cases where you'd prefer piercing damage over slashing damage, like if you're fighting an Ochre Jelly.

Minotaur:

Like the Centaur, this is the first non-MTG printing of Minotaurs as a playable race. I suspect that the chaotic evil monstrosities associated with Baphomet in the Monster Manual might be somewhat altered to reflect this more humanoid take on them. Here, the lore presents Minotaurs as possibly the creation of the Lady of Pain in Sigil, made to patrol the Mazes she creates to punish people in her city. (There is some reminder text to suggest that the Ravnica and Theros stats were already suitable for minotaurs that escaped Baphomet's influence on other D&D worlds).

Minotaurs lose Imposing Presence, but they gain Labyrinthine Recall, which lets them always know which way is North and gives them advantage on any Wisdom (Survival) checks to navigate or track.

    I think more than any revision, the changes here are really dependent on what you want. For my Minotaur Ranger, Labyrinthine Recall is obviously more useful to him than being a bit Intimidating. I will note that this is one of those races that, while liberated from being pushed to play a Strength/Melee character thanks to the flexible ability score bonuses, these features do still push you in that direction. Most of your racial features aren't going to be super useful unless you're a melee fighter (and indeed, one that isn't dual-wielding).

Orc:

This, of course, was one of the races to get a negative ability score adjustment removed in errata, which was welcome. But we're also seeing some changes under the hood as well. Notably, one of the Half-Orc's best features, that neither of its parent races had before, is now also given to full Orcs, but we'll get to that. Interestingly, the description for Orcs suggests Gruumsh is not quite the pure-evil god he's been depicted as in the past - describing him instead as an unstoppable warrior and powerful leader, who has made orcs tireless guardians and mighty allies wherever they are found. Good aligned Zealot Barbarian of Gruumsh incoming?

Aggressive has been reworked as Adrenaline Rush. You can now take the Dash action as a bonus action a number of times equal to your proficiency modifier per long rest - and when you do, you gain temporary hit points equal to your proficiency bonus. The old version effectively did the same an unlimited number of times, but with no temp HP and you always had to move closer to a hostile creature.

Primal Intuition is gone. However, you now get Relentless Endurance, which works like it does for Half-Orcs.

    So, I count this as a buff. Aggressive is likely to only be relevant in the first round of some combats, and only if you're a melee fighter, so even if it's limited in use, Adrenaline Rush is far more versatile (and the temp HP is nice). While Primal Intuition was of course great, giving you two bonus skill proficiencies, Relentless Endurance is an absolute clutch racial feature, and I think it's well worth it.

Satyr:

Another classic Greek creature that previously only existed in MTG settings (specifically its Greek-inspired Theros,) we have the Satyr.

It appears that the only change here is that your Ram attack now does 1d6 rather than 1d4 bludgeoning.

    So, the tiniest of buffs (aside from being able to choose your ability score bonuses). Might be small, but it's undeniably a buff. Purely better.

Sea Elf:

Ah, once again we come to an elf sub-race (and probably the one that I've seen the least lore around.)

Like the Eladrin, this has been formatted as its own race, but with an "elf" subtype to ensure that they count for all things elvish. Likewise, the sleep element of Fey Ancestry has been moved into the Trance feature, and you now gain temporary proficiency with a weapon or tool of your choice from the PHB for the day when you finish your trance.

Sea Elves now get a Darkvision range of 120 feet instead of 60.

Additionally, the Child of the Sea trait that grants them the ability to breath underwater also now gives them resistance to cold damage (similar to buffs given to the Triton). They've also got a swim speed that is now listed as equal to their walking speed, rather than a flat 30 feet.

Sea Elf Training is gone (which seems to be a common thing among racial weapon and armor proficiencies).

    Summing this up, you basically get cold resistance and better darkvision at the cost of some unconventional weapon proficiencies. I'd say that counts as a buff.

Shadar-Kai

Ah, the last of the elf subraces from Mordenkainen. Interesting fact: in the 4th Edition sourcebook "Shadowfell: Gloomwrought and Beyond," the Shadar-kai are actually a group of humans from the Shadowfell. But hey, retcons happen.

As with the Eladrin and Sea Elf, Trance now grants a skill and weapon proficiency for the day.

Aside from that, the only difference is a straight buff to Blessing of the Raven Queen, which works the same (including the buff at level 3) but can now be used a number of times equal to your proficiency bonus per long rest, rather than just once.

    So, again, we've got a pure buff here. Unambiguous.

Shifter:

These pseudo-lycanthropes from Eberron are now in a setting-agnostic sourcebook. Where are my Warforged? I mean, I love werewolves, and getting something like a playable one is awesome. But where are my Warforged? I'll calm down.

Shifters get a big... shift here in that they have been consolidated into a single race rather than a bunch of subraces. In practice, this is similar to what they did with the Aasimar in this book, given that, beyond ability score adjustments, Shifters generally only differed in how the effects that came with their shifting, and a single skill proficiency.

The Shifting feature works similarly, however, the temp hit points you get now equal twice your proficiency bonus, rather than your level plus your Con modifier. While that will, I think, in most cases, mean a nerf to the temp HP you gain, you also now get to use it a number of times equal to your proficiency bonus per long rest, instead of once per short or long rest, which will generally mean more times per day.

When you choose the race, you pick Beasthide, Longtooth, Swiftstride, or Wildhunt, which are now just flavors of Shifting rather than subraces (but still a one-time choice).

The Longtooth Shifting feature now allows you to use it with the bonus action to shift, as well as on subsequent turns, but otherwise the former subrace bonuses work the same.

You now also get Bestial Instincts, which lets you gain your choice of proficiency in Acrobatics, Athletics, Intimidation, or Survival. Notably, these were the skills that came with each of the subraces, so you can still pick up the one that used to come with your choice, or you can pick a different one.

    So, a lot of this has been shuffled around, but ultimately winds up being very similar to the original version. It's obviously more flexible in a few ways, but the big question is how the temp HP from Shifting is calculated. Unlike Fury of the Small for Goblins, I think the doubling of the proficiency bonus means that you're ultimately going to get more out of this than you do with the old version.