Friday, October 13, 2023

New True Strike (New Strike?)

True Strike is infamous as probably the worst cantrip in 5E. As an action, you give yourself advantage on your next weapon attack before the end of your next turn. Given that you can also typically attack with an action, there are very, very few cases in which this is in any way better than simply making two attacks. Attacking twice is basically just advantage, except if both succeed, you get the damage of both attacks. So why, why on earth would you spend an entire action just to give yourself advantage on your next attack?

(There are some scenarios where I could see it coming in to play, but these are real edge cases - something like if you have a really fancy "arrow of dragon slaying" that will do way more damage than your typical arrow, or if you're a Rogue using this to set up sneak attack in a scenario where you can't hide and aren't using the Tasha's rule Steady Aim. But unless you're using a spell scroll, you probably don't want to use up one of your cantrip options on this extraordinarily situational spell.)

The new True Strike in playtest 8 is a total redesign.

The format will be familiar to players who use Green-Flame Blade or Booming Blade, but there's one key difference.

The new version has you make an attack with a weapon, but rather than using Strength or Dexterity modifiers for its attack and damage rolls, you use your spellcasting ability modifier. You can also replace the damage type with Radiant, or use the normal damage. Finally, like other cantrips, this scales up at level 5, 11, and 17, adding a d6 of damage to the weapon's attack at each tier of play.

So, the ultimate upshot here is that this makes a weapon a very reasonable option for a spellcaster to use as their "default meat and potatoes" attack.

Light Crossbows are the highest-damage simple weapons (tied with versatile Spears and Quarterstaffs as well as Greatclubs, but with the obvious advantage of being a ranged weapon). They have the Loading property, but if we're playing a Wizard or Sorcerer, we probably don't have extra attack anyway, so that's not really a concern. If we start off with a +3 to our spellcasting ability, we're looking at a +5 to hit with this cantrip - the same as our spell attack bonus - and the damage is going to be 1d8+3, or 7.5 average damage. Compare this to Poison Spray, which is currently the highest-damage cantrip (tied with Toll the Dead, but we're comparing attack rolls, and the new Poison Spray is an attack) and our damage is 1d12, or 6.5 average damage.

So, we've got a higher average and on top of that we've got a higher minimum damage (4 versus 1). The Light Crossbow has a decent range with 80/320, which means that in most scenarios we have the range (and if we're willing to take disadvantage, we get a higher range than basically any cantrip that isn't enhanced in some way).

Furthermore, True Strike can turn the damage to Radiant, which not only very few things resist, but this also affects certain monsters (Zombies and Vampires) to shut down some of their regenerative/survival powers.

So, if we compare this again with Poison Spray (ignoring Poison Spray's low range and the fact that Poison is a very unreliable damage type) at level 5, Poison Spray's average damage goes up to 13. True Strike becomes 1d8+1d6+4 (assuming our Wizard/Sorcerer is spending ASIs to get their spellcasting stat up as quickly as possible - something that admittedly might not be as likely with the new feat design) which is 12, which is, admittedly, falling behind. But only against our beefy d12-based cantrip. It's still outperforming Fire Bolt. And if we start taking into account magic weapons, the benefits continue to stack up (even ignoring attack bonuses - we could be getting a similar Wand of the War Mage,) with a simple +1 Light Crossbow keeping pace in tier 2. At tier 3, Poison Spray is doing 19.5 average damage, Fire Bolt is doing 16.5, and True Strike without a magic weapon is doing 1d8+2d6+5, or 16.5 - which is the same as Fire Bolt, but with a far more reliable damage type.

In other words, True Strike has gone from an absolutely terrible cantrip choice to, actually, a pretty reasonable one. Even, if you have magic weapons (and enough gold to keep yourself rich in Crossbow Bolts,) a really good one.

So, I think this becomes one of the options - one of the top tier options - for pure spellcasters that don't mind the aesthetic of fighting with a weapon. If you're a classic Bard, Wizard, Sorcerer, and maybe Warlock (who also get this spell) this could be a great option.

But let's talk about who you might think would use this but actually shouldn't:

Eldritch Knights:

Given the structural similarity to this with Green-Flame Blade and Booming Blade, you might be tempted to think this is good for an EK. The problem, though, is that using your Spellcasting ability modifier instead of Strength or Dexterity is not optional with this spell - you have to do it. And EKs will still want to focus on making their main physical attack stat their priority. Even if you attack with Intelligence with this, you'll still be using Strength or Dexterity with your other stats, so unless you have those equal to one another, some of your attacks will suffer if you use this cantrip.

Arcane Tricksters:

This is actually less of a problem for ATs than EKs, as they don't have multiattack, so you could make a pure-intelligence Arcane Trickster that uses this with a finesse or ranged weapon - even if you're not using Dexterity, you can still get sneak attack. Still, Rogues are reliant on Dexterity for their AC and also important ability checks like Stealth, so I'd recommend still focusing primarily on your Dexterity for this subclass.

Artificers:

While True Strike isn't an Artificer spell (which is honestly surprising) you might be tempted to grab this with Magic Initiate or some such source if you're one of the spellcasting-focused artificer subclasses. The problem is that both Alchemists and Artillerists only get their damage boosts (1d8 for Artillerists and their Intelligence modifier for Alchemists) if using the appropriate spellcasting focus for their subclass - alchemy supplies or the special "arcane firearm." Now, the material component here does not have a gold cost nor is it consumed, meaning that in theory you can replace it with a spell focus, but that creates a problem: what is the damage die for a set of Alchemy Supplies? What's its range? As a DM, I'd for sure work with a player to custom-homebrew some stats for their weaponized tool kit (I'd even done some initial homebrewing to create a "alchemical sprayer" and an arcane firearm to have them focus on weapon attacks) but losing out on the bonus to their damage would mean this cantrip falls by the wayside.

Warlocks:

In general, I think this version of the spell is still not great for a Warlock. Pact of the Blade warlocks will get the biggest benefit from this by default, and Thirsting Blade is far better scaling than this cantrip gets. For those who just want a ranged option, Eldritch Blast is still going to scale better than this if you have Agonizing Blast.

    On the other hand, some classes will really like this cantrip.

Bladesingers:

You kind of have the same issue as the Eldritch Knight, though I think in the case of a Bladesinger Wizard, you are more likely to prioritize Intelligence over Dexterity (or Strength, if you're a madman) and so this actually starts to look pretty good. Indeed, while their second attack after level 6 will suffer, this might be perfect for them.

But overall, I think they've done a really remarkable job of turning the most infamously terrible cantrip in the game into something that's actually a reasonable choice for a lot of character builds. There are some ambiguities to clear up (such as the material component issue mentioned in the Artificer section above) but I think we're looking at something I genuinely think could see play, and that is way, way better than the old version.

Thursday, October 12, 2023

...And Now an Arcane Playthrough

 I've now gotten pretty far into my Strength build playthrough of Bloodborne - beating Micolash means that I'm practically at the end of the main game, though I haven't taken down Ebrietas, and none of the bosses of the Old Hunters have gone down. I suspect that if you do pretty much anything after Eileen the Crow tells you about fighting Henrik in the Tomb of Oedon, she'll lose the fight. On this character I had to take her down instead of the Bloody Crow of Cainhurst, and it was sad to see the hands-down most badass character in Bloodborne ranting and raving about how she needed to kill all the Hunters. Apparently losing to Henrik really messed with her mind. Killing her gave me the Crow Hunter Badge, but I did not get the Hunter rune, which sucks because that's one of the best faction runes (giving you increased Stamina regen).

So, while I'm not abandoning that playthrough entirely, I went ahead and made a new character, named after my original D&D character (a Great Old One Warlock - appropriate for Bloodborne) and went full Arcane. I actually discovered that it's easier than even previously believed to get into the "cummmfpk" dungeon, as I didn't need to even go into the initial Pthumeru chalice. I even wonder if you need a chalice at all, or if you can go in the moment you get access to the Hunter's Dream. Perhaps if I make a Skill character to round things out I'll see (though of course you'll need to get an Insight before you can make use of the absurd number of runes. There is a Madman's Knowledge in the sewers if you want to get super-powered before you even fight the Cleric Beast).

Anyway, Arcane is really cool, but requires you get gems to give you something for your weapons to scale on, and elemental gems are not easy to come by. There's one you can get in Cathedral Ward that gives you fire scaling, but it's a Waning gem, and as far as I can tell any weapon you can get before Vicar Amelia has to be at +6 to open up a Waning gem. So, instead, I plunged into the labyrinth and finished the initial Phtumeru layer one dungeon, whose final boss drops a nice 8% fire gem. Slotting into my Ludwig's Holy Blade, I've got a little more to work with.

But while I've been putting off taking down Vicar Amelia (I even did two more chalice dungeons on the hopes that they'd drop some elemental gems) I think I really just need to suck it up and go in with my only partially enhanced weapon (the second gem slot I have a Tempered one, which is mostly useless but has a little bonus reduction in stamina costs. Better than nothing, I guess).

And, of course, prior to Vicar Amelia I think the only Hunter's Tool you can get is the Old Hunter Bone, which is fine but also doesn't actually do damage, so my 50 Arcane I've already got from... well, cheating isn't really doing anything for that. I do have the Flamesprayer, which is ok.

Actually, it occurs to me that while I don't have the Tonsil Stone just yet (this requires Amelia to be dead) nothing is preventing my from going to the path toward the Amygdala that takes you to the Lecture Building, and I think there are some wandering nightmares or whatever the crystal lizard equivalent are, and as I only need four more twin bloodstone shards to get my sword to +6, that might be the right call.

I think my intent is ultimately to maintain a Fire weapon, a Bolt weapon, and an Arcane weapon - while this latter doesn't do much for you in the main game, I might actually try to do more of the Chalice Dungeons on this character, both because that seems the best place to farm gems and also because it's something I haven't really done before, and while I think the main game is obviously the far better aspect of Bloodborne, it might be a fun "I feel like playing some Bloodborne" activity to come back to periodically (also, I've never fought Queen Yharnam).

As a Righteous weapon, I think I might make my Ludwig sword the Arcane one. Then, I'm tempted to make a fiery Whirligig Saw just because I love that weapon so much, though we'll see - I might just do something simple like the Saw Spear. For Bolt, well... we'll see. Of course, the challenge here is that you only get one Blood Rock on your first playthrough. Though I noted that in New Game Plus you can actually purchase one for Insight - it just costs a massive amount. But you can always make more Chalice Dungeons and just blast through a depth one dungeon if you want to farm it for Insight.

Given it's an 8 year old game, I have to remind myself that, unlike Elden Ring, there's no new content to look forward to here, and so the kind of "prepare for more progression" side of the game is confined only to the for-me-unexplored Chalice Dungeons. I've got several character in Elden Ring who are sitting in Roundtable Hold waiting for the DLC to come out, but there's little to fear being missed if I take Bloodborne characters into New Game Plus.

Wednesday, October 11, 2023

Planescape and the Lack of Product Lines

 So, the attitude toward Wizards of the Coast online has been on the hostile side. The OGL debacle did little to endear the company to D&D's fans, and the AI art fiasco, while more a case of negligence than malice on the part of the company itself, and finally the disappointment of Spelljammer - a more expensive box set that seemed to give us far less than earlier campaign setting books had, and especially lacking in much of the "setting" part of the campaign setting, have led a lot of people to look at the upcoming Planescape box set with skepticism.

Honestly, I count myself among the skeptics, even though I've already pre-ordered the thing.

Luckily, some of the early previews from people who have gotten advanced copies suggest that, while yes, there are no new races or subclasses, there's still a hefty amount of world lore in the book. That lore, however, is confined to Sigil and the Outlands, missing out on the grand expanse of planes - Inner and Outer - that Planescape promises to take players through.

Here's the thing, though:

The original TSR Planescape box set from 2nd Edition was also confined to Sigil and the Outlands.

What we remember (or, as a latecomer to D&D, what I've read recently) is the large number of supplements that came after that initial box set. There were other sets that included Planes of Law, Planes of Chaos, Planes of Conflict, the Inner Planes, and more supplements that went into greater detail about the factions of Sigil and the city itself.

And here, I think, we run into a structural problem that no single Planescape release could solve: WotC's strategy in 5E has been to touch on many things lightly and reduce the number of products put out in the name of quality over quantity.

I think reasonable people could differ on how that's worked out - the risk you run with a quality-over-quantity approach is that if something isn't good, like the Spelljammer set, you have a lot of disappointed people. And if you make a ton of products, some of them will be fantastic, even if you can't control consistency as much.

I think, moving into the new core rulebooks and the quasi-new-edition that next year promises, WotC might consider expanding the team that makes D&D and putting out more products (isn't the goal of most companies to grow their brands?) Especially with D&D Beyond serving as a big digital platform, I'm shocked that we haven't been getting more digital-only releases like Domains of Delight to supplement and expand on things that the game has introduced.

Ravenloft, a fabled and beloved setting, has gotten two books - the Curse of Strahd adventure and later the full setting sourcebook Van Richten's Guide to Ravenloft. But I could imagine an alternate timeline in which every four months or so WotC publishes a new Domain of Dread with new magic items, spells, and player options as a digital-only release. Even if 5E has had a lot of content for the Forgotten Realms, the setting remains only partially explored in this edition, with barely anything leaving the Sword Coast.

Sigil is cool, and the Outlands is an interesting location (at least the Gate Towns are) but I think that for something to really be Planescape, you need to have inter-planar travel, and to do that, we need to know what those planes are like.

Now, the lore in the 2nd Edition books is amazing, and I highly recommend that anyone who's interested in the setting read through the Planes of Law, Planes of Chaos, and Planes of Conflict supplements, as I have. But getting an update to those locations that works both thematically and mechanically with what D&D is in the 2020s is precisely what we want out of a Planescape sourcebook.

To be sure, as a DM, I like to invent lore, important NPCs, and locations. My Ravnica campaign has featured a ton of utterly non-canonical additions to the lore of the world (like the fact that a player character's previous incarnation was seduced by an archdevil and was the original cause of the Orzhov Syndicate's corruption from spiritual caretakers to greedy crime organization) but even if I'm going to invent new characters and conflicts and locations in those various planes when I run a campaign, getting a sense of how they truly work is something that I'd like.

As an example: in all of 5E, we get only a tiny description of the Plane of Carceri in the Dungeon Master's Guide. It's described as the ultimate prison, with deadly, hostile, and treacherous environments stacked upon one another. That's about it.

You know what we don't learn? That the plane is a series of sphere floating in space, and endless string of pearls that get farther apart the deeper into its layers you go. We have a spell called Armor of Agathys, but nowhere in 5E does it name Agathys as the deepest layer of Carceri! (One could assume that Agathys was a person.)

Now, of course those older sourcebooks exist already, and they are available. But while I loved reading through them, time and time again I had to let my eyes wander over references to the 2nd Edition rules that mean next to nothing to me (like, what the hell does it even mean for someone to have an AC of -1? I know there's a real answer to that, but my point is that I'd much rather see a 5E stat block that is something I'm trained to actually make sense of).

I think there are passionate and well-meaning people who work on the game, and even when they make decisions I don't agree with, I have a lot of respect for what they do. But given the massive popularity of the game - a game that I'd guess accounts for more than half of all the actual TTRPGs being played in the world - I'm really surprised that they aren't trying to put out more products, which the player base is actively asking for.

Tuesday, October 10, 2023

The Glory of the Accidentally Rudely Named Chalice Dungeon

 So, Bloodborne is eight years old, and I beat every boss in it on multiple characters. So I don't have any qualms about something that is nearly an exploit.

This is old news - perhaps over a year old - but a player discovered a Chalice Dungeon that, with nearly zero effort on the part of the player, yields about 80k Blood Echoes.

It took me a while to figure it out (I actually succeeded but ran past the place where the echoes drop too quickly) so here's a step-by-step set of instructions.

First: this is not going to be available from the very start. You'll still need to clear the game through the Blood-Starved Beast. But given that this is usually the third-fought boss, it's not too bad (there's no easing of the difficulty of that initial trip through Central Yharnam. Bless Elden Ring for having an actual tutorial and easy areas before sending you into the meat grinder).

Now, you're going to have to clear two of the three layers of your very first Chalice Dungeon, the Pthumeru Chalice (this is why you need to take down Blood-Starved Beast). After defeating the second boss in that one (a trio of giants, who are pretty easy - though the undead giant who is the first boss will be a little tough as he hits hard). These three drop the Pthumeru Root Chalice, and now you're qualified to enter the... sigh... "Cum Dungeon."

The reason for this gross name is that the Glyph Password for the dungeon is CUMMMFPK. Open up this Chalice in your next slot (do the "search by glyph" option and enter this code) and walk in. Now, before you even get to the Layer One lamp, simply step into the very first alcove beyond the lantern that you zone in on and walk up to the first metallic panel on your left - literally the first notable object in the first room past the lantern - and watch. You should see a health bar taking something like 717 damage from multiple hits, and then they die. And you get 80k Blood Echoes.

At this stage of the game, likely before you even get to Hemwick (the path from Hemwick Charnel Lane to Witch's Abode after the second shortcut is opened has historically been my early-game farming route, especially because if you can parry the executioners consistently you also farm a bunch of blood vials along the way) this is an absurd number of Echoes. My Strength-based character was a little farther into the game - I'd gotten past Vicar Amelia and into the Forbidden Woods, (and frustratingly either got the sequence of Eileen's quest wrong or it's bugged because while she did tell me about Henrik, when I go to the Tomb of Oedon she isn't there) and the first time I did this, I got enough Echoes to level up six times. In short order, I hit level 98 - at a stage when I only had a +6 weapon. That was only two shy of the unwisely-hybridized Skill/Bloodtinge character I'd gotten up to Laurence and Orphan of Kos. With ease, I traipsed through the Nightmare Frontier and Castle Cainhurst (though Martyr Logarius still managed to kill me once) and I zoomed through the first part of the Hunter's Nightmare to get my hands on the Whirligig Saw.

This character is meant to more or less replace my original character, because there's some bug in the transfer from the PS4 to the PS5 where my old characters can't play online, and so the Whirligig Saw is my main weapon (as a note, I was very hesitant to use its L2 Transformed ability before and going through Castle Cainhurst with it, I regret not being more liberal with the buzz-saw shredding that it's capable of. Utterly absurd and over the top. (As a note, I think I'd like to homebrew all, or at least most of, the Trick Weapons to be used in D&D.)

Going back to the Chikage-wielding character, I used the dungeon to correct his error (to an extent) by grinding it out to get his Bloodtinge to 50 (though I'd still wish I could reinvest the points I put in Skill into Vitality and Endurance - that said, having a bit of skill is nice to make Visceral Attacks more effective). I was able to take down Laurence after a few attempts (I want to say three - though that was just today, and I'd tried a couple times prior) but Orphan of Kos is... well, Orphan of Kos is a hard fight.

Given the Chikage's S-scaling with Bloodtinge I'm curious to see if it has less punishing diminishing returns past 50. Ironically, I have put a bit into Skill on my Strength character (up to 25) but in this case, there is actually some benefit to it (beyond visceral attacks) because physical damage does actually scale with both stats (though this was when I was primarily using the Hunter's Axe, which has more spread-out scaling, whereas the Whirligig Saw is much more definitively a Strength weapon, with poorer Skill scaling - but still some).

With this available to me, I'm tempted to re-make my Arcane character, which is honestly I think my favorite build for Bloodborne, though the game (at least outside of the Chalice Dungeons) is pretty stingy with the elemental gems that really make the build work.

Again, I'd love to see a Bloodborne II that adopts some of the elements of Elden Ring (and, honestly, even Dark Souls) that make hybrid builds perfectly viable if you have the right things to enable them. Bloodborne obviously has more simplified stats, without needing to worry about weight, for example (though Elden Ring making the Stamina stat and the Carry Weight stat the same thing was very welcome). I'd also like to see a system where there's either a stat that increases Quicksliver Bullets carried or that we get something like a Focus meter to power Hunter's Tools and special Trick Weapon abilities, much as we saw with Weapon Arts and Ashes of War. That was, of course, an innovation of DSIII (well, an innovation relative to the series - Mana Bars long-predate this entire genre), which came out a year after Bloodborne.

In essence, I'd be so excited to see FromSoft revisit Bloodborne with all the game design lessons they've learned in the last eight years.

Sunday, October 8, 2023

Weighing in on Melina and the Gloam-Eyed Queen

 In my days of isolation, I went and watched literally every video by The Tarnished Archaeologist, which takes a rather novel approach to uncovering the lore of FromSoft games - primarily Elden Ring.

To summarize the theories he puts forth (they? I'm not sure if it's just him or a team that works on the channel, as the narrator usually refers to "we here at the Tarnished Archaeologist," but that could just be a linguistic convention) that are most relevant to this discussion, here is what we have:

First, he suggests that under Marika's rule, that people are literally born from the Erdtree - that just as they are absorbed into the Greattree roots that are (or rather were) linked to the Erdtree, that people literally blossom off of the tree like fruits. This is not the case for everyone - Boc the Seamster, our Demihuman friend, was likely born the way you and I would recognize. But the point is that TA suggests that the Erdtree is the giver of life in Marika's regime in a very literal sense. In a similar manner, it's implied that Millicent and her sisters were born as buds from the great Scarlet Aeonia in Caelid (which, unlike the ones found at the Haligtree, one next to Malenia boss chamber and one found only after we defeat her, has grown into a more complex plant-like structure) and are thus Malenia's "daughters." If the Erdtree is to Marika what the Aeonia is to Malenia, perhaps Marika's children are fruits of that tree.

Second, TA posits that the Gloam-Eyed Queen was the previous God, before Marika ascended, and ruled from Farum Azula, with Placidusax as her Elden Lord.

There are a few things to back this up. One of the issues, of course, is the timeline. It's very difficult to order the various events and causal chains. For example, was the Shattering War before or after Radagon replaced Godfrey as Elden Lord (or did that event happen around the same time)? Were the Eternal Cities ever on the surface during Marika's reign?

Melina is a key figure in the game, but one who is also shrouded in mystery. There are a few things that seem likely about her:

The first is that she's probably Marika's daughter. She says she was born in the Erdtree, and that seems to be Marika's privileged domain.

Second is that she is associated with flame. Not only does she have burns on her hands, but she is needed to burn the Erdtree as part one of our steps to get access to the inside of the tree to face Radagon.

Third, is that she tries desperately to dissuade us from taking on the Frenzied Flame, and if we do so before she burns herself (and we use the Frenzied Flame instead to burn the Erdtree) and then we do not purify ourselves with Miquella's Needle, and thus get the Lord of Frenzied Flame ending, we get a cutscene in which Melina opens her ever-closed eye to reveal one that is a kind of dusky blue as she vows to destroy us.

This dusky eye has led many to conclude that Melina is, in fact, the Gloam-Eyed Queen.

And that could be the case. But I have read some theories and considered some of the elements in TA's analysis along with other theories that suggest that perhaps there's another explanation.

So:

According to TA, and the evidence is there, Farum Azula is a city with Beast Men and Dragons. It also has funerary urns for ashes and carvings of human figures as well. We also see that the Godskin Apostles are semi-draconic in form, with the Nobles in particular getting these long reptilian tails.

The Godskins are affiliated with the Gloam-Eyed Queen. And their Blackflame is basically Death (Destined Death, or the Rune of Death) made manifest.

We fight Maliketh in Farum Azula, where he guards Destined Death. Maliketh is also a giant wolf - a beastman (not unlike Blaidd, and it appears Maliketh served a similar role to Marika). Maliketh is also, under his guise as Gurranq, someone who encourages the collection and consolidation of Deathroot, which is another manifestation of the Rune of Death.

Maliketh, being a wolf-person, might be related to the beastmen of Farum Azula.

It's said that he defeated the Gloam-Eyed Queen for Marika. And he's also known as the Death of Demigods - meaning that he likely killed many of the Gloam-Eyed Queen's progeny, if indeed she was the God of her age.

So, would it make sense for the Gloam-Eyed Queen to be Melina?

Possibly not. Melina seems to be of a generation with Miquella and Malenia, meaning that Ranni, Rykard, and Radahn are all older siblings of hers, along with Mohg and Morgott. All of these children were born after Marika ascended to godhood (at least I believe so - in theory Radagon and Renalla's children could have been born before Mohg and Morgott, but I've always thought of the Omen twins as being Marika and Godfrey's firstborn, during the Crucible era).

There is one way in which the Gloam-Eyed Queen could be Marika's daughter though, even if GEQ pre-dated her as the God and vessel of the Elden Ring. And that would be if a slain GEQ were fed into the Erdtree roots.

See, if some - perhaps specifically the demigods - are born via the Erdtree, it would make sense that this was how Melina was born. But if the Erdtree is also basically a big soul-recycler, reincarnating people after death, then it's not inconsistent that Melina could be the recycled soul of the Gloam-Eyed Queen. Marika, this god of life, getting the ultimate one-up over her erstwhile rival by making her live again now as her daughter.

There's another possible explanation, though:

One of the first things Gurranq gives us is the Beast Eye, which basically lets us know if we're near any Deathroot. The eye has a remarkably similar look to the blue eye Melina opens if we get the Lord of Frenzied Flame ending.

Thus, I've seen theories that the two eyes - one locked away by the tattoo on Melina's face and the other held by Maliketh - could actually be the eyes of the Gloam-Eyed Queen. In other words, Melina might have had this eye transplanted into her head.

This actually resolves some issues: Melina has lots of symbolic association, but aside from this eye, we don't really get much in the way of connection between her and the Godskin Apostles or other Gloam-Eyed Queen stuff.

Still, we are left with some questions:

It seems apparent that the Erdtree has burned before the game - Leyndell does have a lot of ash in it even before we unleash the rune of death (though clearly not as much) and Melina is already "burned and bodiless," meaning that she was probably involved in the burning of the tree before. Indeed, as TA points out, the Erdtree as we see it looks more like the illusory saplings at which we find Erdtree seeds than it does the Minor Erdtrees we find around the map, meaning that the giant tree (or at least all by the shard of it that seems more solid and real where the entrance is) is probably an illusion - an object of faith, rather than the very real provider of life-giving sap it once was.

The GEQ was said to have fled rather than being killed. Ranni speaks of a mentor character - Renna - who taught her some of her sorceries and also was the model for the doll her soul now inhabits. And Ranni seems to play a key role in the assault on Marika's bloodline, unleashing the Night of Black Knives. While Marika probably made a lot of enemies in her campaigns to assure the primacy of her Erdtree, is it also possible that Renna was actually the Gloam-Eyed Queen, empowering Ranni as a way to take her revenge.

There are some big questions about Marika's volition in all of this, of course. I'm of the opinion that Marika is actually urging us forward over the course of the game, as I think that the Radagon half of her (whether he was an alternate persona she created or a separate person who was merged with her) has taken control, and she's trying to break free. (Like in Bloodborne, it seems that the great horror is an attempt to control women's choices over their own bodies - Ranni slays her Empyrean flesh lest she be controlled, and Marika likely had Maliketh impale her womb with Destined Death, showing the lengths to which women can be forced to go to retain autonomy. Indeed, perhaps Godwyn's targeting in the Knight of Black Knives was because Ranni was going to be forced to marry him and make him Elden Lord - a theory TA puts forth).

Actually, just throwing this out there: Melina offers to play the role of Maiden to us, which mechanically means that she levels us up. But "Maiden" in a literal sense means virgin and - with one major exception in Christian tradition - virgins don't give birth. Melina merely "plays" the role of maiden with us. If she were, in fact, the Gloam-Eyed Queen, she would be a mother many times over, as we know that Maliketh slew a whole bunch of demigods that were the GEQ's family. (And, just to toss this at you: the Godskins might be those demigods of the prior age - their draconic features could be inherited from their father/Elden Lord Placidusax).

Man, I could keep going on here - TA suggests that all birds are descended from Dragons (not unlike how real birds are descendants of dinosaurs,) which could link the Storm Lord whom Godfrey defeated to take over Stormveil Castle might have been a dragon - maybe even the Elden Lord! That could explain the presence of the Banished Knights at Farum Azula.

See, the thing I love about these games is how utterly complex and deep the lore is, all fitting together shocking well if can find the connections. I'm tempted to attempt at timeline for Elden Ring, but that will be an arduous labor.

It'd be really cool to see the process by which FromSoft goes about actually determining all of this stuff (and how much of it is lucky coincidences, as a lot of people have speculated - though I'm of the opinion that it all works too well to actually be a mass hallucination of sense - this is the video game equivalent to the kind of novels English scholars will pore over for over a hundred years).

Friday, October 6, 2023

Playtest 8: Bastions and Cantrips: Bastions Round Three

 So, there are fewer options now that we're getting into the later tiers of play, but we're covering the Special Facilities for Bastions. This new system, described in the previous two posts, is something coming in the 2024 DMG that will more or less outline how players can attain, design, and use their own individual home locations. Each player character can get one of these at level 5, and can expand and upgrade it over the course of their leveling career. Bastions have "bastion turns" that happen roughly every seven days and can be used for new systems that allow for crafting and research, and can operate even if the players aren't able to spend lots of downtime there. The Bastions are staffed by NPC hirelings who can perform the work for them, and the whole system gives players a bit of an opportunity to do some design and creation like the DM does.

We've covered the facilities you can have at your bastion at level 5, and when you reach level 9. Now, we'll touch on the facilities you can unlock at level 13.

    Archive:

No prerequisite. Lets you Research to have your hireling or whoever did the work gain knowledge as if they had cast Legend Lore. Additionally, your archive acquires one rare  Reference Book that grants its benefits while you're in the bastion - the books, all with flavorful names, grant advantage on each of the Intelligence-based skills, such as Bigby's Handy Arcana Codex to give you advantage on Arcana checks. You can enlarge the Archive for 2000g, giving it two additional reference books (and upgrading it from Roomy to Vast).

    Meditation Chamber:

No prerequisite. Lets you Empower to then give another of your facilities an order even if it has already been given an order that Bastion turn (this also generates 1d8 BP, so I think this is a way to gain additional BP). Additionally, if you meditate here over a period of seven days you gain advantage on two types of saving throw, determined randomly, for the next 7 days (you roll on a table and reroll repeats).

    Menagerie:

No prerequisite. Let you Recruit creatures to add to the menagerie. Over the course of 7 days, your hirelings can find various kinds of beast to bring and house at your menagerie. These beasts will act as bastion defenders, or can act as they would with their normal stat block. There are different costs for different creatures, all of which are beasts or occasionally monstrosities (you can get an Owlbear). CR 0 creatures cost 50g, 1/4 cost 250g, 1/2 cost 500g, 1 cost 1000g, 2 cost 2000g, and CR 3 creatures cost 3500g. The menagerie is big enough to contain four large creatures, with four small or medium occupying the space of one large creature.

    Observatory:

Requires the ability to use a spellcasting focus. Lets you Empower for a 50% chance to get a Charm of Darkvision, a Charm of Heroism, or a Charm of Vitality. Also, if you spend a long rest in the observatory, you can cast Contact Other Plane once within the next 7 days without expending a spell slot.

    Pub:

No prerequisite. Lets you Research to send the bartender's spies to find creatures that are familiar to you within 50 miles that aren't too well-hidden for them to access or hidden by magic. Additionally, there's a Pub Special always on tap, which have magical effects when drunk. For example, you might have Bigby's Burden, which gives the effects of the Enlarge part of Enlarge/Reduce for 24 hours, or Sterner Stuff, which provides immunity to the frightened condition. You can enlarge the pub for 2000g from Roomy to Vast and gain a second Pub Special beverage on tap.

    Reliquary:

Requires the ability to use a Holy Symbol or Druidic Focus as a spellcasting focus. Lets you Harvest to produce a talisman that can be used as a spellcasting focus in place of any material component with a cost of 1000g or less, but only once. Additionally, if you spend a Long Rest in your Bastion, you can cast Greater Restoration once for free in the next seven days, without expending a spell slot or a material component.

    Moving on, we come to the final set of special facilities, which require you be 17th level or higher.

    Demiplane:

Requires the ability to use an Arcane focus as a spellcasting focus. Lets you Empower to grant yourself temporary hit points equal to five times (wow) your level after spending an entire long rest there over the next 7 days. Additionally, while in the Demiplane, you can use a Magic action to create a nonmagical object of your choice out of nothing, which can be no bigger than a 5-foot cube and must be made of wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a long rest before using this feature again. The Demiplane and its contents cannot be scried upon using Crystal Balls or Divination spells or similar magic.

    Guildhall:

Requires Expertise in a skill. Lets you Recruit to commission on or more members of your guild to perform a special assignment. These vary by guild type - you might earn gold or create something big like a ship (if it's a shipbuilder's guild).

    Sanctum:

Requires the ability to use a Holy Symbol or Druidic Focus as a spellcasting focus. Lets you Empower a creature of your choice to gain temporary hit points equal to your level when they finish a long rest. Addtionally, if you spend a Long Rest in your Bastion, you can cast Heal once during the next seven days for free. You can also make the Sanctum the destination of your Word of Recall, and one creature who arrives at the Sanctum by that spell also gains the benefits of the Heal spell.

    War Room:

Requires Fighting Style or Unarmored Defense. Can Recruit to add Lieutenants, who reduce the chance for your bastion to lose defenders, or to recruit soldiers, up to 100 guards or 80 guards all on riding horses, which require 1g per day per guard and per horse. The war room comes with two lieutenants (who use the veteran stat block) to work there, but you can recruit up to ten at a time.

    Now, we've been talking a bit about bastion defenders, which means we'll need to get into some of the other elements of the bastion.

Bastion Events happen when the player issues the Maintain order to their Bastion - which they only do if they're no using the facilities for other Bastion Actions. When this happens, you roll a d20 and consult a table to figure out what happens. 45% of the time nothing happens, while the others are a mix of good and bad. On a 10, meaning only 5% of the time if you aren't using your various Bastion Actions, it gets attacked, and you'll need to roll 6d6, losing a defender on any roll of a 1, and one of your special facilities is damage and forced to shut down until it can be repaired during your next Bastion Trun.

    Right, so let's do some analysis and feedback.

First off, I think that some balance needs to be worked on. For example, the Demiplane option grants an amazing amount of temporary hit points - at level 17, when you can get it, you'll be picking up 85 temp HP by taking advantage of it.  Why does the Sanctum give only a fifth as much?

Also, things like Barracks and Armories provide an effect that is important for your bastion defenders, who are really only relevant in the cases of two of the Bastion Events, meaning about 10% of the time you aren't actually using the facilities. I wonder why you would ever not use your facilities, given that there's usually no cost and sometimes you earn gold by using them.

Naturally, I'm looking at World of Warcraft's Garrisons as a cautionary tale for creating a mechanical system for player housing. I think this does it better - indeed, it creates a clear and usable center for downtime activities and crafting that D&D has kind of lacked. But I think too much of a focus on maintaining the Bastion itself and getting involved in all the bastion defenders could wind up giving us solutions in search of a problem.

What I'm very happy about is the way it encourages players to buy in to creating their own environments and NPCs. I know that if I ever get to play my Artificer, I'm going to really relish being able to come up with a workshop for him to build his armor suits and design spelljamming vessels.

Indeed, I actually think a system like this for one's spelljammer would have been a really cool thing to get in the sadly anemic Spelljammer box set. If your ship is meant to be your mobile base in those campaigns, it would stand to reason that you'd have some personal facilities aboard your ship (that are probably a bit more cramped).

Thursday, October 5, 2023

Playtest 8: Bastions and Cantrips - Bastions Round Two

 Last post, we started looking at the new gameplay system: Bastions, which is essentially a system for player housing and downtime activities. As you level up, you can add new Special Facilities that have various actions they can take when your Bastion gets a turn (more or less every 7 days). These do two things: they accrue Bastion Points, which can be spent to get magic items or other bonuses, and they each do unique things like creating items or researching information.

Special Facilities can be added when you hit certain level thresholds, and you get access to more facilities as you get to higher levels.

We did all the special facilities available when you first get your Bastion at level 5 in the last post, but now we'll look at the more "advanced" facilities you get at level 9 and possibly beyond.

    Gaming Hall:

No prerequisite. Lets you Trade to turn the gaming hall into a gambling den. You roll a d100 to determine the house's winnings at the end of seven days, ranging from 3d6 gold (33% chance), 1d6x10 (15%), 2d6x10 (15%), 4d6x10 (10%) and 10d6x10 (5%). So... I guess on average that means 50.715 gold per week, with a fair amount of variation.

    Greenhouse:

No prerequisite. Lets you Harvest to create a Greater Potion of Healing or among the following poisons: Midnight Tears, Pale Tincture, Torpor, or Truth Serum. Both take 7 days and cost nothing. There's also a plant there that grows three magical fruits once a day (and which last a day) that you can eat to benefit from the Lesser Restoration spell. (As a note, the ability to get special poisons is so exciting to me, because they're far too expensive to make via the previous crafting rules).

    Laboratory:

No prerequisite (though some actions require some things). Lets you Craft to create a vial of Acid, flask of Alchemist's Fire, or a bottle of Ink, which takes 7 days at no cost. You can craft a vial of Basic Poison or you can spend the cost of a rare poison to craft it, including Burnt Othur Fumes, Carrion Crawler Mucus, Essence of Ether, or Malice.  You can also craft magic potions if you have the ability to use a spellcasting focus. The rarity of the potion you can craft is based on your level, and your hireling counts as half your level rounded up if you're having them craft it. Common potions cost 50 g, Uncommon requires 5th level and costs 200 g, Rare requires level 9 and costs 2000g, Very Rare requires 13th level and costs 20,000g. Legendary requires level 17 and costs 100,000 gold.

    Sacristy:

Requires the ability to use a Holy Symbol or Druidic Focus as a spellcasting focus. Lets you Craft a flask of Holy Water, for free after 7 days, or you can spend gold, to a maximum of 500g, and for each 100g you spend, the damage of the Holy Water is increased by 1d6 (so up to 6d6 if you spend 500 gold on it). You can also craft a temporary magic item that lasts 7 days, which works as a Pearl of Power, Periapt of Wound Closure, Ring of Water Walking, Sending Stones (a pair of them), Staff of the Adder, Staff of the Python, or Wand of Magic Detection. These take 7 days to craft and 200g. Additionally, if you spend a Short Rest in your Bastion, once per long rest, you gan regain one expended spell slot of 5th level or lower.

    Scriptorium:

No prerequisite. Lets you Craft a replica of a nonmagical book over 7 days. You can also craft Paperwork, which creates broadsheets, pamphlets, or other looseleaf paper products for 1g per copy (up to 50). Your hirelings can distribute the paperwork to locations within 10 miles. You can also craft a magic scroll over 7 days. These require a minimum level (and if your hireling does it, they count as half your level rounded up). The costs and level requirements are the same as the potions in the Laboratory section above. (As a reminder, spell scrolls of different levels have different rarities).

    Stable:

No prerequisite. Lets you Trade to buy or sell one or more mounts at normal cost over 7 days. When you sell a mount, you get a 20% profit, which increases to 50% at level 13 and 100% at level 17. The stables come with one Riding Horse or Camel and two Ponies or Mules, and can house three Large creatures (two medium creatures occupy the same space as one Large creature, so you can have twice as many Medium ones). For 2000g, you can expand the facility to double its animal capacity. If a beast spends 14 days or more in the facility, all Animal Handling checks made to handle said beasts are made with advantage (as they're basically domesticated).

    Teleportation Circle:

No prerequisite. Lets you Recruit to invite a Mage (or Archmage if you're 17th level or higher) to come and aid you. There's a 50% chance that they accept the invitation, and if they do, they teleport via the teleportation circle. They will not defend the bastion if it's attacked, but you can ask the visitor to cast a Wizard spell - up to 4th level for a Mage or 8th level for an Archmage. You must provide costly material components for spells that require them. And, of course, the Teleportation Circle counts as a location for the spell of the same name.

    Theater:

No prerequisite. Lets you Empower to begin work on a theatrical production or concert. Rehearsals take 14 days and the performance that follows goes for 7 days or longer (they can continue indefinitely). A player character can be a Composer or Writer, taking 14 days prior to the rehearsals to prepare the material. As a Conductor or Director, they must remain in the Bastion for the entirety of the production. Likewise, if they are a performer, they must remain there for the whole performance. At the end of the rehearsal period, each character that contributed to the production makes a DC 15 Charisma (Performance) check, and if more succeed than fail, each character that contributed gets a Theater die, which is a d6, or a d8 at level 13 or higher, or a d10 at 17 or higher. The Theater Die can be rolled and added to one ability check, attack roll, or saving throw (you can only hold on to one at a time).

    Training Area:

Requires either Expertise in a skill, Fighting Style, or Unarmored Defense. Lets you Empower, and spend 8 hours a day for 7 days to get a bonus based on the type of training, which lasts for 7 days. The training comes from different kinds of experts. Battle Experts lets you reduce incoming damage from an Unarmed Strike or weapon by 1d4 once per turn if you're not incapacitated. Skills Experts give you proficiency in Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth. Tools Experts give you proficiency in one Musical Instrument or Tool of your choice. Unarmed Combat Expert lets you deal 1d4 extra bludgeoning damage when you use an Unarmed Strike to damage a target. Weapon Expert gives you proficiency in one Simple or Martial weapon, and if you're already proficient, you can use its Weapon Mastery.

    Trophy Room:

No prerequisite. Lets you Research to gain up to three accurate pieces of information about a legend, kind of creature, or famous object. You can also research a Trinket Trophy, which has the hireling search for a trinket that might be useful. There's a 50% chance that they find a trinket that lets you cast your choice of Clairvoyance, Death Ward, Find Traps, Locate Creature, Magic Weapon, Remove Curse, or Speak with Dead once without material components or a spell slot.


    So, that's the 9th level facilities. I definitely think some need refinement. The Greenhouse, for example, seems fantastic while the Trophy Room really relies on the DM having good lore to share with you for it to feel worth it (well, ok, the trinket could come in handy). The bonuses from the Training Area could be very strong - I can imagine a Monk would benefit grandly from the Unarmed Combat Expert, though of course you need as much time to get the bonus as it lasts, so you can't really exploit this to always have it up unless you have a lot of downtime.

Still, I'm very happy to see the variety of options to choose from here. Really the big question will be if players have the mental real estate to track of all of this. I really hope we see updated character sheets that have room to track Bastion elements like these. Adding any new system to the game can be tricky, as I've found with Renown in my Ravnica campaign (which has kind of fallen by the wayside). We still have the level 13 and level 17 facilities to go through, so again: lots of stuff to look at here. Indeed, some of the later facilities are actually pretty fun.