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Sunday, January 29, 2012

Gen Con: Pre-Reg Opens Today

Pre-registration for Gen Con Indy 2012 opened today at 12:00 p.m. E.T.  Gen Con: The Best Four Days in Gaming will take place August 16-19 at the Indiana Convention Center, 100 South Capitol Avenue, in Indiana, Indianapolis.  If you've been living in the Underdark for the last 44 years and do not know what Gen Con is, these excerpts from their website should sum it up for you:

Gen Con is a consumer and trade experience dedicated to gaming culture and community. Gen Con Indy is the largest annual consumer fantasy, electronic, sci-fi, adventure and hobby game convention in North America. Each year gaming enthusiasts converge to share their love for all things gaming, from tournaments to guest appearances, exhibit hall booths to electronic games, workshops, seminars, anime, art shows, auctions and countless other activities.

Gen Con Indy is the original, longest running, best attended, gaming convention in the world. For over 44 years, Gen Con Indy has been setting the trend and breaking records. Last year, more than 120,103 turnstile and 36,106 unique attendees experienced Gen Con Indy. The biggest complaint we hear is that there is simply too much to do, see, and experience. Get lost in a phantasm of art exhibits. Stare at jaw-dropping costumes, or better yet, wear one of your own. Meet the movers and the shakers in the gaming industry. Check out the newest games and get a sneak peek at the latest editions.

And, of course, play your heart out with fellow enthusiasts in a community that understands your passion. What you'll experience at Gen Con Indy is nothing short of IT. You know, whatever "It" is for you? This is IT! Get ready to get there.

For more information, check Gen Con Indy's website.

Friday, January 27, 2012

D&D 5E: WotC's Attempt at Winning the Lottery?

Yesterday, Examiner published Michael Tresca's interview with Mike Mearls, who appears to be leading the development of Dungeons and Dragons 5E or D&D Next.  You can read the full interview here: Interview with Mike Mearls, 5th Edition Dungeons & Dragons team leader.  My conclusion is that WotC is really putting all their eggs in the "modularity" basket.  However, now I am wondering whether the modularity approach is intended to re-energize the hobby or just produce a windfall for WotC.

Mike Mearls (MM): We're looking at 2012 as our chance to cover all the bases that 4e fans want detailed.  Last year, we started by soliciting feedback on classes and tiers that needed more support, so you'll start seeing such material roll out in coming months.

I figured that if in 2011 WotC asked for feedback for products to be published in 2012, and in 2012 they're opening D&D Next for public beta testing, then they must be looking to release D&D Next on 2013.  So then, why finish polishing off 4E if you will dedicate all your efforts to 5E?  The only answer can be "modularity".

If WotC's modularity is successful, all the work being done in polishing 4E this year is also work being done in polishing 5E for 2013.  The reasoning being that all the material rolling out in coming months will make it to 5E as modules or supplements to the core 5E rules.  This is actually a smart idea because it allows WotC to modify or revise this new 4E material to better fit the 5E core rules, as they foresee them in their current stage of development.  This can make for seamless integration of 4E into 5E for those that want to flavor 5E with the things they like from 4E.

MM: Wargame rules are a great example of the kinds of rules modules we’d like to look at for the next iteration of D&D. They are very useful in some campaigns, occasionally useful in others, and never touched in even more. The same thing applies to skirmish battles, or even using miniatures for the typical D&D session. Miniatures are one of those things that I’d prefer to see people using because they enjoy painting or collecting them, not because they feel that the rules require miniatures.

In the mid 80s, my group played G1 through G3 without using a single miniature.  One of the biggest complaints I hear from players in my neck of the woods nowadays is that you need minis to play 4E.  Technically speaking, you don't.  However, you do need some type of graphical representation of the encounter or you just can't take advantage of all the technical nuances of combat in 4E.  So whether you use minis, coins, poker chips, or kidney beans, the end result is the same.

Now, it appears that combat rules for minis will be an optional module, something not included in the core rules.  Something as basic to this rpg as combat will now be a module that you have to purchase separately.  To that module, add the separate purchase of your D&D flavor module, the one that will allow you to incorporate 4E, 3E, 1st AD&D, whichever, into your game and the costs start mounting.

It seems that the more WotC tries to distill the essence of what makes D&D in order to capture that essence in the core 5E rules, more of the rules that we take for granted will become optional.  In other words, additional modules for additional cash.  You don't need to stretch your imagination too much to realize what other modules will be necessary to this 5E.  What about the module that covers how to incorporate into a 4E game a player that wants to roll with a 3E fighter, with its 3E powers, feats, etc.?

In the end, one question remains: is WotC interested in reviving the D&D franchise or just trying to get as much money as possible from this IP before they finish burying it in the ground?

Wednesday, January 25, 2012

Tumbling Trick: Must You Shift?

The Rogue power Tumbling Trick was recently the subject of heated discussion in Wizards' Community forums: Tumbling Trick Rules Lawyer Question.  Tumbling Trick is an At-Will, Move Action power.  Why did it cause so much controversy that the forum thread extended to 11 pages in a matter of just 2 or 3 days?  Its description seems pretty straight forward:
You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Str modifier to a different enemy, which must be adjacent to you.
The controversy stemmed from the first sentence.  Must the rogue shift at least one square to get the benefit of the power?  Can she shift 0 and still deal her Str modifier in damage to an adjacent enemy?

Since most 4E players do not have the time to follow every single post in the Wizard's Community forums and since the question did pique my mind for some time, I decided to broach it here for the benefit of those who do not keep up to date with WotC forums.

The Case For The Shift

If you look at the Rules Compendium, it becomes fairly clear that a Move Action can include a movement of 0.  On page 202, the RC defines speed as representing "how far a creature can move using the walk action (although it can chose not to move any distance at all)."  The walk action  itself allows a player to use "a move action to move up to its speed."  RC at p. 203.  Therefore, a power that says "you move up to 3 squares" allows for a movement of 0.

However, shift is defined differently: 
A creature uses a move action to move 1 square (certain powers allow a creature to move more than one square).  Shifting doesn't provoke opportunity actions.
RC, p. 203.
Unlike speed or walk, shift's definition does not say that you can move "up to 1 square".  The base or minimum measurement for shift is 1 square, not 0 squares as it is for walk.  You can't say you shifted 0 squares.  In such a case, it is not that you shifted 0 squares, it is that you just did not shift.

Generally speaking, a Move Action does not require you to actually move one square.  A power that says you can "move up to your speed", by the definitions above, has a lower limit of 0.  You can move 0 squares and use that power.  Tumbling Trick allows you to "shift up to 3 squares" as your Move Action.  Therefore, since Tumbling Trick becomes your Move Action, under the general definitions above Tumbling Trick must allow for a shift of 0 squares, right?  Well, not really.

One of the first things the Players' Handbook tells you is "if a specific rule contradicts a general rule, the specific rule wins."  PH, p. 11.  Generally speaking, a player can use its Move Action to move up to its speed, which by definition includes 0 squares.  RC at p. 203.  Specifically speaking, a shift requires that you use "a move action to move 1 square".  If specific trumps general, it follows that, when it comes to Tumbling Trick, you must shift at least 1 square and, if you want, up to 3.

The Case Against The Shift

Shift does require that you move 1 square.  However, this is in the context of using shift as your Move Action.  Here, the rogue is not using shift as her Move Action.  Instead, she is using Tumbling Trick as her Move Action.   Therefore, the limitations that burden her when she uses shift as a Move Action do not apply here because she is using Tumbling Tricks - not shift.  To rule otherwise would be to confuse shift as a Move Action with Tumbling Trick as a Move Action.

This analysis is consistent with the "specific rule beats general rule" philosophy of 4E.  The general rule is that a shift requires you to "move 1 square".  However, Tumbling Trick has a specific rule that applies when you use that power, and that specific rule is that you "shift up to 3 squares".  Since "up to" traditionally allows for 0, the rogue should be allowed to shift 0 and still enjoy the benefits of the Tumbling Trick.

WotC_Trevor Hath Spoken

WotC piped in and quickly clarified what, according to WotC_Trevor, had already been clarified in the "early days of 4E".  Since I have never been early to anything in my life - people that know me expect me to arrive late to my own funeral - I appreciate that WotC_Trevor took the time to once again explain how Tumbling Trick works and, more specifically, how to read powers.  This is his response:

Thought I'd drop by and give an answer even though the conversation has moved on a bit. This was something that was asked and answered in the early days of 4E, though it may not have been this specific issue. The answer hasn't changed in all that time.

If a power states you can shift "up to" a number, you can choose to shift zero. If you choose to shift zero, you still follow through with the rest of the power. You do not actually need to shift in order to get the rest of the attack or effect. If you did need to, there would be a sentence or statement specifically calling out that need.
http://community.wizards.com/go/thread/view/75882/28690045/Tumbling_Trick_Rules_Lawyer_Question?pg=6

So, basically, whether you shift 0, 1 or 3 squares is irrelevant to Tumbling Trick.  The shift is not a trigger for the other benefits of the Tumbling Trick.  No shift is, unless there is a sentence or statement that specifically states that you must shift.  In the cases where a power is triggered by a shift or move, shifting or moving 0 squares does not trigger the power (check WotC_Trevor's post to that effect).

In case it still isn't clear, the rogue can shift 0 squares when using Tumbling Trick.  In the words of WotC_Trevor: "If a power or ability allows you to move or shift up to a certain amount, the controller of that power/ability can choose for that move or shift to be zero."

Your Home Game

I must admit that WotC_Trevor's explanation makes perfect sense.  I must also admit that I was in the "must shift" camp.  Let me know in the comments below which of the two camps were you subscribed to before WotC_Trevor's response.

Tuesday, January 24, 2012

Zeitgeist! Session 1

A brief summary of our group's Zeitgeist! Adventure Path, session 1, has been published in our Obsidian Portal page.  If you're thinking of running this adventure for your group, check it out and see if you like it.  If you are considering being a player, be warned that there may be some spoilers there.

Monday, January 23, 2012

The Long Awaited Update

I know I have been very lax in keeping the Rage Against Vaasa site up to date.  I am reconstructing the past sessions so that you can get an idea of how the party got to where it is currently at.  If you want to know what happened after the party met with Shealis, check the Rage Against Vaasa page or go directly to our Obsidian Portal campaign.

Saturday, January 21, 2012

EXPO Science/FX 2012 will take place on April 15, 2012, in the Roberto Clemente Coliseum located in Hato Rey, Puerto Rico.

Expo Science/FX 2012 is a convention encompassing movies, television, animation, comics, anime, video gaming and card gaming from the 1970s to today.  It is expected to include exhibitions of memorabilia, dioramas, collectible items, car replicas and much more.  Among the events scheduled for that day are a Cosplay contest, both video and card gaming tournaments, and even a Rubik's Cube tournament.

There are still a few booth spaces available for retailers and exhibitors.  For information visit the EXPO Science/FX 2012 website.