Friday, August 30, 2019

Car Wars 6e and Gaslands: First Impressions

Car Wars Classic cover
Caveat: This post is based on a couple of plays of each Gaslands and Car Wars 6th edition at Origins 2019. This article isn't a review or about which game is better... It is more of a first impression of the new games from a long time Car Wars buff. Honestly, if miniature car combat is your thing, you'll want both of these games. Gaslands Refuelled is the new, cleaned up hardback revision coming mid September and Car Wars 6e will be on Kickstarter any day now (literally 7 years in the waiting...).

UPDATE 09/2021: Kickstarter starts shipping in October 2021. Retail pre-orders now being taken

Game Design and Aesthetic


Gaslands is very much a Do-It-Yourself game. Author Mike Hutchinson recently wrote on his blog about the nature (and joys) of kitbashing Hot Wheels and other toys for a post-apocalyptic wasteland. He provides only the rules. It is up to the players (or community) to paint cars, create the play aids, build terrain, and customize their set up... OR to just dump their kid's toy box on the table, pick out some cars and random obstacles, and go to town! You can see some of the amazing community creations with a simple Google search.

Gaslands Refuelled
Gaslands will take a small amount of pre-preparation by someone in the group. At minimum, you will need to print out the movement and weapon templates on card stock paper. You don't technically need special dice; a standard set of d6's will do. However, you will have to look up the results on a chart rather than quickly scan the dice for the special icons. Custom dice and movement templates are available on Etsy for reasonable prices.

Car Wars, on the other hand, is being produced by Steve Jackson Games which has a long and storied history producing quality board games and RPGs. Their design goal is to provide a slick, out-of-the-box board game experience for the retail consumer. From their standpoint, if Car Wars can make it onto the shelf next to Munchkin and Star Wars X-Wing at a Barnes & Noble or Target, that's a huge win. As such, their box will include a small selection of unpainted cars, rules that will fit in a relatively small number of pages, a maneuver stick, specialized dice, and possibly an arena board or play mat of some variety.

The exact contents are not fully known, but they want to make it as retail friendly as possible. Recognizing that the existing Car Wars community would also like to kitbash cars, they recently made the decision to move from HO scale to 1/64 (Hot Wheel) scale and they will be providing empty vehicle bases for customization. There is little doubt in my mind the growing Gaslands community has had an impact on these decision.

Gaslands arena with oil slick
Lore wise, Gaslands portrays the grim, dirty Mad Max style post apocalypse. Car Wars is portraying the more slick arena racing and death sport side of the game, rather than the gritty apocalyptic highways (at least at first). The Car Wars Kickstarter will only include car rules. Trucks, motorcycles, and other vehicles will likely have to wait for expansions or potential stretch goals, but the SJ team has been somewhat tight-lipped.

What surprised me most may be how quickly the new Car Wars plays. As much as I like the simulation aspect of phased movement, the new system puts you right into the action immediately. The rules are also simple enough to be quickly taught. The learning curve was much smaller than I anticipated. Gaslands rules are also fairly light, but need a little bit of polish here and there (which I expect to see in the new revision coming this month).

Thursday, August 29, 2019

D&D: The Legacy of Gygax and Arneson

Gary Gygax and Dave Arneson
Gary Gygax and Dave Arneson
A recent article on a gaming site has been stirring up quite a bit of controversy on the origins of Dungeons & Dragons. Following off the release of Secrets of Blackmoor, the article challenges the accepted history of the creation of Dungeons & Dragons. In the article, there is a strongly implied theme that Gary Gygax rode the coattails of Dave Arneson's idea of a role-playing game and took all of the credit.

The truth is a lot more nuanced.

In the article, there are several historical events that are presented in such a way that to make it sound like Gary stole Dave's ideas and then didn't give him any credit. This bends the truth significantly and there are multiple literary sources and original TSR employees around that can corroborate actual events.

Original "wood grain" D&D white box
Original "wood grain"
D&D white box
The biggest problem with the article is that it is written in a very biased manner meant to tear down Gary Gygax instead of uplift Dave Arneson. Author Cecilia D'Anastasio herself directly stated, "I am a diehard D&D fan who seriously dislikes Gygax and his legacy." It is unfortunate that is not written at the top of the article, because that tells you most of what you need to know.

The original (white box) Dungeons & Dragons was a true collaboration between Gary and Dave. However, Dave left TSR (was not forced out) prior to the development of Advanced Dungeons & Dragons and the other Basic D&D sets released from 1977 onward. It is a shame that these two amazingly creative men fell out due to business issues, but that can (and often does) happen with any creative endeavor.

So, absolutely lift a glass in memory of Dave Arneson and his early contributions to the game and genre. There is no doubt his ideas were a significant factor in the development of D&D as a table top RPG. However, Gary carried those ideas onward making a viable product for years to come. There is no need to attempt to tear down Gary Gygax in order to properly salute Dave. Dungeons & Dragons as a game could not have existed without both of these men.

For more information on the history of Dungeons & Dragons, I recommend the following:
Playing at the World by Jon Peterson
Designers and Dragons by Shannon Appelcline
Art & Arcana: A Visual History

Thursday, August 1, 2019

B/X-5 Design Log: Dwarf

Dwarf miner
In creating B/X-5, a 5th Edition homage to early D&D, I've tried to engender the spirit of the early Basic box sets while not being a "retro-clone". As such, I've tried to model Race-as-Class in such a way that also incorporates D&D 5th Edition class design. My updated idea of the Dwarf as a 5th Edition class combines some elemental magic with a touch of divine warrior, so it's a bit of a divergence from a B/X Dwarf. Significant play test will be required to test the power curve on this class.

You can also check out the work-in-progress B/X-5 rules as well as the my design log for the Elf class.

Dwarf


Ability Scores. +2 to either STR or CON. +1 to one other ability score.
Speed. Your base walking speed is 25 feet.
Dungeoneer. You gain Advantage on Investigation or Perception rolls related to earthworks, stonework, or clockwork mechanisms, especially as related to traps, secret doors, concealed doors, sliding walls, slanting passages, etc.
Low Light Vision. You can see in dim light within 90 feet of you as if it were normal light. In non-magical darkness, you can only see the outlines/silhouettes of creatures or objects within 30’.
Languages. You can speak, read, and write Common and Dwarf.

Class Traits - Earthshaper

Hit Dice. 1d8 per level
Hit Points at 1st Level. 8 + your Constitution modifier
Armor. All armor, shields.
Weapons. Simple weapons, martial weapons.
Spell Casting. Your spell casting bonus is based upon your Wisdom ability bonus.
Saving Throws. Wisdom, Constitution
Skills. Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Spell Slots per Spell Level
Level
Bonus
Features
1st
2nd
3rd
1st
+2
Combat Specialization, Light Cantrip
̶
̶
̶
2nd
+2
Spellcasting, Warding Flare
2
̶
̶
3rd
+2
Elemental Spells, Stoning Smite
3
̶
̶
4th
+2
Ability Score +2, Specialization Talent
3
̶
̶
5th
+3
Extra Attack
4
2
̶
6th
+3
Elemental Spells, Improved Flare
4
2
̶
7th
+3
Soul of Stone
4
3
̶
8th
+3
Ability Score +2, Specialization Talent
4
3
̶
9th
+4
Elemental Spells
4
3
2
10th
+4
Skin of Stone
4
3
2
11th
+4
Improved Stoning Smite
4
3
3
12th
+4
Ability Score +2, Specialization Talent
4
3
3
** Specialization Talents are like mini-feats, giving a small bump to a PC's melee, ranged, or spell abilities. They are less powerful than 5th Edition Feats, so B/X-5 classes get the full ability score bump in additional to a Talent.


Combat Specialization 
At 1st level, Dwarfs may select one melee combat specialization: Defender, Duelist, Great Weapon Fighter, Protector, or Two Weapon Fighter.

Light Cantrip
Also at first level, you are able to cast the Light cantrip as an action twice without expending a spell slot. This feature recharges after a short rest or long rest. 

Spellcasting Ability
Wisdom is your spellcasting ability for your Dwarf spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Dwarfs spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

You prepare the list of spells that are available for you to cast, choosing from the Dwarf spell list. When you do so, choose a number of Dwarf spells equal to your Wisdom modifier + half your level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Warding Flare
At 2nd level, you can interpose a spark of light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Elemental Domain Spells
Your connection to the elements of earth and fire grant you certain spells.  that do not need to be prepared. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
3rd
Purify Food and Drink, Searing Smite
6th
Heat Metal, Magic Weapon
9th
Elemental Weapon, Meld Into Stone
12th
Stone Shape

Stoning Smite
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. 

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Soul of Stone
Starting at 7th level, your connection to earth and fire grant you the following features:
• You gain resistance to fire damage.
• While wearing heavy armor, you gain a +1 bonus to AC.

Skin of Stone
At 10th level, you can channel elemental energy to make your skin as hard as stone. As a bonus action, this feature grants the Dwarf has resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. This feature recharges after a short or long rest.

Improved Stoning Smite
By 11th level, you are so suffused with elemental might that all your melee weapon strikes carry elemental power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.


Dwarf Spell List (subject to massive change)
1st Level
2nd Level
3rd Level
Alarm
Burning Hands
Compelled Duel
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil 
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
Aid
Branding Smite
Blindness/Deafness
Continual Flame
Darkness
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Shatter
Silence
Spider Climb
Warding Bond
Zone of Truth
Aura of Vitality
Beacon of Hope
Blinding Smite
Create Food and Water
Crusader’s Mantle
Daylight
Dispel Magic
Elemental Weapon
Magic Circle
Meld into Stone
Protection from Energy
Spirit Guardians
Water Walk

Please let me know if you have any suggestions or feedback in the comments. Thanks!

Other Owlbear musings