As of this writing, about 10 days ago The DMG Info shared a video with Nerdarchy about starting your adventure, and how you’re doing it wrong. A week later, Nerdarchists Dave and Ted posted a response video. Today, in a bout of Nerdception, I want to give my thoughts about the subject as a whole, as well as drill down the subject to my experience with my new players. Continue reading New DM Handbook: Starting Your Adventure
What is a hero without a villain? Not much, I’d say. Oh, a character can still be the main actor of a tale, the protagonist of a story, but without that villain, the hero can’t really be heroic.
Some might argue there are tales of heroes without a villain, such as survival stories in which the hero bests the elements to save the day, or maybe a romantic tale in which there is only a misunderstanding between love interests though eventually one or both of them proves their heroism by overcoming that misunderstanding. To that I say the villain is still there, but is not so readily seen. In the survival story, the elements themselves can be the villain. In the love story, if there is not an out-and-out villain, the misunderstanding that brings about conflict can be the villain. Sometimes the villain is the hero’s own inner struggle. Continue reading In gaming as in literature, the villains make the heroes
Hello Nerdarchist Ted here, May the Force be with you, and today we are going to delve into the Force and Destiny, The Star Wars Role Playing game, beginner box. Last week we did the Age of Rebellion you can read it here.
I did a review of the Force and Destiny corebook here.but today I wanted to go through the beginner game in detail and talk about the value. Nerdarchist Dave, myself and fairly regular guest and DM on our channel, Scott Garibay sat down and did an unboxing video on this.
Contained in the box are a number of very cool and useful things. You get a complete set of 14 dice, very useful for playing the game. You get the read this first insert with a great example play. You get the Long arm of the hit insert. There is a double sided fold out map. You get a wonderful adventure book. You get a mini or modified rule-book. I say mini or modified because it is condensed from the core rule-book. Last you get 4 awesome character portfolios detailing the information needed to play these characters. Continue reading Star Wars Force and Destiny – Beginner Game Review – More in the Box than You think
Now that you have all seen Star Wars: The Force Awakens by now I am certain that you are all eager to play as a Force using character and that little taste in Age of Rebellion is just not enough for you? So why not Grab Force and Destiny? You can see my post here about Age of Rebellion.
Will you be Guided by Force and Destiny?
Hello Fellow Nerdarchists. Due to some issues with our site during our migration to a new server we lost some content. So if you read my article from last week this is going to be a redo and for that I apologize.
With all the hype for Force Awakens I know that many of you have wanted to play a Sith or a Jedi in a Dungeons and Dragons game. In order to figure out what is the best way to make one of these lets us break down what it means to be a Jedi or a Sith.
You got Star Wars in my D&D; You got D&D in my Star Wars
As most of you have only seen the movies and not read some of the awesome books out there, I will only use the 6 movies. After all very little outside the movies is considered cannon anymore anyway so let’s just go with it.
A force sensitive character is typically well trained in martial arts represented in Dungeons and Dragons by weapon training and a higher hit die. They are usually we skilled in physical activity and flipping. In Dungeons and Dragons I would say that they would need to be trained in Athletics and Acrobatics. They posses spell like effects like running fast, jumping higher or further than a normal person could. They have mind effecting powers and sensitivity to the world around them unlike normal folk. All of these things would be easily adapted spells from 5th Edition.
So what would you say are the most likely candidates for these awesome powers. I know that using the current rules you can get fairly close especially of you do some creative multi-classing. However I want to stay away from that for two reasons. One: some people do not allow it in their games. And second: multi-classing robs you of some of the really great high level powers that I think you will need to really master, pun intended, being a Jedi.
I look at Fighter: Eldritch knight. They are good melee characters with access to spells. You can look at Monk, which has some serious movement powers as well as being very martial as well. Last we can look at Warlock: Blade Pact, which has some martial training and some really great spells.
First lets break down the good and bad of Eldritch Knight. They are as stated martial characters. When it comes to one on one combat they are considered the master at arms. Yes they will probably lose a one on one with a barbarian, but when it comes to training and skill, which Jedi are, they are the tops. They easily have the choice to be trained in athletics and they do get some cool spells that if re-flavored could get close to some of the Jedi like effects.
However, Jedi are not shown wearing a boat load of armor, and when you play a fighter in D&D you think about a tank in plate mail not robes. The spells that an Eldritch Knight get are cool but most of them do not fit the world of Star Wars. They are severely limited to Evocation and Abjuration. This grossly falls short of our goal.
So lets see how close we can get with Monk. Monk at first look fits the best visually. The are always well disciplined and receive quite a lot of martial prowess. Some might say that the light saber could be a short sword since it is so light and it is a monk weapon. They get a bonus to armor class so that they do not need to wear armor. They can easily be trained in athletics and acrobatics. They are known to have some great movement powers so they can do the fast speed or jumping great distances from an early level.
I am afraid however that they fall short,pun intended again, when it comes to the spell like options that Jedi are known for. They are not going to influence peoples minds and they are not going to levitate an X-wing Star Fighter out of a murky swamp with naught but a gesture. This is much closer and if we were looking at Multi-classing I would say that Monk should be wear you start out but alas . . .
So that leaves us with Warlock. Now I know what you are saying. You hear warlock and you automatically think of a wizard who has made a deal with dark powers to get power that does not fit our noble fight for justice and freedom Jedi Character. Lets us first look at that. Warlocks have access to a power from a mysterious FORCE that lets them do a lot of cool stuff that they would not normally be able to do. Since the being be hind the power is inconsequential I am not going to look at that.
If you take the Pact of the Blade you have the ability to be proficient in your weapon of choice and it can look like anything you want. Easiest way to get a weapon that looks like a light saber to me. You also have the ability to summon it. In game terms it just appears in your hand but you could always flavor it to have it fly across the distance when you get disarmed.
You have some Invocations that fit extremely well for Jedi Flavored power: Ascendant Step lets you levitate, One with the shadows is a great sith power to remain unseen, Otherworldly leap lets you use the jump spell at will very fitting. Knocking creatures back with an eldritch blast fueled by repelling blast looks very familiar to fighting droids in the new trilogy. And that is just the obvious ones. I am sure if I looked more closely I could find more references to justify more of them.
Looking at the Warlock spell list I see some great Jedi/Sith candidates. Mage hand , charm person and witch bolt. If you read this oen closely I am sure it will stir up some cool STAR WARS memories. Hold Person and enthrall have effects that fit very well with our goals as well. Even Scrying could be done as a re-flavor to those force sensitive.
I personally feel that this is the closest of the three and better than other possibles but there are some things lacking. If only there were a Patron that would get it access to spells like enhance ability and telekinesis or Bigby’s hand. Stay tuned Next week and I will break down and give you those powers so that you can play a Jedi in your 5th Edition Dungeons and Dragons game. Week after I will give you how to create that sith. As I see it now they are not that far apart but there will be a few distinctions that I am still working on.
As always thanks for reading and Until Next Time Stay Nerdy!!