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Showing posts with label monsters and magic. Show all posts
Showing posts with label monsters and magic. Show all posts

Friday, June 28, 2013

Review - Monsters & Magic - Part 3 - Taking Action and Refocusing


Actions are, not all that surprisingly, the things you can do whose success or failure comes down to an "Action Check".

So, what does it cover?

Melee attacks, spell casting, finding hidden things (this is your secret door check), non magical healing, hiding and moving silently, helping or hindering another character's action check, intimidation, making camp (this kinda falls into the "why" category, but whatever), making a "touch attack" (formerly known as "hitting AC 10"), persuasion, picking pockets, terrifying someone (wouldn't this fall along the lines of intimidate?), traversing the wilderness (what, no tracking?), tripping an opponent and shooting a bow are examples.

The above come with a short paragraph with examples suggesting the stat you would use to resolve the check. I'm kinda surprised that find / remove traps and picking locks weren't listed examples, as they are certainly more prevalent in "Old School" play than "making camp".

In any case, class abilities, combat situations and situations that might otherwise fall under a general "DM Fiat" ruling get wrapped up nice and neat into the Actions that PCs can make. I've participated in conversations / discussions / rants about DM Fiat in the past, but to summarize my thoughts on it, I think it's one of the things that defines "Old School Play".

Which brings up something that I think needs to be pointed out. Monsters & Magic is not an "emulator" of "Old School Play". You are not going to use M&M to game with the expectation of a 0e experience. This isn't a way to install Windows on your Macbook.

Instead, Monsters & Magic is more like a "translator" of sorts. You get to play your classic adventures in a "New School Environment" with minimal fuss. It's a different experience. It's closer to using Pages in an OSX environment to manipulate a Word document. Maybe not a prefect example, but it helps.

This means I need to do a 180 on my approach to M&M, which had been "how well does M&M evoke 'Old School Play' with modern play additions". Instead, I need to look at "how well does M&M translate 'Old School Adventures' to a modern play system". Two very different questions, and part of the reason for the length of time between the 2nd and 3rd parts of this review as I struggled to redefine my focus.

It's not that Monsters & Magic isn't up front with the intention of being a translator and not an emulator, but the presentation and trappings are certainly old school in nature even if the system isn't.

I'm not sure I'd still refer to it as "New Wave OSR" as I dig deeper, as the Old School is in the translation and not the play. I'm impressed with what I see so far, and as a tool to bring some classic adventuring to players on the modern "storytelling" type of RPG it seems to be on the money. The play will be different, but those coming from outside the OSR probably will never notice the difference ;)

I'll probably hit on "Effects Points" in the next part.

Monday, June 17, 2013

Review - Monsters & Magic - Part 2 - Checks Please!


If you are still thinking "D20" with Monsters & Magic, please stop (although if the name automatically is translated as "Might & Magic" you probably played the same computer games I did). M&M doesn't use a D20, it uses "Checks" built with 3d6 plus modifiers for resolution.

Heck, sometimes you dont even need to roll, you just go with attribute score + trait bonus if you'd rather not leave it to chance. It's kinda like "taking 10" in 3e - not that I've played more than a single session of 3e, but I do own and have read the books back when they were new. No stress? Figure out your Static Check - as in "doesn't change".

Action Checks are probably the most common checks in the game. Want to attack, persuade, cast a spell, pick a pocket or any of potentially dozens of other actions? You need to make an Action Check.

Resistance Checks are used in traditional save situations and as a passive resistance. In most circumstances the rules suggest you would use the Static Check, but apparently you can choose to roll it as a sort of active defense, which could be higher or lower than the passive Static Check.

Then we have Ranked Checks, which is used for things like initiative, contests and competitions and the like.

If it seems a little confusing it very well might be, especially if you are coming at this from the OSR side of things and not one of them "new fangled" games like Fate or Dungeon World. Once you start adding trait bonuses, armor bonuses and damage dice to the checks I need to step back for a minute and grab a beer, as now things start getting a bit complicated.

This is where I'm no longer standing on solid ground, and for the purposes of this review I'm going to reproduce the Damage Dice & Armour Bonuses Table from page 37.

Are you following along at home? A "Golden Carriage" has a "Damage Die". "A Member of Nobility" gets an "Armour Bonus".

It took about half a beer to get past this and remind myself there are two types of damage in this game, two types of armor class.

If you are going to bring "social combat" (for lack of a better phrase coming from my fairly insular "Old School Gaming" background), this is probably the way you would have to introduce it to me. Don't bother thinking that I'm standing on steady ground at this point, but it makes more sense to my sensibilities than Fate does. Actually, it may go so far as to help me understand Fate. Or not, but there is hope.

Crap. Actions are next. Which are pretty much the types of things you can make a Check to attempt to do. This is really where you find out how the Effect Engine figures out your success or failure (and margin of such) and helps you interpret that based on the action you were attempting (as well as the applicable Resistance).

I need another beer I think ;)

Sunday, June 16, 2013

The Winner of the: Tell Us About Your Favorite Monster and You May Win a PDF Copy of "Monsters & Magic" is...


Dave and his Gelatinous Cubes!

Congrats Dave, you are the random winner - I need you to send an email to tenkarsDOTtavernATgmailDOTcom so I can send you your code for your free PDF copy of Monsters & Magic. Thanks to Mindjammer Press for the PDF copy.

Hopefully back to reviewing M&M tomorrow - it was a busy Father's Day weekend ;)


Friday, June 14, 2013

Tell Us About Your Favorite Monster and You May Win a PDF Copy of "Monsters & Magic"


Thanks to the generosity of Mindjammer Press I have a PDF copy of Monsters & Magic to give away.

All you need to do it comment below about your favorite monster and why it rates that way. See, pretty simple.

For me, its the Flumpf, because it's the first thing I think of when I think of D&D monsters. The Fiend Folio was my first monster book, even before the Monster Manual, and the flumph sticks out as the most useless creature one could ever dream up. For some stupid reason, I still love it ;)

So, comment below before 10 PM NYC time on June 16, 2013 (that's this coming Sunday) for your chance to win a PDF copy of Monsters & Magic. One random commenter will get the loot.
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