Critical Hits

The Journal of Gamer Culture

Magic Online III Beta.

I’m too tired to write a post tonight so I’m sharing a little Magic the Gathering goodness to those who would like to play for free (I think you need to have a Magic Online 2,5 account though).

Magic Online players,

We’re hoping that you, along with thousands of other MOL players across the globe can help us with the next phase of our beta testing for MOL V3. The latest build (1.80) has just been deployed, with lots of new features. If it’s been a while since you’ve logged onto the latest version, please consider joining us for the next round of stress testing. We ask that if you have a current version of the beta installed, you delete all your Magic Online III related files and do a clean install, for those of you who haven’t tried it out yet, download the free client from the link provided below.

On Thursday evening January 31, between 2pm and 6pm Pacific time is your chance to help us load test the current client and play lots of free Magic in the process! We want at least 1000 people, and we need ALL of you to help us get there!

What’s in it for you? Free Magic! Premier Events will be our focus this time around, and we’ll have them running 24/7. For the entire time the beta is running, you will be allowed to play for free, and you will be provided with free product, which you will be able to get from the online store that is newly integrated into the client.

Just open the client, poke around, and play Magic until you drop! No money is required, this is a completely FREE test. Lots of formats of PE’s will be made available.

All 2.5 accounts that exist as of 3 weeks ago should work correctly. If you’ve changed your password in that time, please use the old one, or use the Magic Online III system to make a new one.

There will be lots of WotC staff and adepts on to help you and answer questions.

Please visit our forums to discuss your experiences on the beta, or just chat about MOL in general, here.

Download the client now from here: Magic Online III INSTALLER

Thanks for your help. We are excited about releasing Magic Online III when it’s ready and giving our customers the best online Magic playing experience possible.

This means free Drafts and free sealed decks.  I’ve been a Beta Tester for some time now (I just don’t have time to play much) and it’s worth it.  So give it a try.

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D&D to Warhammer: Can You Help?

This week we received our first ever question to the editor from a reader, and he’s looking for some help.

Chris is a high-school teacher in New York who is the advisor to the students’ Warhammer club. Chris is an avid D&D player with plenty of minis. The students want to have a big Warhammer campaign-ending event where their armies clash both against each other and some D&D creatures guarding an ancient treasure. I’ll let him explain the problem:

Basically, the kids have the Warhammer Club and for the final battle of the first campaign they want to have a free-for-all in which their armies are going up against each other AND some of my DnD miniatures.  They saw some of the monsters and thought it would be great if they could have their armies fight the huge dragons and other creatures I have.  The thing is, I need to figure out how to translate (basically create from scratch really) statistics and point values for playing Warhammer with some of these minis.

In talking to the club’s president today, the idea goes like this:  All of the players will each deploy their warhammer armies in a different corner of the table.  In the center will be an artifact of ancient power, defended by several horrific creatures… the DnD miniatures.  Most notably they seem to want to fight the Purple Worms that I have, along with Chimeras, Howlers, etc.  Now, I easily have the DnD stats for these creatures, but what would should I set the WS,BS,S,T,W,I,A,Ld scores for these monsters?  How many points would such creatures cost in Warhammer?  There in lies my dilema.

So, any ideas?  I figured that having these stats would be useful to others who play warhammer, to add an extra element with rampaging monsters.  However, I could not for the life of me find anyone who seems to have done this before.  I did find a Warhammer Bestiary online, but while they had stats for a few monsters, there were no point values and that makes it difficult to set up an even fight for the kids’ armies.

Can anyone out there help Chris out? Has anyone out there done anything similar, or seen a similar project online (that hasn’t been destroyed by lawyers?) The fate of an epic battle rests in your hands.

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Mini-Blog: Recent and coming changes to Blog.

Chatty DM’s IconI’m currently moving a few things around this blog and changing things as I grow more comfortable with it.

In parallel, Graham is hacking me a new swanky theme and I’ll switch to it as soon as everything is done (and you’ll finally see the new banner).

So while we wait here are a few things I changed recently or plan to change soon:

Ads

With the new theme, I’m going to have ads again. I signed up with Project Wonderful as they look to be a cool outfit. Now I know some of you feel pretty strongly about this. However, the fact remains that this blog has cost me about 300$ (and some swag) so far, for which I thank my wife for being so generous with her share of the family slush fund. I believe I need the blog to become at least self-sustained to see it grow further (and I owe Graham an xBox 360 for his work!).

While this is and remains a labor of geeky RPG love first and foremost, I can’t ignore the business potential generated by the growing traffic. If I ever generate a profit, I’ll make cool things for the blog with the money (Contests, swag, charity drives).

Project Wonderful has the apparent benefit of not caring for clicks and feature a more flexible and generous approach than Google has. Hopefully some advertisers will hop on board. Ads are going to start at 0$ as a ‘try it free’…

I plan on having one square ad on top of a sidebar and a Skyscrapper one at the bottom of another (since my post run for a long way down, this will occupy more space).

Lijit

While the reaction for this search tool has been mixed, I like it because it searches for the post title 1st and allows me to find stuff I link to internally. I’ll probably clean it up further and remove the My content links to make it shorter.

Speaking of Lijit, here’s a little picture of you dear reader minions…

minion2.jpg

We seem to have a globe spanning empire! I find this so cool… it’s like I’d post about going to Japan, Finland, Australia or South Africa and I’m willing to bet that someone would offer to have lunch with me. I love the Internet!

Categories

I’ve cleaned up my 39-strong categories list and transfered a lot in sub categories (much to the annoyance of Graham who is much more of the Keep it simple school than I am). We’ve added a collapsible plugin to make it as short as possible. Consider it in ‘playtest’ right now and will look better in the new theme.

Edit: I moved all but the major subcategories to tags.  So now it’s a lot shorter and cleaner.

Subscriptions

It’s not a change but I noticed that about 10-15 peopled registered to the blog using the register button. Well I just wanted to tell you that apart from saving you from entering your emails every time you post, registration does nothing else (I don’t require registration for comments).

If you are looking to subscribe to the post’s feed you can find the blog’s feed here and the comment’s feed here (I should burn comments to a Feedburner feed, I’m just lazy).

That’s about it for that!

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Chatty’s Review: Silvervine, Basic Challenge Mechanics

cool.pngThis post is part of a series that tackles the reading review of a yet unpublished RPG called Silvervine. Please note that this game is still in development, my review is part of the pre-playtest feedback. Last time I tackled Character Generation, now it’s time for the 1st (of 3) posts on the game’s Crunchy bits: Basic Challenge resolution.

This post is massive (more than 2000 words), impatient readers are invited to skip to the conclusion at the bottom…. :)

Basic Mechanics:

All right, Silvervine’s crunch rests mostly on one key mechanic: the rolls for success/failure that applies to all kinds of challenge.

I’ll quote directly from the text:

  • The character’s relevant and supporting attribute determine the number of d10 to roll.
  • Any dice rolled at 8 or above is considered a success.
  • Any relevant skill the character has lowers the number that has to be rolled on the dice. A skill of 1 in a relevant field will make a 7 or above a success.
  • If you get the required number of successes, as set by the Game Master or situation, then the action is successful.

The attributes are Strength, Reflexes, Perception, Knowledge, Spirit, Toughness and Appeal.

An attribute score of 2 is average and 7 is considered supreme.

Instead of going into details of the mechanic, I’ll create an example not in the book and walk through it, adding my thoughts in italics.

So if a Beefy (STR 4), Very Tough (TGH 6) character wants to break down a door by tackling it real hard, I start by adding the main ability score (STR) that comes into play + the most appropriate supporting attribute (TGH). This gives the player the number of dice to be rolled.

The book says breaking a door is STR+REF but I disagree and decide to rule otherwise… that’s what GMing is all about no?

Let’s say the door is one of those Iron-reinforced fantasy Dungeon door…

The system asks the GM to set difficulty of the roll: The target number to roll and the number of successes needed to succeed. The game suggests setting the target number to 8 and play with the number of successes to determine difficulty.

So the target number is set to 8 and the number of successes to break down a study iron-reinforced locked door should be…

The required number of success chart found in the book is not all that useful because it doesn’t define what’s the true difference between Complex, Difficult, Hard and Incredibly Hard. There is a humorous one liner about people’s reaction if you succeed (Hard= 6 successes = “Hercules is impressed. He might need a Sidekick”).

This type of fluffy crunch tends to annoy me because as a GM, I expect clear examples of feats that represents the difficulty.

Another thing that confuses me is that while the rules doesn’t encourage doing it, a GM is allowed to play with either the target number or the number of successes needed to set a challenges difficulty. This makes setting difficulty more of an art than a science if you aren’t a Math major.

(Continued from before the italics) …Complex, which means 4 successes.

So the character now has ten d10s and needs to roll8 or more on at least 4 rolls.

Now I tell the player this info. The player then checks his character sheet for relevant skills, powers (called focuses) and story element that could help him succeeding.

A relevant skill lowers the target number to 7, 6 or 5 depending if the character has 1,2 or 3 levels invested in the skill. If he has a higher skill, he gets an extra dice per point above three.

So the player tells me he has a 1 level in Architecture, I agree to lower the target number to 7. He also reminds me that he was raised by Dwarves and has spent countless time around such doors. I give him a circumstance bonus in the form of another dice (for a total of 11).

Note to John: I may have misunderstood the extra die thing. Do you need to have purchased a focus that comes into play to get an extra die or are pre-established story elements sufficient to get the bonus?

So now the player rolls eleven d10s and needs to get 7 or more at least 4 times.

I’m not a math-head so I really don’t get how difficult such a roll is because this is more complex than the 3d6 or 2d10 bell curves of Gurps and BESM respectively.

Let’s say that the player rolls 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and 5 so that’s the exact 4 successes needed.

At that point I ask the player to describe to me how he went about bashing the door and how it turned out knowing he succeeded, the player is encouraged to make this as cinematic and entertaining as possible.

End of example

This challenge mechanic can be applied against a set difficulty (Player vs environment) . In opposed challenges 2 characters roll against one another against a set target number and the one with the most successes wins.

It can also be used in extended challenges (multiple rolls to hit a much larger number of required successes) or in group rolls (multiple players role against a larger set of required successes).

The game also has 2 options for Extraordinary successes (The always-appreciated Critical!).

If all dice come up as successes you get to reroll all dice and add the additional number of successes to your pool (which affects some challenge metrics like damage and such).

Alternatively, a player who rolled enough successes can try to ‘push his luck’ and roll one more dice. If he succeeds, he gets to a new series of rolls as above, if he fails he loses 1/2 of his successes.

This is quite an interesting critical success mechanic! The gambling choice is very juicy indeed. This his my favorite part of the game’s crunchy bits so far.

Basic Mechanics Conclusion:

While I find the mechanic original, the thought of adjudicating target numbers, number of successes and then having players point this skill and that helping factor is giving me a virtual headache. As a somewhat lazy DM, I’m much more comfortable with D&D’s/Gurps/BESM’s target number +/- circumstances bonuses.

But I’m sure some people will appreciate this system more than I. I’m also a bit leery of having to do such calculations for all rolls especially for NPCs. I feel that players must trust me when I tell them that a NPC has a circumstance bonus that gives him an extra dice.

Robin Laws aside: I believe that Silvervine sits on the ‘More control for the GM’ side of the game-style scale where the mechanics, while based on very detailed options, are vague enough that a large ammount of GM fiat is needed. Compare this to D&D 3.X where the focus and tightness of the rules favor player control of the game’s mechanics.

However, I can see myself enjoying this as a player as I know I would enjoy digging my character’s sheet and backstory to get all kinds of juicy bonuses. And the resolution is very ‘Axis and Allies’ like where it’s fun to throw a bunch of dice in a box!

Combine this to the funky critical success rules, and I can envision myself having a blast rolling a ton of d10s

Halftime Conclusions
All right I’m about halfway through my review, I plan to tackle the non-combat specific mechanics, then combat and a lastly write about setting. Still, I’ve already have a good idea on my general stance on this game.

I would totally be a player of this game. As I have discovered recently, I’m a story-telling, psycho-dramatist player. From a player’s standpoint, Silvervine would be perfect for me. I create the exact character that I want.

Then the GM tells me what happens, and handles all the game’s metrics. When a challenge arises and once I know what I have to roll, I can shop for cool bonuses based on my character design. I can even fast talk the GM for some freebies! I get to roll a ton of dice (which I like to do) and the GM gives me the spotlight to describe what happened as I see it.

That I dig totally… As a player.

However, as a GM, I don’t think I’d want to have anything to do with that game. The challenge mechanics is too complex for a guy like me who likes eyeball difficulty rapidly. I also find Char Gen too developed to allow me to create mooks on the fly (a bit like Gurps did for me… by the book, balanced Adventure prep was arduous).

I must say that it’s the 1st time I ever came to this conclusion (Yay as player, Nay as GM) with a Role Playing game. I’m curious to see if the rest of the game will reinforce my stance or convince me otherwise.

Thanks for reading.

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Smash Brothers Spoilers!

With Smash Bros. for the Wii being delayed even longer, many of us are drooling with anticipation for the newest entry in Nintendo’s mashed-up fighter franchise. Well, Kotaku has a full set of screen shots that reveal a lot of the missing details, namely a full mostly full character select screen (posted after the jump) and some new levels. I’m thrilled that some of my favorites from the last game are in (Mr. Game and Watch returns! That is a shock.) There are some awesome surprises too: the NES playing robot, and cell-shaded Link are great additions. But I’m still disappointed at some “duplicate” characters appearing.

New characters, awesome new levels, new features… I really can’t wait now!

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