Yearly Archives: 2024

D&D Player’s Handbook 2024

Being an incomplete, visual review of the 2024 Player’s Handbook.

I got a copy of this almost entirely on the strength of the new cover art:

(This is the “alt” cover which I think is limited in some way. I find the new standard cover somewhat less appealing, but still better than the strange monochromatic photoshop chic they went with for the 2014 original core books.)

Also, it is now bound like a proper book, with stitches, unlike the 2014 text through most it its iterations:

What is this next image? Could it be that one of the first few full page illustration features Raistlin? Why yes, I will accept some fan service, thank you (please read this in a tone of pure sincerity).

The art direction features a mix of styles, but it is a nice mix. It has a bit of an IP vibe (in the same way that, for example, Star Wars art needs to reflect Star Wars brand considerations), but in a broad fun way, and quality is mostly pretty good. Though, the various bard subclass images are way over the top.

Organization seems improved too. I guess with 10 years of playtesting one would hope so!

WotC finally ditched the race terminology. Now: species. The word “species” reads as strangely biomodern to my ears in a fantasy context, but overall the change is not unwelcome and “race” reads rather poorly too, unless you have long familiarity in the game context. I kind of wish the designers had settled on a term somewhat more reminiscent of the fantastic, such as heritage or tradition or something, but it is whatever.

I am consistently impressed by the communication and rules-related work done by the layout and art direction. For example, consider the way the book introduces backgrounds, each with a landscape or tableau (if the typeface is too small, the backgrounds clockwise are: hermit, noble, sage, merchant):

Yes, using images in this way might temporarily foreclose other possibilities, but at least it pushes the baseline away from the most generic Renaissance Faire medieval stereotypes that might come to mind for many readers by default. And groups with more idiosyncratic or specific desired aesthetics can always communicate those using the standard methods.

The illustrations even encourage creative problem solving rather than engaging the standard fight subsystems for every challenge:

An elf cleric uses the spell of daylight to bring the light of dawn to a vampire court

There are a decent number of stat blocks included (basically everything that players would need stats for: companion animals, summons, etc.). This leads me to muse on the idea of a world where these stat blocks are all the monsters that exist. Plus uniques of course.

Did the 2014 release include guns? I forget. Voices on Discord suggest perhaps, but maybe in the Dungeon Master’s Guide. This release has muskets and pistols in the equipment section.

Overall I think the goal of the art direction they chose is to show “here are lots of fun things you can do with this game” rather than choosing a strict aesthetic or genre lane. The illustrations are consistent in style but incorporate bits of many genres; some Hammer horror, some Lovecraft, some Middle-Earth, etc., after passing each figuratively through the D&D IP style filter. For an example referencing another genre, consider this gesture toward the anime culture that influences a lot of tabletop roleplaying now while still feeling like D&D:

I appreciate details like the little feline prosthetic:

Bouncing around a bit now, but even some old standbys such as alignment have been thoughtfully reintroduced, like this following inspiration spur for personality based on alignment, which is nice to have early on in the character creation section.

I have had several non-gamer friends and acquaintances bring up D&D recently with no prompting, so maybe I will end up even using the current rules for the first time in a long while. I will leave you with one final image which shows how they are incorporating aspects of how the game plays rather than just literal depictions of the fictional entities.

Anor Londo of the Cosmere

I just recently finished my second reading of Elantris; I first read it last year during Summer of 2023. I came late to Sanderson, being repelled by the “hard fantasy” reputation, finally starting during Covid via audiobook. Now having read almost all of his Cosmere-related novels, I realize how misguided that prejudice was. There are some surprising (to me, at least) parallels between Dark Souls and Elantris. I see a few mentions of this in Sanderson fandom, but it was new to me coming more from the tabletop gaming side, so I figured others looking for megadungeon inspiration might be interested. I see only one rather irrelevant mention of Elantris in all of r/osr on Reddit, so maybe this really is not a common community overlap?
(Note: this post may include some spoilers, though I will avoid major plot details.)

Elantris, Alternative Cover
Elantris, Alternative Cover

I am not suggesting that Sanderson based his novel, published first in 2005, on Dark Souls, which was released in 2011, around six years later. Even Demon’s Souls, an ancestor of Dark Souls, was only released in 2009. Additionally, while it is possible Miyazaki Hidetaka was inspired by Elantris (he is an admitted appreciator of Western genre fantasy), I have no reason to believe in the reverse line of influence either. Nonetheless, the theme and style are strikingly similar, though Elantris develops the theme in an optimistic direction while Dark Souls develops the theme in a pessimistic (or at least wistful) direction.

In the novel Elantris, about 10 years ago relative to when the story begins, a mysterious event called the Reod initiated the transformation of the previously idyllic city of Elantris, populated by silver-skinned godlike beings, to slime-choked ruins, the Elantrians becoming zombielike undying creatures consumed by unending hunger and pain, with no ability to heal even the most minor of injuries. In the past as well as the present, Elantrians were not (are not) a separate kind of creature, but rather a kind of ascendency. Humans could become Elantrians. This continued to occur even after the Reod, though in the present becoming an Elantrian is treated more like contracting the plague, and the afflicted are banished to the now ruined Elantris, which is guarded to prevent any of the fallen Elantrians from escaping.

諸神之城:伊嵐翠 (City of the Gods: Yilancui) (Elantris, Chinese title/cover)
諸神之城:伊嵐翠
(City of the Gods: Yilancui)
(Elantris, Chinese title/cover)

Every surface—from the walls of the buildings to the numerous cracks in the paving stones—was coated with a patina of grime. The slick, oily substance had an equalizing effect on Elantris’s colors, blending them all into a single, depressing hue—a color that mixed the pessimism of black with the polluted greens and browns of sewage. … A dozen or so Elantrians lay scattered across the courtyard’s fetid stone. Many sat uncaringly, or unknowingly, in pools of dark water, the remains of the night’s rainstorm, And they were moaning. Most of them were quiet about it, mumbling to themselves or whimpering with some unseen pain. One woman at the far end of the courtyard, however, screamed in a sound of raw anguish. She fell silent after a moment, her breach or her strength giving out. Most of them wore what looked like rags—dark, loose-fitting garments that were as soiled as the streets. … This is what I will become, Raoden thought. It has already begun. In a few weeks I will be nothing more than a dejected body, a corpse whimpering in the corner.

Elantris, Chapter 1
Hollow (DS3)
Hollow from DS3
Source: fextralife.com

Similar to the hollows of Lordran, some fallen Elantrians succumb to the unending (and ever-growing) pain, becoming Hoed, mindless undying creatures overwhelmed by suffering but functionally immortal unless burned, decapitated, or obliterated with overwhelming force (slight oversimplification, but sufficient for the purposes of this summary).

Let’s pause for a moment and appreciate the lovingly crafted megadungeon bones present in this setup. Almost immediately Sanderson presents the reader of Elantris with a series of memorable dungeon factions striving within the strange zombielike ecology of Elantris.

In addition to the stylistic similarities (huge ruined open air megadungeon city, remains of a lost golden age, suffering pseudo undead at risk of losing their humanity, lost golden age of possibly hubristic demigods), there is an additional, more interesting, and perhaps more fundamental symmetry between the persistence-rewarding gameplay of Dark Souls and the role of purpose in the (worldly) salvation of fallen Elantrians, at risk of losing their humanity to overwhelming suffering. In Dark Souls, you die, and learn, and die again. The journey of the human player mirrors the journey of the Chosen Undead protagonist, in avoiding going hollow, just as post-Reod Elantrians struggle to avoid the Hoed fate of despair.

The man had come looking for a magical solution to his woes, but he had found an answer much more simple. Pain lost its power when other things became more important. Kahar didn’t need a potion or an Aon to save him—he just needed something to do.

Elantris, Chapter 16
大沼のラレンティウス: “Be safe, friend. Don’t you dare go hollow.” (Source: youtube.com screen capture)

XP Potential as Inverse Encumbrance

Men & Magic, p. 15

Back in March, prompted by a discussion on Discord, I was perusing Jon Peterson’s Playing at the World to see if there was any discussion of rerolling HP on level up. Sadly, I was unable to locate anything about this topic, but reading several sections about XP did prompt another idea: what if the amount of XP a character could earn during an adventure excursion was inversely related to their encumbrance? That is, the less gear you carry, the more XP you can earn. There are several reasons that this might make more sense than is apparent at first glance.

The passage that prompted my line of thought follows:

The maximum encumbrance that a character can carry is 3,000 gold pieces worth—the choice of the gold piece as the base unit of weight measurement is certainly a wise one, given the expected course of gameplay. At any encumbrance above 1,500, characters must move at half their normal speed. This threshold is surprisingly easy for a Fighting-man to reach; an example in Men & Magic of a character with plate armor, a helmet, a shield, a flail, a dagger, a bow with a twenty-arrow quiver and a few miscellaneous sundries already wears 1,200 gold pieces worth of encumbrance, and thus can pick up only 300 more without incurring a penalty.

Peterson, 2012; §3.2.2.2 Endurance and Mitigation

The original game rules can be found in Men & Magic, page 15; see post image. Gold pieces are the currency of advancement if using some form of XP awarded for recovering treasure. Measuring and tracking encumbrance using such a high-resolution unit has up until now generally struck me as a particularly masochistic form of bookkeeping with few, if any, redeeming qualities. However, if encumbrance limits advancement, players can see the open “XP slots” in the unit of potential advancement. In essence, this approach puts a clear price on preparedness and, more to the point, provides an incentive for adventuring on various forms of hard mode. Conan in a loin cloth and carrying only a 50 GP-weight broadsword can earn a lot more experience than a tanked up fighter in plate dripping with armory and utility belts.

How would this work, exactly? According to Men & Magic, the maximum load at half normal movement is 3000 GP. This could be the excursion XP limit. A character who sets out with no gear could earn up to 3000 XP on the excursion while a character who sets out equipped with plate armor (weight: 750 GP) and battle-axe (weight: 100 GP) could earn up to 2150 XP (3000 – 750 – 100 = 2150). Note that throughout this post I am using the term excursion to denote adventuring time between downtime (what I call haven turns in my hazard system terminology). A single game session could involve multiple excursions (going back to town and setting out again). I can see a case for other potential limits as well, perhaps also keyed to the amount of XP required for next level. A 3000 XP per excursion limit would clearly break down at mid to high levels, so how to handle the upper range of levels requires some additional thought. Perhaps this would be a rule for “basic” level play (up to level 3 or up to level 5).

This approach could also help players pace the advance/retreat (risk/reward) cycle. One dynamic I have noticed over many years of play using treasure XP is that the ideal of matching adventurer excursion to game session (that is, ending each game session in a haven), is not realized as often as I might like. This is not the worst thing in the world, but ending in town does have some benefits. There is no need to remember exactly the circumstances of ending in the middle of action and it facilitates drop in play. The “XP potentiality” number, clearly reckoned, also would serve, I imagine, as a play goal, indicating clearly when it would make sense, at least in terms of XP reward, to retreat and bank XP.

What prevents players from loading all their gear onto retainers in town and venturing into the unknown wearing nothing but a loincloth with full XP potential, only to gear up on the road? Well, remember that retainers, though often controlled by players for practical gameplay reasons, are still NPCs at base when it comes to particularly weighty decision points, such as morale checks. Such an exploit seems like the kind of ridiculous Vancian situation that might test the loyalty of a long suffering retainer. Many other ways around the rule, such as taking gear from enemies, seems like exactly the kind of creative and varied solution that makes gameplay interesting.

My misgivings regarding heavy bookkeeping have not been completely erased, and some prosthetic or shorthand might still be required to make the above idea fluent in play, but writing down the game logic makes me think it might be worth giving a try.