Dungeons and Dragons 5th Edition
I’ve been guest blogging again… check out my article on D7D 5E for Nervermet Press!
I’ve been guest blogging again… check out my article on D7D 5E for Nervermet Press!
I’m going to take this opportunity to break the boundaries of comfortable Geekiness. Ever since I read Gary Gygax’s Gord the Rogue series and discovered there were character sheets for Gord in his various stages of development in the back of the book (yes, I’m that old), I’ve been building character sheets in my head for all characters I’ve come across. Today, I’m breaking down the characters from The Walking Dead. I’m not going to provide full, three page sheets, but I’ll offer the basics – the vitals: Alignment, Class, a few choice stats and some skills. For you young folk, we’re doing this 2nd Edition Style – when the game was The Game.
Rick: Paladin – 5th, Lawful Good
We have to start with Rick. He’s obviously our protagonist and he’s got one of the hardest jobs of all: keeping himself together while keeping the rest of the group together. Rick is obviously Lawful Good. He was a cop in his previous life, and now, as a zombie apocalypse survivor he spends most of his time keeping people’s spirits up and killing undead. Sounds like a Paladin to me. One could even go so far as to say he’s used his “Lay On Hands,” ability. And though he summoned (acquired) a mount, he wasn’t strong (or wise) enough to protect it. A common mistake for over-excited 4th level Paladins. His Turn Undead is pretty weak, but he inspires courage and has an Aura of Protection from Evil (giving everyone else a +1 to hit, morale, etc.). Rick’s biggest problem, aside from the fact that I figure he’s only got 45 hit points, is the same problem all Paladin’s have: his alignment – Lawful Good. Characters who voluntarily sport the LG do so because they believe that everyone follows the same rules. To be clear, everyone does not share the same beliefs. That means the LG characters that keep their word are always going to get burned. Watch your back Rick.
Shane: Fighter – 7th, Chaotic Evil
I’m going to give Shane two more levels than Rick – he’s been busy while our hero was in Coma-land. Shane may have started out as Chaotic Good or even Neutral Good, but the Zombie Apocalypse has pushed him deep into the realm of Chaotic Evil. I know he’s at least 7th level, because he attacks 3/2 easily and has about 70 hit points. Probably more, since he’s no doubt got a Constitution score of at least 16. He’s a straight fighter; multiple specializations in ranged weapons but can easily roll with a mace or club if a melee should so require. I know Paladins may not knowingly work with those of Chaotic Evil or Lawful Evil alignment; but as is so often the case with Chaotic Evil characters, Shane hides it pretty well, at least, to the casual observer. By the middle of season two, his near rape of Rick’s wife, commando buzz-cut and outright murder of Otis solidifies him as a Chaotic Evil fighter. If I was running the game and it was house rules, I’d give him a bonus Fate Point and be secretly making Ravenloft Powers Checks for him.
Daryl – Ranger 6th, Chaotic Good
He’s gruff and ornery and thought I can’t smell him, I imagine he’s got a peculiar aroma. This white-trash zombie-slaying redneck nightmare is, in my opinion, rapidly becoming an audience favorite. Hard to get to know and very independent, his early affiliation with Merle cast him in a rather doubtful light. But it’s easy to see he’s chosen a species enemy of Zombie (+4 to hit), has a double specialization in Crossbow. He’s attacking 3/2 or maybe even 2/1 with a +2 for point-blank shots. He’s one of those characters with an average strength but he’s got a Constitution and Dexterity (and maybe Wisdom too) score of at least 16. His skills make him invaluable to a crew of city-folk, but he’s very much a loner. His frequent hunting and scouting forays are the perfect use of his skills. He’s got a Hide In Shadows and Move Silently of about 70%, but likely has an item that gives him a bonus in rural areas and/or versus undead.
Dale: Cleric 4th, Neutral Good
Though older, Dale is one of those characters that didn’t find his true calling until late in life. He might have dual-classed from Fighter or Ranger (I’d say 2 levels of Fighter for the d10 hit points and Weapon Proficiencies). Dale is definitely not a specialty priest – he’s a generic cleric with access to most spheres, but at a lesser level. Like a Space Marine Chaplain, though perhaps inadvertently, he takes the spiritual well being of the group very seriously. His aversion to death in general would indicate he’s a follower of one of the softer Forgotten Realms Gods – Chauntea or Sune; but then again, he might be a follower of Helm or even Ilmater. He’s a staple however, and though the NPC priest is usually the first to die, it’s good to know that a crafty professional is playing this character. I think the group would come apart without him. Like all Neutral good characters, he just doesn’t have the spiritual wherewithal to commit – like shooting Shane when he took the guns.
Glen – Thief 9th, Neutral Good
We’re giving glen the levels here because he’s demonstrated a few things that only experienced and wily thieves can: he’s still alive. I’m going to give him at least x2 Backstab, maybe x3. He’s got a Hide In Shadows of 80%+ and a 10% bonus in urban areas (probably due to a Kit or a very clever backstory written by his player). His Move Silently is 80%+ as well. He’s got a Dexterity of 19 (it’s the only explanation for his Initiative modifier and To-Hit with Ranged weapons). However, I think his Strength and Constitution are below 11, which likely give him -1 penalties. At best I’d give him 36 Hit-Points. His Pick Pockets is low for a name-level thief (50%?), but his Open Lock is 80% as well. Probably he has no points in Read Languages either. His climb walls is 99% the maximum it can be. He’s a professional survivor in this Zombie world, but he’s going to have ad some HPs to make it long term with his chosen adventuring party.
Lori – 2nd Fighter, Chaotic Good then Lawful Good
As a woman with a child to protect in the Zombie Apocalypse, Lori quickly adapted and adopted, finding emotional succor and physical protection with Shane. A character with a high Intelligence (18 maybe) she had a few extra proficiency slots available and used them for Wilderness Survival,
Andrea – 3rd Fighter, Neutral Evil or Chaotic Evil
Lori is a survivor, but early in her career as a Fighter in the Zombie Apocalypse, she spread her Weapon Proficiencies around a bit too broadly – a necessity when one can’t stop by the blacksmith for a specially weighted long sword or height-calibrated composite bow. She’s just now reached 3rd level and used her new Weapon Proficiency for a specialization in Ranged Weapons. She’s a character with above average Intelligence (15-17) but a low to average Wisdom (11). Her Charisma is high (16-18) and was likely the only attribute she relied upon before the Zombie Apocalypse. The loss of her sister affected to so profoundly that she’s truly lost her way. Now she’s struggling to find another emotional anchor and her choice of Shane shows her low WIS score and her shifting alignment. As she gains experience she will find herself pitted against that same emotional anchor and will be forced to make a choice.
Carl – 1st Fighter, Chaotic Good
Carl, son of Rick and Lori, is in a unique position. Due to his age, he’s not yet set in any single Class choice and he’s got the benefits of a pretty wide array of trainers around him. I’m going to suggest his Wisdom score is very high – he’s had too much happen to him not to be better for it. I’m also going to suggest he’s got an above average Intelligence (15). These are going to help him in whatever career he finally chooses. It looks like he’s working on another level of Fighter. His affinity for firearms seems to be growing every episode (perhaps dangerously so). But the boy’s wisdom must make him more than a simple fighter. He could end up as a cleric – the spiritual guide and voice of reason for a community of survivors. Likely, an upcoming betrayal by Shane on a scale that none in the group can image will impel Carl towards the Lawful Good alignment. As it stands, he simply doesn’t have the world experience to understand the necessary sacrifices that come with a Lawful Good alignment. We also know that he’s got more than 1d10 hit points – likely about 10 exactly and his father’s Paladin abilities (First Aid, Lay On Hands) were able to stabilize him when he was shot. It’s not too much of a stretch to see Carl adopting some new post zombie apocalypse religion. Regardless, Carl is going to end up with above average STR, DEX and CON stats to compliment his Wisdom.
Duane – 2nd Thief, Chaotic Good
This poor lad, like Carl has the dubious benefit of experiencing entirely too much entirely too fast due to the topsy-turvy world of the Zombie Apocalypse. Living in a city forces almost all characters to become stealthy. Duane’s whereabouts are unknown – so we’re going to assume he’s still living in a cityscape with his father Morgan. Duane’s adding levels of Thief as a necessity, but likely will dual-class to Fighter or Ranger as he ages. His trauma with his mother will undoubtedly make him an excellent zombie killer – perhaps giving him a natural +1 to hit and damage all undead.
Morgan 6th Fighter, Lawful Good
When we meet Morgan in Episode 2, we see him demonstrate conviction paired with incredible kindness and understanding. When given the information necessary to satisfy his core needs and beliefs (safety for self and Duane) he immediately offers food and shelter to Rick. Morgan’s Intelligence score is high (16-17) as he picks up the patterns and behaviors of the undead rapidly. However, he didn’t leave the city and neglected to accumulate much of an arsenal. He’s a survivor however, and with more than 55 hit points, we’ll see him again.
Theo – 4th Fighter, Neutral Good
With only what seems to be a support role, Theo is relegated (unfairly) to the status of low-level jack-of-all-trades, only a stone’s throw above that of NPC. The Walking Dead is a series (campaign) that plants the seeds of tomorrows plot today. Theo is going to be a key character upon Merle’s return. In the meantime, we’ve got a fellow with a pretty high Constitution (15+ as he continually made his Save vs. Poison when his arm was infected) and a solid Strength (15+ as well). In more than one occasion, he’s been Johnny-On-The-Spot with a neatly placed shovel to the back of some undead heads. He’s a stalwart fighter – but perhaps a bit clumsy. His dropping of the Key that could have freed Merle was an accident. Further, his cutting of his own arm was an accident as well. Yes, Theo has a DEX low enough to incur a penalty to all DEX checks (9?). He’s got a lot of hit points for his level, maybe 50 or more.
Merle – 9th Fighter, Lawful Evil
This monstrous creature is obviously Lawful Evil, firmly set in his beliefs and unable to hide them for even a moment. His battle-readiness and durability mark his as a fighter hands down. Add to that his healthy case of PTSD from the Marine Corps and we have a “name-level” Fighter, one or two steps from becoming a warlord with his own randomly generated back of followers. His survival skills are solid as are his Saves vs. Paralyze, Poison and probably Magic as well. I’m guessing his got an item or character trait that gives him a bonus to his Con (17). His strength is 17 maybe 18:01. He’s got a natural toughness, which adds to his Armor Class (it’d be DR 3.5 edition). His Hit Points must be near 80. Merle is the archetypical villain warrior leading the armies of evil in so many AD&D campaigns. Can’t wait to see him again – it’ll be trouble for everyone, especially Daryl and Theo.
Carol – 1st Fighter, Neutral Good
By the Mid-Season Finale of Season 2, Carol makes her choice. Until now, she’s been a plot device, one with depth certainly, and plausibility that should be lauded – but a plot device nonetheless. Now, with the death of Sophie – so visceral and brutal, completely inescapable, she’s reached the top of her character arc and is now ready to rocket down the other side. She’s going to take a Warrior Class, Ranger probably, and study under Daryl. As well, she’ll receive a visit from Lori and Dale designed to prop her up. Likely a strange friendship will grow between Carol and Lori (should Lori survive her time with Shane). Carol seems to lack physical Strength, but she’s never caught unless she wants to be. She’s high a high DEX (15+) and her Con, WIS and INT are above average (14+). Her STR is likely around 11. She’s got a lot of Hit Points (as is so sadly demonstrated by her relationship with her dead husband Ed.
Farm Folks
Hershel – 12th Necromancer, Lawful Evil
Contrary to popular belief, Lawful Evil is only an opinion away from Lawful Good. An evil cleric who razes villages at the behest of his God can’t consider himself evil – he is “righteous.” Hershel is motivated by a higher purpose and he easily blurs the lines between acceptable and survival behaviors. We’re calling him a necromancer because he willingly blurs the lines between life and death – his inability or unwillingness to recognize the undead as no longer living, no longer people, violates all the social mores of civilization. Yet Hershel is able to not only maintain his belief system, but also spread it to his followers, influencing them in ways they likely don’t even realize. We’re giving him so many experience levels because of his ability as a surgeon (veterinarian or not) and a craftsman. He’s got a very low Wisdom – 12 or so, because he can’t see beyond his own belief system. But his Intelligence is easily 17 (which, a mage’s prime requisite gives him a 10% XP bonus). Of course, his “command undead” powers don’t work quite as nicely as they perhaps should, but we can easily see this guy as a benevolent apothecary or even a hedge-wizard who waddles about the village, always there to lend a hard – always there to help “bury” a loved one. Yes, Hershel is a Necromancer – and a closet Lich wannabe.
Beth – 0th NPC, Neutral Good
I had to do some research to find out the name attached to this familiar face. According to 2nd Edition AD&D, as a 0th-level Non-player Character, Beth can make attacks but has only 0-4 hit points (1/2 hit die), so a solid fist could kill her. There’s a big part of me that says she’s only on the screen to add some dimension and up the plausible body count. However, as Maggie’s little sister, she has the ability to be a compelling plot device for a character that looks like she might stick around (Maggie) and of course, manipulate Glen as well. The alignment of Neutral Good is based on her lack of significant involvement in the group’s politics. While this could be contributed to her being a minor character (NPC), more likely, we’re expected to believe her age limits her influence. That said kids grow up fast in the post-apocalyptic world of The Walking Dead. A sixteen year old should not only be patrolling the perimeter and drilling with weapons, but likely focusing on a trade that will increase the over all odds of survival for the group (carpentry, metal working, chemistry). The jury is still out on whether Beth is a character or just NPC body count.
Maggie – 2nd Ranger, Chaotic Good
It’s tempting to assign Maggie some Rogue class; but she’s not yet demonstrated much ability in that arena. So far, she’s just been the Farmer’s Daughter – a temptress and wild element thrown in distract some of our more stable but easily distracted characters. As we all know, even since the Conclave of Dungeons and Dragons Stereotypes in 1992, all Farmer’s Daughters are Rangers with 1d3 levels. Maggie hasn’t chosen her Species Enemy yet, nor has she demonstrated over-the-top woods lore, tracking or hunting abilities. She’s proficient in Animal Husbandry (perhaps making her the only character in the history of AD&D to take the Non-weapon Proficiency slot). Maggie’s Chaotic Good alignment comes from her overall desire to do “right,” but an omnipresent selfishness gives her a chaotic streak that may in fact force her into either dual-classing to Fighter or Thief, or worse, simply losing her Ranger Status.
Jimmy – 3rd Ranger, Chaotic Good
Chaotic Good is in my opinion the most common alignment in the world. It allows a character the comfort of civilization while enabling them to see to their own various worldviews, vendettas, opinions and beliefs. So, with less than 30 lines from Jimmy, we’re going to assign him the alignment of Chaotic Good. He’s bordering on making a change – his willingness to defy Hershel and assist Rick and his bunch implies knowledge and understanding of a “greater need” for good and community. Jimmy might switch over to Lawful Good by the end of Season 2. His weapon skills aren’t remarkable, but he’s alive, and hasn’t been branded a liability, so that counts for something. Ranger is appropriate due to his background and location on Hershel’s farm. Though the jury is still out – many of the folks in Hershel’s group seem to be in the mix for body count.
Patricia – 1st Cleric, True Neutral
Patricia is Otis’ wife. She’s a dramatic addition, a reminder and downer all at once. She assists Hershel with the healing and first aid needs of the group, yet offers little else aside from chicken broth and maybe a Cure Light Wounds once per day. Her sadness at the loss of Otis will of course change her character. She now walks a dangerous path as True Neutral Character. Many Fighter-class players will argue that True Neutral is the most useful of alignments, enabling the character to willfully and even cheerfully take any action necessary to survive. They are incorrect – the alignment they are talking about is Chaotic Evil – the true Sociopath. Patricia knows her own lack of power and influence – Otis was her anchor and protector. She lacks real influence with Hershel and is a member of the community now only because of Hershel’s twisted views on charity, community and of course, life and death. Patricia may easily find herself becoming Chaotic Evil just to survive, or embracing Hershel’s worldview completely and adjusting her alignment to Lawful Evil. She might also make a complete moral recovery and shift to Neutral Good or even Lawful Good (mothers and wives tend to value life a little too much to stop for long as Chaotic Good).
Obviously what this group is missing is a 5th Mage. A 5d6 Fireball would go a long way in the Zombie Apocalypse. There’s always next season.
If you enjoyed this you might also like The Problem With Undead, Zombies Again and A Good Night for Zombies
Game Mastering is an art, an art that takes guts to practice, heart to master and insight to perfect. One thing I find myself encountering continuously as a player is a resistance to “building.”
By building, I mean I’m the player who wants to open a business in the village he just saved. I’m the player who wants to fix up the castle I just cleared out of and live in it; use it to become a lord and defend the lands from evil. This is why RPGs have skills. Skills are designed to allow players to use their imaginations to creatively solve problems within the game world. Skills are an alternate choice to dropping Fireballs and counting on “Improved Initiative” to carry the day.
Of late, there’s been an incredible emphasis on combat in some of the most popular RPGs. The reasons for this are likely interesting, but not within the scope of my comments here. Suffice to say, the GMs job has become more labor intensive due to the emphasis on combat; all NPCs require powers and feats – we’ve lost the 1-HD Orc Infantry (you know, AC: 6, HP 6, THAC0: 18 At: 1/Dmg 1d6). The invention of Minions is quite clever and a nice innovation, but still requires labor on the part of the GM.
This is why Building is so important. A player character that has property in the village is a free pass for the GM! The vested interest in that property is nothing but endless plot devices!
Maybe the Player-Character’s supply shipments are disappearing – that’s a much better plot device that being mercenaries hired to protect a caravan. It’s still caravan duty, but the stakes are so much higher, even at 1st level!
Maybe the Player-Character’s employees are disappearing? Is it a murderer? A vampire? Is the Player just a bad boss? There’s at least two gaming sessions worth of adventure right there!
What about local guild politics? Mafia? Loan Sharks? Stolen goods? Crooked distributors? Competitors willing to stop at nothing…
This is just from one Player-Character owning a general store! Imagine owning a smithy or a horse farm? Or trying to administer a castle on the frontier?
GMs, let your Players invest their treasure, their time and their imaginations. It’s less rolling of initiative and more Role-Playing. It’s an endless source of free adventure hooks and raises the player’s engagement tenfold.
So I’ve recently gotten back into gaming. You know, gaming on the table top, without electronics, software and all the technological accoutrements that seem to be part and parcel of the scene these days.
Most gamers are tried and true D&D nerds, or at least, that’s where they cut their teeth. Back in my day it was Advanced Dungeons & Dragons, 2nd Edition. There was one PHB, one DMG, a whole bucket of dice and the good times just kept on coming. But now, as I sit with my group, in a much larger basement, complete with mini-fridge (and the obligatory beer inside it), a full size white-board table to allow illustrations and diagrams, miniatures and more, I can’t help but feel as if some of the imagination has gone out of my favorite hobby.
The game has evolved, of this there can be no doubt. But then, did it need to? I had the honor of interviewing Gary Gygax way back in ’99, and he was, summarily excited about the new 3rd edition rules. I for one, found them mild and easily acceptable. Quick to learn, quick to run, most things were still covered, those that weren’t we just made up. But, as I started in on a career of corporate insanity, I found I had less and less time to slay dragons in my buddies’ basements.
The 3.5 rules were released and some I remember over a martini somewhere in Colorado, a friend telling me that Vin Diesel contributed to the book. He was apparently an avid gamer. Nothing against Vin, in fact, I like the guy, but renaissance dressing, costume-sword swinging wannabe Kensal (look it up) are a dime a dozen. Unless he made the game that much more spectacular, I didn’t really give a rip.
So, years pass, I’m on a quest of my own making and not paying much attention to the state of D&D. I haunt bookstores like revenants wander ancient battle fields, and one day I came across a book entitles Dungeons and Dragons 4th Edition. Whoa, says I.
I paged through it and wanted to do my part for the flailing economy; I plunked down my 30-kuatlos and went to home to read what had become of my beloved childhood hobby. In the mean, I was making old connections and becoming involved in a regular game of D&D 3.5 (which, until that point I’d never played).
The changes to the game were subtle at first, then as I delved deeper, watched this group of players who honed their tactics like a football team with an abusive coach, I realize that this isn’t even the same game. Sure, we rolls some dice and name our characters, but these days the game is more like a protracted version of Chess (yawn) with movement, action measurement and ranges all being constantly calculated and recalculated. Don’t get me wrong, I enjoy a good war game, but I can’t help but comment on how vastly different 2nd Ed. Was from 3.5, let alone 4th Ed.
My research led me back to Dragon Magazine a staple of nerdom, usually filled with rehashed advice, bad puns and product release dates. Turns out, the magazine is no longer even being published. It’s all online. And therein lays the crux of the issue.
If I wanted to sit on a computer while I killed dragons, I’d play WoW. I don’t mean to sound ungrateful. I remember a day when the Gamer was a hunted being, hiding his hobby deep within a backpack of holding, nestled between a bible and a math book, in a vain effort to stave off the rampaging paranoid mothers whose fear of devil worship was only rivaled by their misanthropic relationship with their husbands.
So, did Vin Diesel add all the rules and ranges, not realizing that the chapter on Encumbrance was the one that no one ever read? Or did he popularize the Forbidden hobby so that gamers (though weak of spirit they may be) can show their faces without having their braces mangled?
Either way, I’ve got a 6th level wizard who is in desperate need of some Vecna-esque artifacts to deal with in less than six hours…