Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Tuesday 21 April 2020

A Trick of the Light Part 2 - Lenticular Colour Shift Painting - Prismatic Wall

I am a big fan of optical illusions so when I saw RedbeardBoss's Prismatic Wall, I knew I had to have a go.



In the last episode we covered how I created the model, which is available for free at https://www.thingiverse.com/thing:4292839.  If you like the model please consider leaving a like a comment or even a tip.

The Painting

Following RedBeardBoss's tutorial I primed the models in silver, just cheap automotive silver spray paint from my discount retailer of choice Poundland.

Once the silver was dry it was time to fire up the airbrush and christen the Big Box Project Mobile Miniature Painting Workstation.  My chosen colour combos were:

    To achieve this lenticular effect we are going to spray the wall head-on starting from the small end (Green).  Keep the angle of the airbrush to no more than 30 degrees left or right as you pass down each side of the miniature.

    Painting the Prismatic Wall

    The paint will hit only two sides of each hex as you pass down the miniature. Once your first colour has dried change to your second colour (Red) and spray in the opposite direction on both sides.

    There will be a bit of overspray on your second colour which will help to blend the effect and the faces which run parallel to the long side will end up a combination of both your silver base coat and your two chosen colours.

    A quick base coat in black and your mini should look like the one in the video above.


    Saturday 18 April 2020

    A Trick of The Light? Prismatic Wall - Part 1

    It's very rare when a paintjob blows my mind so thanks to the YouTube algorithm for suggesting this video from ReadBeardBoss's painting channel.



    I was so impressed that I wanted to do this myself but a search on the interwebs for a printable model drew a blank.  I guess I have to model my own then.

    The spell description describes two modes:

    A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range.

    Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range.

    This lenticular paint job won't work on a sphere (no straight lines to hide the colour shift) but six straight wall sections could be arranged into a 15 foot circle (ish) or a 30ft semi-circle (ish).  Two birds one stone... Job done.



    I design my models in Sketchup, which turns out is not the best software for printable models, but I love how easy it is to use.  It often creates STL (STereo Lithography) files which are a bit sloppy and not what is known as "Watertight" or solid.  In practice this means that they can often have faces missing, internal geometry and be unprintable.

    My workflow to getting a printable model is to export the STL from Sketchup and import it into Tinkercad.  Check that there are no holes, if there are go back to Sketchup and delete any faces which might be hiding inside solid areas of the model and repeat the process until Tinkercad is happy.

    I also use a fabhouse service called i.materialise.com where I can do a second pass check to see if the model can be printed.  This also allows those without a 3D printer to order a model in their material of choice.  The example above in Polyamide (Selective Laser Sintering) would cost £11.14 ($13.85) each and discounted to £55.68 ($69.23) for 6 copies in white.

    This model is free to download at: https://www.thingiverse.com/thing:4292839. If you like or make one click the heart, post a make photo and add a tip to the jar.

    Prismatic Wall DnD Spell Effect


    I will be painting my wall in Part 2 so stay tuned to see if I can master the lenticular paint effect.

    Monday 16 March 2015

    The Tale of Tynka Azolla - The Isle of Dread - Episode 1

    As I mentioned in an earlier post I am embarking on my first adventure using D&D 5th Edition and I'm going to chronicle my journey (and that of my character) as a series of blog posts.  The format will be character journal entry and then my take on the rules.

    This being the true and reasonably accurate account of the misadventures of Forest Gnome Barbarian Hermit Tynka Azolla.

    The tribe have left me to look after the old hermit Klandgnor and the egg of Khan Arge in the ruins of Montnorad

    He's insane but harmless and cries out in his sleep when troubled by the dreams of the 52 black birds and the missing Iles of Cruise, visions of the war between the hawk men of the Capitol and their enemies the Coh Mees of Uesesah.  He rambles prophetically about The End of Days when the high priest of Potus spoke to the the amureeckans and told them to go forth and shelter from the fall.

    I was out picking berries to make a poultice to calm his dream time when a great black shadow passed over the forest, followed by a raucous cawing.  When I got back to the ruin it was a shattered mess.  There was no sign of the old man or the egg, but in the sky I could see a great bird travelling South.

    I grabbed my travelling pack, glad that my father had trained me well to always be ready to move at a moments notice and headed South.  On the third day I found the hermits body among the flat rocks at the bottom of the waterfall.  He had been split open and his insides torn out, great claw scratches littered the rocks among the blood, feathers and viscera.  Whatever swooped down and snatched him up had decided to eat him.  The egg was nowhere to be seen, so I blessed the old man's corpse and continued South.  The hermit had taught me that a great evil resided in the egg and should it be released it would consume the world in destruction, my mission to find the giant bird and retrieve the egg.

    Eventually coming to a great coastal settlement I found many people who had seen the great bird always heading south.  Some said that it must be headed to the Isle of dread.  I found a merchant who was assembling a trade ship bound for the Isle.  I lied to him about my past but he believed me and I am now one of his bodyguards. 

    We set sail on board a ramshackle ship bound for the Isle.  10 days later we approached the archipelago when an ungodly storm came out of nowhere smashing our ship to pieces and I jumped overboard to save myself.  We woke up in the beach battered but alive, a heavy mist obscured the horizon so I went inland in search of fresh water, food and foliage.  It was then that the giant crabs attacked, I killed one with my javelin and almost killed two others who were attacking Kendrick the merchant and some of the other survivors and sailors.




    Giant Crabs attack the PCs (yes the pencil sharpener is a PC) and survivors on the sample file beach.
    When the mist cleared it was clear that we were on a sandbar and the ship had hit a reef a sort distance away.  It was heavily damaged but intact if we are to survive we must construct a raft from the flotsam washed up on the sandbar and make our way back to the ship to gather supplies.

    My Thoughts on Character Generation

    My character is a truly random creation.  Race & Class were randomly rolled and Attribute scores were determined from a best of three sets  (using 4D6 drop lowest method) then placed appropriately and Race/Class modifiers applied.  This resulted in above average STR, INT and DEX scores but a truly awful WIS.

    The use of predefined "packs" is an excellent answer to long complex equipment lists and gets you up and running in no time.  Similarly, I really liked the background aspects of the new character gen system (Personality Traits, Ideals, Bonds, Flaws) which will be of immense help to new players and create some really interesting combinations.

    I'm a big fan of the way Castles & Crusades / SIEGE system resolves Skill/Attribute checks so I feel quite at home with the new slimmed down skills list and proficiency modifier system.  Gone are all those horrible 4e Powers which made even a low level game sound like you were in an 80s anime and drove you nuts tracking Class Feature / Race Power / At Will / Encounter / Daily usage.

    In play

    Coming around after the shipwreck encounter, I received my first Disadvantage token, which was a real shock.  Although it only applied to skill checks it really had an adverse effect on my play.  I could not catch a break and I failed all subsequent skill rolls.  I'll reserve judgement on this until I've benefitted from Advantage but I'm leaning towards favouring a static positive/negative modifier as I feel it's effects might be too random.

    Combat seemed way more streamlined and faster than 3.5/4e with a return to the simpler bash/bash mechanics of earlier editions.  It may not be terribly realistic, but it gets the job done with the minimum of delay.

    Wednesday 25 January 2012

    Levelling up

    In his latest Legends and Lore article Monte Cook posits that:

    "levels serve as a means to incentivize people to keep playing the game"

    Whilst this may be true for the majority of MMORPGs and those time wasting level machines on facebook, it is not necessarily the case for D&D and other level based RPGs.

    Levels are a Challenge Metric

    D&D 3e introduced the concept of the Challenge Rating (CR) as a device to scale your encounters / scenario to match the levels of the PCs in your group, and before CR, we used a Monster's Hit Die.  However, the constant used in both systems was the PCs level system.  Successive layers of "Customizeable Elements" such as powers, feats, skills and kits have only added to the complexity of character generation and consequently devalued "Levels" as an effective constant.

    Players use this metric during play to judge their own survivability and determine their reactions when faced with obviously superior force strength or capability.  For example a lower level party will often resort to non combat means to overcome an encounter if they suspect that there is a high chance that they won't survive.  Being a hero doesn't always have to mean slaughtering the enemy, particularly if a GM has intentionally used the monsters level to frighten or provoke a non-combat solution.

    Storytelling Incentivizes Continued Play

    In the same way that the storyline of a soap opera incentivizes millions of people to keep watching, the continuation or completion of a plot in an RPG incentivizes players to keep playing.  Although min-maxing and power-gaming exist as styles of play these are generally regarded in a negative light and are discouraged in favour of more positive storytelling or cooperative styles.

    Posturing vs Retrospection

    Hands up those who've had (or overheard) a conversation before a game session which goes like this:

    "My 5th level fighter will kick your 5th level rogue's ass..."

    or after a session:

    "Remember when I saved your ass by taking out that orc chief..."

    As a DM, I know which one I'd prefer to hear my players use.

    Tuesday 10 January 2012

    All I want from 5e is...

    This is what happens when you type
    "D&D 5e" into Google Images
    The blogosphere is abuzz with the announcement that WotC are going ahead with development of the next iteration of Dungeons and Dragons.  Rather than fuel the fires of the edition wars, which would be pointless as I don't play 4e and I don't play Pathfinder either, I thought I'd just throw up a list of what I would like to see in 5e and what would make me as an old skool gamer fast approaching 40 part with cold hard cash for what is essentially a new version of an old game.


    1.  Simple Rules to Start With - The concept of a basic game which as you level up gets increasingly complex makes good sense both from a new player/DM perspective and from a sales perspective.  Everyone needs the basic rules to begin with but not everyone needs the Expert/Immortal rules right from the get go (notice how I didn't use those new fangled Heroic/Paragon/Epic Tier names, that's because it's a conceit and it sucks, what's wrong with calling something "an adventure for 5-6 characters of levels 10-15" anyway!!).

    Face it, it takes years to become a good DM, there are no short-cuts or training courses you can go on.  We've all put the years in to a greater or lesser degree and the focus of any pen and paper based game should be on DM arbitration.  Too many rules to begin with overloads the casual or newbie DM and makes the game drag for players.  If you want to entice more younger gamers into D&D to replenish the ranks of the old and bold then this is a must.

    2.  D&D needs to be cross platform - There are 2 major consoles (3 if you consider the Wii which actually outsells both of the other 2) which are more than upto the task of running an MMORPG / VTT game.  There's also the traditional Mac and PC platforms, which even if you can't put together a full 3D HD Wizzy MMORPG such as WoW, it shouldn't be too difficult to put together an HTML 5 web app which will run on almost anything from the lowliest console to the latest spec kit.  Hire an expert company like Zynga or their competitors to do the dev, they do it day in, day out.

    Let's face it the world has moved on even from the 4e release only a handful of years ago.  There are potentially more iPod/iPhone/iPad and Android users in the world than there are console gamers or any other platform specific community and it's getting bigger every day.  A character builder is something that can  feasibly be built for next to nothing and can even be given away as a free mobile app to entice new and old players alike.


    Want to support the Organised Play / D&D Experiences / Living 5e communities, fine, let authorised DMs add XP and other adventure rewards online.  These can then be reflected on your character app almost instantly.  Couple it with a web based VTT as above for which you charge players as an in-app purchase to go on adventures and you've got a new funding model for a digital age (this should keep HASBRO happy).

    Ultimately choice of OS should not be a barrier to enjoying a D&D online experience.

    3.  Miniatures with RFID/Bluetooth - The recent Wii hit game Skylanders has pushed technology that little bit further with their RFID enabled miniatures, do the same for D&D miniatures.  No collectibility, just offer them for sale.

    4.  No Subscriptions Please (were British) - I know that PC and console gamers are going to object to this, but I'm afraid that the subscription model of charging for gaming is a bit of a dead dog.  It works in an MMORPG sense as you tend to collaborate online with people you don't know, but in a sit around the table VTT sense I'm not sure it will work as I'm sure nobody wants to tell one of the Players to get their VISA card out or they can't join in.

    I don't think I'd be able to convince "Her Indoors" that a subscription for a game I may only play once a week is value for money, but I also don't want, and can't afford, to invest the sort of time one needs to in an MMORPG style game in order to recoup my cash investment.

    Ultimately, if the likes of major newspapers like The Times or the WSJ  can't get paywalls to work for them, I can't see how WotC can get it to work for D&D.

    5.  Print Pubs with Online Extras - This is already happening in the indie scene as more and more publishers supplement purchases of the dead tree version of their games with a free PDF version.  We're not stupid, we know that you sent the book to the printer as a PDF, don't try to rip us off with overpriced e-books.  Whilst you're at it, give us some promo codes for extras which are only available if you buy the dead tree adventure modules (that are allegedly hard to sell).  Look at the sterling work being done by Worlds of Wonder with their bordgame promo codes.

    If a tenth of this ends up appearing in the final release edition of 5e, I may be enticed back, maybe...