Torchlight 2 Mod: “Essentials”

Like Diablo 2 with the Zyel mod (a collation of other mods + an awesome crafting mod), we’ve been waiting for a definitive collation of good mods for Torchlight 2 and here it is in “Torchlight Essentials.” The issue with mods is 1) which to get, 2) making your friends get the same ones, 3) getting games where everyone has the same mod. Collections of mods in one package,in my opinion, are essential to reduce the insanity. We tried it out Friday night and it was superlative.

New Pets!
New Pets!

The mod has a new class that mixes the mage and a close in fighter, the official 8 player muiltiplayer mod, the two mods (Blanks and Extra Chunky) from the Runic developers and a host of other vetted mods.  Highly Recommended.

Subscribe to the mod here: http://steamcommunity.com/sharedfiles/filedetails/?id=138228035

13th Age has FATE’s Chocolate in D20’s Peanut Butter

13th-Age-CoverI have been holding off on this post because the 13th Age core book was maaaaaat’s Xmas present and didn’t want to spoil it, but now I can wax on and on about how I think this is the version of D&D that I will actually run.  It’s got the D20 crunch and leveling with a lot of stuff from FATE and Feng Shui that I’ve grown to love over the years.  The game is a product of the two developers of 3rd and 4th edition D&D and represents, as near as they can agree on, their homebrew D20 system– and it’s awesome.

I’ve watched D&D from afar for awhile now, the tactical triumph of 3rd edition and the massive resurgence of the genre with the 1-2 punch of the LOTR movies and 3rd edition, then the Descent-like 4th edition (which should have just been a huge box set with tons of miniatures instead of the big ass books), the B/X-OSR movement with Labyrinth Lord and Lamentations of the Flame Princess bringing it back to the Basic D&D books we actually played back in the day (pulling only monsters and spells from AD&D).

All that said, I threw in the towel on actually playing D&D in the mid 80’s for various reasons– first off it got pretty boring. Roll up a character, fight in a dungeon, get loot, etc. By ’86 or so there were many other options and settings. Paranoia, TMNT (don’t laugh, it was a fun game), Cthulhu and the game that killed D&D for me for pretty much forever: Warhammer Fantasy Roleplay.

WFRP killed D&D for many reasons, first off it was badass visually. It’s like putting the Fiend Folio up against the Monsters Manual– the art in the latter, with the exception of Dave Trampier’s amazing work, PALES in comparison to everything in Fiend Folio. For the same reason WFRP’s art (and miniatures) were beyond compare in the late 80’s to everything else. Secondly, the game was mature and getting into the mid-teenage years, this was important, while 2nd edition D&D was artistically bland and took no chances at all with gore, WFRP was all about the goreplosions, insanity and corruption.  You weren’t just going into dungeons and looting stuff for the sake of loot, you were committing crimes and murders in a fantasy setting (or rescuing bratty noble kids) within a backdrop of an absolutely dismal (yet magical) campaign world. Your patrons were always the shadiest of individuals and every adventure threw new things at the players that were not dungeon romps at all, especially the axiom that is so important to good adventure design these days: “no good deed goes unpunished.”  Players weren’t plowing through hordes of over-used ‘non-humans,’ instead they were in deadly fights most of the time with humans or human-like mutants.  Anytime you’re up against non-humans in WFRP, likely you were dead meat.*

Third, the career system in WFRP was excellent and a vast improvement over leveling up. While it’s just a set of skill and bonuses, the WFRP career system still makes me want to play the game every time I read it. Instead of a flat set of stats and weapons (that are all just bonuses to your stats) WFRP had a rich set of skills for players to acquire that allowed the fighter and thief to be as interesting as the Magic users with their spells. Finally, the adventures went into some very morally difficult ground. It goes without saying that the quest and campaign writers on WFRP back in the day were doing things no one else (maybe Cthulhu) would even touch.

So why play D&D/D20 at all?  Why bother? There’s an itch that just can’t be scratched with the FATE/Cortex and that’s the dungeon romp and repeated monster smashing.   While FATE and Cortex (and their ilk like Burning Wheel) are amazing for short narrative campaigns, the play is missing three key things that D&D/D20 offers: Dungeon crawling with lots of fights, leveling up and magic items. What’s more, combats in FATE/Cortex are so definitive and deadly that it’s never about the grind: in an even fight likely some of the characters are going to take serious consequences or be taken out entirely.  Fights are always about story progression, and when playing FATE/Cortex, that’s awesome.

What 13th Age offers players and DM’s is the ability to have D20 style fights and levelling with some of the best parts of FATE/Cortex’s story driven elements.  Combat and combat power is taken out of the narrative system by design.  Whereas characters in 13th Age have ‘aspects’ (backgrounds) like FATE, they cannot be utilized in combat–but they are there for everything else to push the story forward.

So with the announcement of 5th edition D&D slating it for this summer and Pathfinder continuing on the grid-based, tactical version, I’m saying to my 2 readers that the new D&D is already here, and it’s 13th Age.  It’s not the D20 for every group but it’s a great compromise between the level up crunch and the narrative.

Here are a couple of high points:

  • Classes are extremely different – though there are three fighter classes and three spell casters, they all play different.
  • No XP, GM determines leveling when he sees fit.
  • No skills, backgrounds (aspects) instead which define narrative as well as skills.
  • Ingrained character relationships with powerful entities in the world that push the story forward.
  • All the good stuff from 4th edition for the grindy battles (recoveries, class powers, etc.) but no-grid battles that can be done completely without miniatures
  • Feng Shui style mooks

*Unless you were a naked dwarf

Finished a game- Torchlight 2

The look at the end game.
The look at the end game.

Ah a rare thing, actually finishing a game…I finally beat TL2 on elite (not hardcore) vanilla. It took over 60 hours with a single character to win it… that was with just a bit of help from sensless with a couple of items that I could only use at the end of the game. Elite was very very difficult– I died about 500 times and probably could have died a lot more but just wanted to get it done. I know I could have farmed at lower difficulties or with other characters, but this was about being almost pure with Elite– going through the whole game from start to finish with nearly zero help. I finished the game at level 52 and I can say that most of my gear was about 10 levels lower, so I definitely hadn’t farmed up enough to really run the end game comfortably.

The next time I go through I can farm up with a higher level character and pass items down, potions, spells, everything because the elite hair on the chest has been grown…

The build
I used a berserker and focused on Shadow Dash/Wolfstrike with Frenzy Mastery and Blood Hunger as primary skills. All of this is for survivability rather than damage output. Essentially she would heal whenever she landed a critical and could shadow dash for insta heal and escape when she got in trouble. The key path is to stay on the edge of a mob and use your normal attacks to build your frenzy meter since when you are frenzied it’s all (well almost all) criticals. Once frenzied, you can stand toe to toe with any boss that cannot one shot you (which aren’t many!). For my primary weapon, I used a large mace that I placed the rift ember in (+10 Mana steal on hit) for max amount of DPS for my AOE’s (Wolfstrike/Shadow Dash) and then switched to two rather lackluster claw weapons when I was frenzied for any bosses– increasing my attack speed by triple or more.  I just could never find any better claws by the time I finished the game.

Big Death
Big Death

In addition to the skills above, the berserker extra pet (via Wolf Shad) was huge and I maxed points whenever I could.  The summon gives damage output increases, attacks stuff itself for mass damage and heals you when it does damage. I would say it’s the best skill in the game.  However, I have this feeling that there was an XP drop when wolf was on the screen…like very little XP at all.

There’s a lot more to explore with the berserker, but I won’t be doing it on Elite unless it’s my Hardcore character who is the sole survivor of our early days hardcore elite group.  With him I use very different tactics (sword and shield and a lot less gung ho).  The end bosses of TL2 look extremely difficult on Hardcore elite so the farm up will be necessary.  If I was to do it again, I would have started on Normal, finished the game and then passed items up to a character on Veteran who then passed items up to a character on Elite.  This is tough to do on Hardcore since, well, your characters get croaked.

I got to play YOMI!

I’ve had my eye on YOMI, a card game that emulates video game fighting games in paper form for awhile now.  I initially assumed there was no way anyone could make an actual fun game out of this.  From experience as I’ve tried two of them from the olden days (Video Fighter [below] and Heavy Gear) as well as the goo,d but too simple, Brawl.

videofighter
Circa 1994- do you remember it? Likely not.

YOMI is available to play online and I gave that a go and it was just OK, it piqued my interest further, but I didn’t think it was all that great from playing the online version, which is exactly the same as the card game except you can’t read the cards.  You can technically read them, they just aren’t the focus of the game enough compared to when they’re in your hand.  This is huge detriment for a new player because I can say after playing the physical game that YOMI is absolutely superb at pulling off what it’s trying to do and it’s not well represented in the online version since the cards are small and not in your face.  So if you are going to give it a try, I would recommend playing with pieces of paper first.

The core mechanic, well it’s just rock paper scissors between Throw, Attack and Block/Dodge.  Seems simple?  It’s crazy complicated.  The rock paper scissors part is just the most basic mechanic. You play a single card each turn. Based on what you played and your opponent has played you can possibly play more cards to combo, extra defense, etc. and this is where the game gets crazy and the rock paper scissors mind game turns into a mechanic that works brilliantly instead of putting you to sleep as it should.  Each character deck that I’ve seen (played about 6 of them) plays very differently.  Some characters are good throwers, some rush down with tons of small attacks and combos and others  set you up for a big hit the whole match.  After just a few plays, one notices the huge depth of the game.

Hand management is huge, card flow is huge, and knowing when and where to lay down your big combos is something that will take hundreds of games to master.  I am simply shocked that someone was able to pull this off and do it so brilliantly.

yomiTrogAs a game, once you have a single deck of one character, you can play– forever.  That character likely will never get any other cards you can buy (unless there is a team fight expansion that changes out cards) so if you just want one character to play, your cost of entry is 12$ and never anything else.  You could enter a tournament and win and be a champion with just that 12$ spend as YOMI is not about buying up cards and making decks like Netrunner or Shadowfist then playing, it’s about learning a character completely, just like a fighting game on the boob tube.

I’m not a huge fan of the art– it looks sort of like knockoff anime to me rather than the real deal, which Video Fighter and Heavy gear also had issues with. The overarching brand is ‘fantasy strike’ so it seems like the characters in the game are in some sort of Lodoss War style world. And a Panda? I guess… again, a minor quibble, especially since many of the characters are really awesome looking— they’re just not Last Blade 2 awesome.

Those of you physically near me, trust that you will be coerced into playing despite your hatred of fighting games.

More Talisman news – an official FAN expansion!

Awesome.  The guy from Talisman Island put together a real expansion along with Fantasy Flight.  This is a must buy.  Deals with having Pandora’s box in the middle if you all remember that from 2nd edition (the ending where you draw spells and adventure cards and cast them on other players until they die).

Check it out here.

I noticed reading the Talisman Island posts that 2013 marks the 30th year of Talisman’s existence.   Woah.  I wish I had started playing this in the 80’s, but it was always just sitting there on the shelf (next to Dungeon Quest) and I never bought it, then of course college happened and it ended up nearly ALL we played for a couple years there.

 

D&D announced for Summer 2014

trampier_harpyWe’ve been seeing D&D Next stuff for a few years now and I would describe what I’ve seen (and what Matt has described) as ‘meh.’   In the light of the glow that Pathfinder has taken on in the last two years it’s going to be tough for WOTC to compete with Pathfinder on an even level–and do we need another PNP D&D? It looks like WOTC may think PNP is not enough based on the following:

“Players will be immersed in rich storytelling experiences across multiple gaming platforms as they face off against the most fearsome monster of all time.”

I would argue that we already have a D&D Next that’s not built to compete with Pathfinder, but fits far better into the adult PNP style of play– but that’s a post for another day.

New Talisman Expansion!

You’d think after all my posts on this blog about Talisman expansions over the years I’d get sick of them or sick of Talisman.   NO SIR.  While the Dragon expansion was a bit much for me, I’ve picked up everything else (Dragons changes the game very drastically while everything else integrates into the main game together) and am HUNGRY FOR MORE.  The City expansion we’ve only just started to explore and it’s fucking great.  No more stacks of gold lying around for no reason– spend them to win the game in the City.

firelands

FF is delving into Arabian myth with the new one called Firelands and it looks pretty awesome— though like Dragons, it seems like it changes the game quite a bit by eating up spaces on the board.  The four characters are the Warlord (like the Gladiator), the Jin Blooded (spellcaster), the Dervish (can’t tell) and a fourth one that looks like a female spellcaster of some type.  This will be heating up the winter months it looks like.