Dungeons & Dragons' owners think the brand is "really under monetised" and have a plan to fix that in the future.
I think there's been some talk about how one of the design goals of One D&D seems to be a focus on making the digital tools more important and given that there's talk inside Hasbro along the lines of D&D having more potential for monetization I wouldn't be surprised if WotC were to try some kind of "D&D as a service" thing.
Now is a great time to remind people that there are so many good RPG systems out there. Just because D&D is the biggest name in the industry doesn't mean it's the right system for your game, even if you are running some high fantasy type stuff. Take time to explore and see what's out there.
Yeah. And like, as much as I like playing D&D the fact is that besides it not being the perfect system for every type of game, I feel its overwhelming market dominance isn't necessarily a net positive for the hobby.
They all laughed when I kept hyping up Rolemaster. Well, who's laughing now? Well, it's still them, but nevertheless,
While you won't ever hear me wag my finger at someone suggesting people pirate D&D books because they are expensive as fuck and you need like three of them at minimum to have the "core game," I think more people should just play other RPGs. While by pirating D&D books you're not directly supporting the cultural behemoth that D&D is, if you have any interest in the hobby in general then I feel it is more productive to actually tangibly support other games.
Cause here's the thing: D&D is actually one of the few games out there where you need to buy three $50 books to play the game, most games will give you a full game at the price of a single book costing $50 or less depending on the game. Paying $150 dollars for the core rules of a game (which you have to buy separately if you want them to be available digitally) is absolutely not the norm. (For an example, Free League's The One Ring RPG costs 518.00 kr which comes out to approximately $50, while something slimmer like Blades in the Dark will only set you back like $30, and that's for the physical editions which come with PDFs included. Most publishers these days are involved in some program where even if you bought the game physically at a brick and mortar store, you can still get the PDF for free.) That's a full game for one-fifth to one-third the price of D&D's core rules, and that's not even taking into account the fact that a lot of these games are available for even cheaper in digital formats.
(Sidenote: one of the large profile D&D alternatives, Pathfinder, also follows the multiple books strategy, but its approach isn't quite as egregious imo as D&D's: firstly, you only need two books, the actual core rulebook and a bestiary, and secondly, all the rules are available online for free, yes you heard that right, all the rules, not just some Basic rules to get you started)
And then of course there are a bunch of indies. There are way too many good indie RPGs out there but here's a little sample:
Hard Wired Island by Paul Matljevic and Freyja Katra Erlingsdóttir. Amazing cyberpunk RPG that avoids pretty much all of the common pitfalls of the genre.
Flying Circus by Erica Chappell. Basically Porco Rosso the RPG, air combat in a fantasy setting with an approximately WWI level of technology.
Fellowship by Vel Mini. If you absolutely need your fantasy fix Fellowship is a great twist on the formula that pits a fellowship of heroes against the forces of an evil overlord.
Esoteric Enterprises by Emmy Allen. Modern occult horror which just oozes style and with a system clearly inspired by older editions of D&D.
Wanderhome by Jay Dragon. Pastoral fantasy with anthropomorphic animals this game is so gosh darn wholesome I love it.
Again, all of these games will set you back a fraction of the cost of D&D's core rules, each is a complete game in one book, and you know the money will directly support the author.
if you bought that itch io black lives matter bundle from a few years ago, there were a absolute shit ton of ttrpgs in it, the ones that stand out most to me being blades in the dark and troika!
i know also stuff like lancer and mausritter are in it which while i havent gotten around to reading yet, i know for a fact are both systems a lot of people like
and the best part is that there are tons of ttrpgs that are like Yokai Hunters Society, CTHULHU DEEP GREEN, and DURF that are fairly small making learning them an easy process.
besides even that, there are many ttrpgs on itch that are just completely free and worth checking out like Liminal Horror
I hope at some point during his pirate career Kingsley tried to attack a ship only to realize it was Fjord and Jester's and it was extremely awkward for everyone involved.
Ever wanted to put more Wild Magic into your campaign? Do you like the idea of punching somebody and they turn into cake? Wanna mix martial arts and luck manipulation? To you then, I bring my first homebrew: The Way of the WILDSTYLE! Monks that make use of sources of Wild Magic, including an extensive Table to make things happen with your Ki Points!
I made this with the help of the Homebrewery, a browser-based program that can convert text to a document in that fancy Wizards of the Coast style! Click here to get started, or support the creator on Patreon!Ā
Full text of this Homebrew below the cut:
Monk: Way of the WILDSTYLE
Monks of the Way of WILDSTYLE follow a tradition that embraces madness so intimately as to make one blush.
The origins of the tradition are multifarious and mysterious. Some monks of the WILDSTYLE (sometimes called āWay of the Crazy Handsā) lay claim to the Githzerai of Limbo, who could not only resist the impact of the chaotic realm but harness it. Other monasteries of WILDSTYLE hang above reservoirs of potent, unstable magics, volatile places for all but they. Still others serve at the behest of those rare deities ascribing to the Chaotic and Neutral, such as the Seldarine deity Fenmarel Mestarine.
These monks are capricious, often with no 2 monasteries taking the same role in their society. In some places, they are the last line of defense against volatile and unpredictable threats. In others, they are ruffians and rebels, quick to dismiss authorities. There are many mysteries about these monasteries, with some going so far as to distrust and fear them. Those in the know of the WILDSTYLE know that, for good or for ill, Monks of this way always promise excitement.
And yes, "WILDSTYLE" has to be all-caps.
WILDSTYLE Surge
Starting when you choose this tradition at 3rd level, you can use your ki to impart a certain Wild power into your strikes. As an action, you can spend 1 ki point to roll for a Wild Magic Surge. As a monk of the Way of WILDSTYLE, you surge on a roll of 20, upon which you roll a d20 on the WILDSTYLE Table (see below). For effects requiring saving throws, the DC will be equal to 10 + your Wisdom modifier + the number of ki points expended (in this case, 1). At this level, you can only do this for 1 action per turn.
Chaos Tide
Once you pick this tradition at 3rd level, you gain an innate sense for the magic about you. If you are not already proficient, you gain Proficiency in the Arcana skill.
You can also automatically āsenseā magical effects and auras within a 60 ft radius. These areas of effect glow and ripple with light, faint or bright depending on the strength or age of the effect placed. You can even discern from the colors of the aura observed what School of magic the effect may belong to.
In addition, you gain advantage on Saves against magical effects that have been identified in this way.
Improved WILDSTYLE
At 6th level, you begin to harness the true magical potential of WILDSTYLE.
As your attacks now count as magical, when you roll for WILDSTYLE Surge, you can now add your attack bonus to the d20 roll. Whatās more, you can roll on the WILDSTYLE Table upon a successful Surge for each Attack, spending at least one ki point each time. You can spend up to 3 ki points per turn in this way.
For effects requiring saving throws, the DC will be equal to 10 + your Wisdom modifier + the number of ki points expended (1-3).
Chaos Check
By 11th level, you can harness the magical underpinnings of the universe to aid you in given scenarios.
You may replace any check made since your previous turn with a āChaos Checkā roll, either as an action to replace your own roll or a reaction against (and replacing) an enemyās roll. That Luck Check will take the raw dice roll only, no modifiers or advantages/disadvantages. However, you have to take the roll thatās given, even if lower than the initial check. Whatās more, any Chaos Check roll also counts as a WILDSTYLE Surge roll.
You can perform this a number of times equal to your Wisdom modifier, after which you must take a Short Rest to regain use of this.
Master WILDSTYLE
By 17th level, youāve become well-acquainted with the power of the WILDSTYLE.
Every time you use a Ki point, that will count as a roll for a WILDSTYLE Surge. However, when you purposefully roll for a Wild Magic Surge, you may expend an additional ki point to roll with āadvantageā - that is, the DM will roll twice on the WILDSTYLE Table, and ask you to pick which effect you would like to initiate.
Note they can be as vague as humanly possible with what effect exactly will happen.
Chaos Reflect
At 17th level, you can take advantage of the chaos youāve experienced and deflect it towards enemies.
As an Bonus Action on top of an Attack, you may spend anywhere between 1 to 10 ki points and force a previously-experienced WILDSTYLE effect on that creature.
For effects requiring saving throws, the DC will be equal to 10 + your Wisdom modifier + the number of ki points expended. You will also have advantage on any effect that would include yourself.
WILDSTYLE Table
1. You turn into a potted plant upon landing your hit. You cannot move, you cannot take Actions or Bonus Actions, all attacks have advantage against you, and your HP is reduced to 8 + your Constitution modifier. If your HP is reduced to 0, you transform back, but must start making death saves. You also transform back at the end of your next turn.
2. You give 2d8 additional damage. Roll the 2nd d8 to determine the damage type - Acid, Cold, Fire, Force, Lightning, Poison, Psychic, or Thunder.
3. A Giant Frog appears in a spot within 30 feet of you. This Giant Frog is completely neutral, and does not vanish but may bound away after a while.
4. You force the enemy to make a Constitution saving throw, to avoid transmogrifying into an inanimate material. As they roll, consult one of your damage die to determine the material - Stone, Wood, Metal, Clay, Paper, Cake, Dirt, Molasses, Water, or Smoke. If the enemy fails, they become a statue of this material, effectively Paralyzed and with attacks having advantage against them. If they succeed, they instead transform into a living construct of that material - immune to Bludgeoning, Piercing, and/or Slashing damages depending on their make. This effect can be removed with Greater Restoration, or when you succeed another WILDSTYLE surge.
5. Upon a successful hit, roll another of your damage die. This die determines how many tens of feet the enemy is pushed backwards - and if they hit something before making that distance, how many d6 of Bludgeoning damage they take from the force.
6. A Weasel appears in a spot within 5 feet. This Weasel has advantage on its Initiative, as it is antagonistic towards you, and will wish to attack as soon as possible.
7. Roll a d6, and record that number. At the beginning of every subsequent turn, a d6 will be rolled. If someone rolls a d6 matching yours, you immediately swap locations and Initiatives with that person. Hopefully this wonāt put anyone in harmās way.
8. Your last hit immediately causes your enemyās head to spin completely around 180 degrees. This does not kill them, however; instead, any movement they make will be backwards, and attacks not behind them will have disadvantage. They have to use their action to set their head back on straight.
9. You initiate a similar effect to the Sleep spell. Upon a successful hit, roll all of your hit dice. This will determine what hit-pointsā worth of creatures can be put immediately to sleep within range. Instead of dealing damage, your attacks have this power until the start of an enemyās turn.
10. Voluminous soap bubbles burst from your mouth. You are unable to speak Command Words or other words until the start of an enemyās next turn.
11. You turn into a āReal Boyā. Any racial traits vanish, and all of your stats are assumed to have a +1 modifier. You are restored upon another successful WILDSTYLE Surge.
12. Roll a d20. On 10 or higher, any of your hits cause a harmless squeaking noise instead of dealing damage. That enemy which squeaks will be vulnerable to Bludgeoning, Slashing, or Piercing damage. On a 9 or lower, any enemy that hits you causes a harmless squeaking sound to come out of you instead of dealing damage. However, you will be vulnerable to Bludgeoning, Slashing, or Piercing damage. All effects end at the start of your next turn.
13. Your hands turn into snapping serpents. Your Unarmed Strikes now deal Piercing instead of Bludgeoning damage, with a Constitution saving throw for someone to avoid taking Poison damage (equal to 1 damage die) and being Poisoned. However, these Unarmed Strikes will be essentially Animal Handling checks, as your arms are now literally 2 snakes. Were you to cut these heads off, your own hands will reappear. This effect may also end upon another successful Wild Magic Surge.
14. On hit, with a loud āKA-CHING!ā money flies out of your enemy. You can collect as much Gold as XP that enemy normally produces. However, any hit landed on you causes 1d8 Gold Pieceās worth of your own money to fly out.
15. You turn into a Yakman. You count as one size larger for the purposes of Strength checks, and your Dexterity, Strength, and Constitution stats go up by 3 (up to 20). However, your Intelligence, Wisdom, and Charisma go down by 3, and you have disadvantage on checks related to these. All racial Traits are disabled while being a Yakman. This effect goes away after a long, deep shave. This effect may also go away upon another successful Wild Magic Surge.
16. A number of Flumph equal to your Monk level appear within 30 feet of you, controlled by the DM. They may roll Initiative to help.
17. The next successful hit causes 2d100 beans to fly out of your opponent in a 30-foot radius. Everyone in that 30-foot radius must make an Intelligence saving throw, or they will be compelled to begin counting the beans. An affected creature may use their Action to count beans, at a rate of 180 BPM (Beans Per Minute), or they may attempt the Intelligence save again. They may also opt to retain their major Action, and use their Bonus Action to count beans, at a rate of 90 BPM; this may prolong the effect depending on how many beans have been produced. An individual with Stillness of Mind may use this to end the effect. The effect ends once all the beans are counted.
18. You suddenly become aware of a sizable, expectant audience thatās watching your every move. All of your attacks are now based on Performance, with Inspiration granted if you put on a good show. However, at least your first turn would be at disadvantage, given the stage fright. To stop this effect, roll a successful Wisdom saving throw to ignore the crowd. If you have Stillness of Mind, you may also use that to end this effect.
19. A Tyrannosaurus Rex appears within 120 feet of you, controlled by the DM. Good luck.
20. All of your Ki Points are restored, and you get to roll for another WILDSTYLE Surge.
So this is a different bit of news here... July 10th, 12 PM EST, Iām going to be a guest on a charity Dungeons & Dragons one-shot livestream!
It is still like, UNBELIEVABLE that that is a statement that is true and is going to be happening SOON... but it is shaping up to be truly a once-in-a-lifetime experience! DMād by Ashley Williams, of The Bardās Playhouse, and attended by a host of other livestreamers and folks maybe more experienced with this than I am (thatās me way on the bottom btw - I guess this counts as a face reveal too)
Itās also hosted by Jasperās Game Day , a great charity that donates to the Suicide Hotline and other programs. Donations will be collected in the chat, and things can happen - maybe you get a Dragon summoned on top of us! Maybe you can grant one of us a +4 to a throw! Maybe grant me +4 to all my throws thatd be great maybe i might need it
So, yeah!! Come join us on Twitch this Saturday, noon to 3:30! Watch me try desperately to keep up with a host of experienced TTRPG players! Sic monsters on us with your money! Donate to a good cause! It should be a lot of fun <3