Showing posts with label Zedd. Show all posts
Showing posts with label Zedd. Show all posts

Monday, July 4, 2011

Daggerdale Game Review by Zedd

Hello everyone. Fantastical and magical wizard Zedd here. A few weeks ago, I found out about an interesting adaptation of D&D on the Xbox 360 called Dungeons and Dragons: Daggerdale. It claimed to be an accurate recreation of a cult classic dungeon for the 4th edition of D&D. I told Raz about it and, wouldn't you know, I was assigned to check out and review this game (mostly because I'm the only Xbox player amongst our group). So, without any further fuss, here's my opinion about this arcade title on XBLA. Keep in mind that I am far more familiar with the 3.5 version, so if I make any critical mistakes regarding the 4th edition, I deeply apologize.
            You start off as one of four premade classes: a human fighter(worst), an elven rogue(good with others), a dwarven cleric(overpowered), and a halfing wizard(nearly invincible).  Already, one of the vital aspects of D&D, the mixing and matching of various races and talents, is lost here. I believe this decision was made in an attempt to streamline the gameplay for those less familiar with RPG's. After all, the game is a hack and slash, pure and simple. As you begin, a cut scene explains that the four heroes have been called together to defeat a certain cult led by a powerful something-or-other named Rezlus. Apparently, this guy just has a beef with Daggerdale, the outlying lands that is apparently your homeland, and you've been called in to be his therapist. I find it odd that your character spends absolutely no game time in the scenic location of Daggerdale, the stupid place that this game is named after, but whatever. In the tutorial, you find out how to move your character, smash barrels, and attack enemies. Despite common sense dictating that D&D combat would be handled in turn based system, or at least something similar to Final Fantasy XII's ATB Gauge system, your character just swings as fast as the weapon he or she is holding dictates. Whether or not you take damage is barely even determined by your AC. Not once did I ever see some enemy swing and miss when I was close enough; I always took damage. In addition, each level beyond the tutorial just contains the same simple bad guys, in this case goblins, skeletons, and ghouls, with very little in the realm of variety. It is true that there are some different enemies in the final chapter called Dragonborn, but by that point you've slain so many goblins that you don't even care. Just to mock this overwhelming lack of creativity, the designers created an achievement specifically for killing one thousand of the little green monsters.
            Gold, like in traditional games, comes at an incredibly slow pace. However, there are no silver, copper, or platinum pieces anywhere in the game. It's just gold. For the amount of gold you get per monster and per barrel (which there are apparently an infinite supply of with infinite idiots hiding their life savings in them), the items are priced fairly most of the time. I can promise that you won't go through the game with a want of currency.
            Bosses, unfortunately, are a big letdown. The only thing that strikes me as climactic or overwhelming in these battles is the size of your opponents. Their health bars drip down slowly, you constantly guzzle down potions, and the cleric refuses to do his job like in actual D&D, but none of it feels exciting. This is my biggest complaint. It takes a great deal of resources, time, and effort to make a hack and slash game exciting and fun to play the entire way through. A company really has to work hard to make the one button that it makes you push seem appealing enough to do it constantly for several hours, and this company did not pull it off.
The main aspect of D&D that this game actually captured was the absolute necessity of team based play. The solo gameplay is absolutely miserable. You only get to use the one hero you made. No backup. No various damage types. No flanking. Nothing. You're stuck against an entire hoard of bad guys to fight, and you can't even get your 2d6 extra damage for performing sneak attacks. It's pointless. Multiplayer is the only true way to experience this game. Working with people to rise above the quagmire this game throws you in feels rewarding to those who see it all the way through. The designers smartly added a search feature, so that people looking for partners online could easily do so. In this one regard, I applaud them. Getting people together is one of the greatest things D&D does, so not including it would have absolutely ended any chance at success this game had.
Overall, this game is not meant for D&D regulars or people interested in D&D itself. I would also not recommend it for solo players, RPG enthusiasts, achievement hunters, or anyone looking for an original game. Now, if you have a friend or two, and you're tired of the daily grind of Call of Duty, then feel free to give this a try. It's certainly different from the majority of Xbox titles, and you might even enjoy it. However, to anyone interested in getting it, I strongly recommend waiting for a deal of the week offer on it or something. Paying 1200 MP (15 dollars) is simply not worth the experience that this game provides.

TL;DR Graphics are decent, gameplay is monotonous, multiplayer is the only really enjoyable aspect.

Now, on to the DM and Player Tips of the Week.


DM Tip of the Week

There is no such thing as copyright infringement when it comes to your personal D&D sessions.  While it is always more fun and infinitely rewarding to craft your own adventures when DMing, never feel like you cannot borrow dungeons, quests, or even whole campaigns from other sources. In our most recent campaign (the one Raz keeps posting about), I based the main storyline completely off of the first book in Terry Goodkind's Sword of Truth series, Wizard's First Rule. That book is in fact where my character's name sprang from. I did admittedly take some liberties where characters were concerned, and I did add some elements later, like absorbing powers from dragons and Easter egg treasure hunting, but that's the beauty of the game. You can borrow and steal ideas while crafting your own to weave this wonderful tale that you take your group on.

A very well thought out map courtesy of Hreztil

Player Tip of the Week

Find and utilize nearly every loophole you can find in your DM's campaign.  Alright, this tip sounds incredibly destructive and is not meant for use against immature or hostile DMs, but hear me out. Whenever a player is able to find holes in the DM's logic, various things can happen. The first and most obvious is that your party gets through challenges without much strain and can get the treasure/rescue the princess/kill the baker. In addition to this, it also forces your DM to think on his or her feet, altering the story with additional defenses and twists that would not have been there before. By challenging both the players and DM in this way, the game becomes infinitely more entertaining for everyone. Now, I don't mean to go out and specifically learn the force cage and fog spells that drain constitution until the target inside dies. That's just mean. I do mean that you should use that rope that you stole from the hangman's noose to silently kill that guard, thus making sure that the legion that the DM prepared specifically for that one guard's cry for help is rendered useless, allowing you to steal the mystical cinnamon buns and flee the country as traveling circus performers.

Well guys, this is where I leave you. Endos did some crazy thing two weeks back where he asked you guys to submit ideas for his campaign. I'd ask for some as well, but mine is pretty much tight knit at this point. Instead, I'd like to ask you guys for a game review idea that you'd like me to do in relation to D and D. I already have some ideas lined up, but I'd love some feedback and see what you guys wanna hear about.

Yours in Wizardry,
Zedd


P.S.- No centipedes.

Monday, March 28, 2011

What Am I Gonna Do With All These (Other) Skills?

Greetings! A few days ago, I realized that a good bit of what I write about has to do with the campaign that I am currently playing, so I thought it would be a cool idea if I could get the players and DM involved a bit in Do A Spot Check. So after bringing the idea to the table and rolling a 22 on my Diplomacy check, our party has agreed to join in the conversation on my blog posts in the comments section! Now for the introductions: [this post is property of Do A Spot Check]

Zedd: Our Current DM. His character is a level 20 Wizard who needs our help defeating Darken Rahl, an evil Wizard of sorts who is immune to magic.

Endos: A once True Neutral, now Lawful Evil, Human Sorcerer who specializes in summoning spells. Fiendish Centipedes are his favored summon.

Aurora: A Chaotic Good, Elvin Ranger who specializes in using her bow. She has a Pegasus as an animal companion and is working on acquiring a Hippogriff as well.
 
Alexander: A Chaotic Good, Human Cleric who wields the power of the Sun God.

Laurelie: A True Neutral, Gnome Bard who plays the Bassoon and specializes in Illusion magic.

Raz: Me. A Chaotic Neutral, Human Jumper with high aspirations, but a demeanor that is so random that it is hard to tell if he’ll ever succeed.

In addition to all this, you will notice that I have added a new page titled “The Campaign” that will roughly give you an idea of what is happening in our campaign as it progresses. [this post is property of Do A Spot Check]

But for the moment, back to the skills! Here is Part 2 of my skill descriptions:

Knowledge: What you know about one of the following subjects: Arcana, Architecture and Engineering, Dungeoneering, Geography, History, Nature, Nobility and Royalty, Religion, The Planes. Ex: Knowing if a plant in the forest is poisonous or not.
Listen: Your ability to have ears that hear things. Ex: Hearing an enemy approaching or listening in on a conversation.
Move Silently: Your ability to act like a Ninja. Ex: Stalking a suspected assassin to his hideout.
Open Lock: Your ability to open locks. Ex: Picking a simple lock on a treasure chest. [this post is property of Do A Spot Check]
Perform: Your ability to sing, dance, and play an instrument or similar acts of entertainment. Ex: Performing a dance routine on the streets to earn money.
Profession: What your job is other than a combatant. Ex: Cutting down a tree because you’re a lumberjack.
Ride: Your ability to ride a mount and accomplish actions while riding it. Ex: Shooting a bow while galloping or trying to ride an exotic mount like a Pegasus.
Search: Your ability to find a specific object or person. Ex: Searching for mechanical traps in a dungeon or looking for a specific book in a library.
Sense Motive: Your ability to tell if someone is lying or not. Ex: Figuring out if there really is a Nation of Nam that is at war with the Viet.
Sleight Of Hand: Your ability to steal things or hide items on your person. Ex: Stealing a small money pouch from a person on the street or concealing a dagger up your sleeve. [this post is property of Do A Spot Check]
Speak Language: Each rank put into it gains you a new language (Bards only). Ex: Learning Draconic just in time for the big meeting with a Dragon.
Spellcraft: Your familiarity with anything magical. Ex: Determining if a particular sword is magical or not.
Spot: Your ability to use your eyes. Ex: Looking at your surroundings like if you see a shady character in the crowd coming towards you.
Survival: Your ability to track an animal/person or forage for food. Ex: Tracking down the murderer of a king who escaped into the forest.
Swim: Your ability to flail your arms in water to prevent drowning. Ex: Swimming in a whirlpool.
Tumble: Your ability to roll (or similar action) past an occupied space in combat or your ability to avoid damage from falling. Ex: Jumping off a 20 foot ledge and not taking damage. [this post is property of Do A Spot Check]
Use Magic Device: Your ability to use a magic item you are unfamiliar with. Ex: Finding a random magic wand and trying to use it without knowing what it does.
Use Rope: Your ability to be like a boy scout. Ex: Tying a criminal up with rope or throwing some rope like a lasso or grappling hook.

That’s all folks! Tune in next week for another exciting (and educational) episode of Do A Spot Check!


Raz

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Quote of the Week

“Beware of falling asses…”
                       ~ The DM


Player Tip of the Week

Don’t split up party to go train. In the process of most campaigns, there are likely to be a few characters in a party that are a level or two higher than the rest of the party. Thus, lower leveled party members will sometimes go adventuring a short distance from camp looking for some moderate/weak encounters to gain some experience. In my experience though, just because your party is at half strength, doesn’t mean the DM will lower the difficulty of encounters. [this post is property of Do A Spot Check]
For instance, our Sorcerer Endos and myself wanted to gain some quick exp a short distance from a major city. After traveling for a bit we happened to stumble upon a Frankenstein looking creature and thought we should be able to handle it. So I do a charge attack and deal 30 damage and Endos casts Scorching Ray and deals another 20 damage. We we-re thinking “Yeah, we got dis!”, but then I was K.O.ed in one hit… Turns out, we were fighting a Flesh Golem, something that our party could have handled fairly enough, but not well at all with just the two of us. We did end up winning the battle due to a plethora of centipedes, but only just barely.
In the end, this bit of advice depends on what kind of DM you have. If you know your DM will adjust the difficulty, by all means separate the party to train. If this is not the case, then stay together at all costs or have your entrails spilled across the floor or your face eaten off by a lion. (See last week’s DM tip)

The Stormshatter Gauntlet Courtesy of OrdoVeritas

DM Tip of the Week

Know how many people you can manage in one campaign. With all the challenges of running a campaign it can be very difficult to organize the story along with all the individual goals of the players. If you have too few characters then you may find that the party isn’t diverse enough to handle each situation, but at the same time too many can create a situation where no one can agree on what to do.
For instance, in one of my past campaigns there were seven of us and while it worked out okay, it took us forever to get all the stuff we wanted to do was completed. At one city we were visiting, the Paladin wanted to go help out at a church, the Monk wanted to go have a good time at the local bar, the Rogue wanted to steal stuff, the Barbarian and Fighter ended up finding the equivalent of a “Fight Club", the Wizard went looking for a specific book at a library, and the Bard was out gathering information on where the party should go next.
All of these were their own mini event/side quest and it took several sessions for us to finally move on. Situations like that create a cycle between some players being excited and the others being bored. For me, the magic number is five, but if you can handle this as a DM then by all means go for it just make sure to keep the campaign as balanced as possible. [this post is property of Do A Spot Check]