Friday, March 13, 2015

Evan's D&DDM BFF First Thoughts

After a slight delay, I got my Battle for Faerun gravity feed yesterday - wonderful thing to come
home to after a long day at work!  Unfortunately, despite having all kinds of techno gizmos with cameras in them, I don't presently have anything to mount them on to make a reasonable video, so sadly unboxing footage isn't present.  Probably for the best; my cat was off napping, so it'd be just me opening them up anyway...much less exciting than Randy's!  Still, I tore through the box, and boy howdy do I have some thoughts.


What I Got


For the first time since DM went to 90-pack feeds, I didn't get a full common/uncommon set - I wound up missing the uncommon Orc.  Fortunately I got some extra Stirges, so it looks like I'll be trading Randy for one.  That's the nice thing - even if you miss one, pretty likely one of your friends got an extra in one of their gravity feeds.

Like Randy, I got 22 rares, though in my case three were duplicates (Pit Fiend, Purple Worm, Prismatic Spray - P for Pundetta, or something).  Not complaining about that at all, as that means I'll probably be able to do some swapping to help fill out the set.

As for super-rares...I got two!  Mind Flayer and Stirge were my pulls, and while I'm happy to see Mind Flayer - I internalize irrational interest for illithids - Stirge was a bit of a letdown.  I'm not sure why a batsquito is a super rare.  Still, it's not terrible (and might actually be really good, but more on that in a bit...), and I got two super-rares, so I can't complain!

I did have one pack that was missing its dice.  I found them free in the feed box when I'd emptied it out more, so no harm done, but I could see that being disconcerting if you came across it in a store.

About The Set


The cards look as gorgeous as previews made it out to be.  The new card text font is...different, but not in a bad way?  I'm just not used to it, I think it's actually easier to read at a glance.  Rarity bands - particularly common vs. uncommon - are still as hard as ever to distinguish, though.  Randy mentioned that the new basic action dice tweaked the colors to make them easier to tell apart (I'll have to take his word for it - my starter will be here in a couple of days); I wish they'd give the rarity bands the same treatment.  Minor issue, though!  Slightly bigger issue was that the cards seemed a lot more curved than previous sets.  This could have just been luck of the draw, of course, but it was to a degree that I wound up noticing (because it made my card stacks fall over constantly) so I thought I'd mention it.

Speaking about the dice themselves...they just keep getting better and better, really.  My reaction to the Unicorn die was 'this looks like a delicious candy, I want to eat it'; I oohed and aahed over the nice pearlescence of Half-Dragon, Tarrasque, and others; my grin at seeing the squidhead on my first Mind Flayer die must have split my face.  Outside of skinny numbers on Mind Flayer and maybe one or two other dice, and some minor warping at the edges of my Gelatinous Cubes (which are otherwise *perfect* - dark to the point that you almost don't realize they're transparent), all the dice I got were great in quality, and overall they're just fantastic.

One other thing I noticed about the set - they changed some distributions!  The 'extra' starter character is now a common, rather than an uncommon (as in AvX/UXM) or a common/rare(YGOS1).  This is great for most people, as you can very reasonably expect to get a full set of four between a starter and a gravity feed, whereas having just an uncommon made it pretty likely that you'd only have three at least one of the starter dice.  Similarly, super-rare characters now have their three cards as common/uncommon/super-rare, rather than common/rare/super-rare, so it's more likely you'll manage a full set of those, too!  I had only three Emma Frosts until I got another one in a pack from a tournament; in counterpoint, I am practically swimming in Stirges this time around.  Last but not least - 22 rares in a gravity feed suggests a higher rare rate - about one in four - than we'd seen in previous sets.  It's not a big leap - I had about 20 in my YGO gravity feed, or a one in four-point-five, I think UXM was about one in five, and I'm pretty sure AvX was one in six - but when you combine this with the decreased number of rares thanks to the SR characters not having them, it's even easier to collect the full set.

Notable Cards


Going to do a quick bullet list of a couple of highlights here, as you might be seeing some podcast episodes about the set coming down the pike soon and I wouldn't want to steal Future Dave-and-I's thunder.
  • Uncommon Kobold - 1Fist, Swarm, has to attack if an opponent has adventurers, at least one adventurer must block each kobold - looks like it's going to be all over the place.  Yeah, it has no stats, and that means adventurers can bop it in the face for experience easily, but remember that a) your opponent doesn't get experience for monsters killed on your turn, and b) given the forced attack it's probably not surviving to your opponent's turn very often, so it's pretty risk-free for doing its job: tying up your opponent's dice so your big guys can get through.  Does make it a little harder to get swarm rolling,  but still looks like a prime choice for an include...especially because they're equippable which can lead to all kinds of shenanigans.
  • Rare Mummy will be very popular for fighting the experience mechanic - it spins down all adventurers and removes one experience token from each when it is fielded.
  • The common Prismatic Spray removes card text for a turn.  Played at the right time, this can prevent your opponent from using PXG!  I'm sure there'll be a lot of applications for that.
  • The common Manticore is a beefier Pyro - SJA with a somewhat higher fielding cost and a slightly more powerful ability (it deals its damage when it assigns to attack, not when blocked); I get a bit of a dark horse feeling from it, as it's strong but unassuming with all the other flashy stuff going on.
  • SR Stirge has the Canucklehead 'can't be blocked when Stirge attacks alone' ability (and Swarm).  The common Invisible Stalker has the same mechanic - unblockable when it attacks alone - but it specifies 'one die.'  Could this mean that the intent is as long as you attack with just Stirges, they're all unblockable?  If so, I forsee Stirge Rush becoming a thing.
  • Pit Fiend buffs fiends.  It is the only fiend in the set.  Maybe the next D&D expansion will be Blood War?
  • The uncommon Purple Worm is about as smashy as you can get, with a TFC of 4, 8/7 on its level 3 face, overcrush, and an ability that lets it knock out something when it attacks and deal damage based on its level.  Expensive at 7, but it might be my go-to pick for an endgame bruiser.
  • Rare Unicorn gives all good characters +2/+2, and the Rare Treant prevents good characters from taking damage when blocking.  I think we could both in a lot of adventurer-heavy teams.
  • Elven Wizard + Red Dragon = Rolling Around In Action Dice

Overall Card Abilities Impressions


Again, we'll be getting into more detail about this in the podcast, so I'm not going to get into super deep detail quite yet, but I do have a couple general feelings I have to get out.

First off, I have to say - I was concerned that Experience would be way too strong a mechanic, and people would be afraid to play with monsters as a result.  With the set in hand...I don't think it'll be an issue.  There's so many ways to plow adventurers off the field, or just hard counter Experience with Mummy, that I think it'll be easier to keep in check than I feared.  I think it'll be strong, but not insurmountable; there are a LOT of monsters in the set, and many of them are quite good!  Actually, side point - I'm a little disappointed that all the SRs wound up being monsters, I'd have thought they'd get in at least one adventurer for parity.  It'd be like if all the UXM SRs were Avengers, or something.

I really love the new equipment and non-basic actions, and I'm actually sort of sad that there were only two of each.  I can understand not having a ton of NB actions - there are the basic actions, so you have a pool to draw from there too - but Equipment was touted as a Cool New Thing for the set (and it is!) and we've only got six to pick from out of the whole set.  Frankly I feel like this is a bit of a sad theme for the set, in that a lot of the abilities - Swarm, Energy Drain, Regenerate - actually wind up being sort of rare, or not affecting that much (see: Pit Fiend).  I was super psyched for this stuff, let's see them be more common in upcoming sets!

Outside of swarm, there's a lot fewer 'and you draw a die', or even 'put some dice in prep' mechanics, in this set; I think the intent is to keep moving away from the unfortunate direction PXG took us.  This isn't to say that they're trying to slow the game to a crawl; we've got a number of cost-reducing cards, and with breath weapons and suicide Kobolds I suspect churn will be alive and well, but I think BFF is hunting for more involved combats and some back and forth with spells flying about and kobolds turning into beholders and all that jazz that you'd expect in a session of D&D.  It's refreshing, and I've already had a couple of squad...or should I say party?...ideas.

There are a few characters who go about monkeying around with your opponent's used pile/prep area, and that's really cool!  I think it might be tricky to use these well, but done right I could see you crafting a bad hand for your opponent to play with for a couple turns so you can seize the momentum - a new flavor of control.  Looking forward to what gets cooked up over here.

So overall: super optimistic, I've already had a few different ideas for D&D teams I'd like to try out (though I admit, Stirge Rush really depends on how that gets ruled - inconsistent wording for similar abilities makes it really hard to pin down), and we'll probably be hearing more from me on that front in the near future.  Similarly, I'll be putting out a numbers article for the set as soon as I can, so we can all dive into the mathy goodness.  There'll be plenty of D&D DM Discussion at TRP over the next few weeks - stay tuned, and thanks for reading my ramblings!

3 comments:

  1. Congrats on the pulls! I only grabbed the Starter Set so far so I could grab the Minsc and Boo card. With DC around the corner, I'll be using this set as my casual "pick up ten packs" set.

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  2. Regarding the Stirge versus Invisible Stalker, I think that's another case of inconsistent wording on cards. They've clarified on the rules forum that "attacking alone" specifically refers to a single die rather than all of a given character. Invisible Stalker has odd wording that makes me think it was originally intended to attack alongside other characters, and it would be unblockable if only one IS attacked. If that's the case, they probably deemed it too powerful so they slapped "alone" on the card without revising the text for consistency. That's my theory, anyway.

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  3. I think human paladin lesser emerald enclave is the best card in the set. I ran it my last op event which I won and I was amazing vs relentless and distraction.

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