Category Archives: dnd

Kingmaker 4th Edition Approaches!

Another weekend of D&D is coming up, assuming the world doesn’t end tomorrow. And, thank goodness, I don’t have to run it, which means I can get back into the game as Devon Surtova, my Vampire (who multiclassed into Assassin at 2nd level and has yet to regret that decision. The feat support unlocked is worth it by itself).

More amusingly, we have a total of seven (7!) players signed up to start with us this session, assuming everyone makes it. Which, as some of you know, is a lot. Especially in 4th Edition D&D.

Again, I’m glad I’M not the DM.

I’ll post again after the game to recap… which reminds me, I STILL haven’t gotten around to posting my thoughts on the game of Swords and Wizardry I was in a few weeks back. They’re coming, eventually.

Unsurprisingly, given the season, much of my time and energy is occupied by thinking and studying, so I hope you’ll forgive me if my blogging takes a back seat occasionally. Hopefully the chance to just PLAY the game again will help matters and get my creative juices flowing.

So, the next three things I need to write about here (assuming that I manage to hold myself to this at all):

  1. Kingmaker 4th Edition Session Recap (pending this weekend).
  2. Swords & Wizardry: Session Recap, What I Liked (And What I Learned From It).
  3. What Fable 3 taught me about fantasy gaming.

Also, also: if you’re not already reading d20monkey, you should start. It’s fantastic. Brian does a really great job producing some exceptional webcomic, and you should support him at it. Maybe even pick something up from the store.


Wuxia 4e Part 3: Armor Updates and Grandmaster Training

Maybe it’s just me, but I feel like this is one of the rules that could use a little tweak to support the genre. The objective here is to fit the feel we’re going for without accidentally creating anything unbalanced – OR worse, requiring everyone to play a monk or a vampire (haha) in order to skip out on heavy armor plating. Basically, though, I want a setting where everyone gets to wear cool cloth armors and I don’t have giant clanking paladins who can’t get in on the more agile feats of martial skill (Partly because my favorite part of The Forbidden Kingdom is watching Golden Sparrow fight in her dress. Followed very closely by the awesomeness of The Silent Monk as he uses his sleeves to disorient his opponents. And partly because I just hate clanking when I move).

There are a few possible solutions to this. One of them is suggested in the DMG under “Swashbuckling” (I feel like there’s a lot of overlap between a campaign centered on martial artists and a campaign where lightly armored rapier wielding rogues swing on chandeliers and leap from balconies to horseback, though perhaps I’m the only one) – and to be fair, it isn’t a bad one. Just eliminate heavy plate and scale armor, and adjust the armor bonus of a lighter armor (like the breastplate, for instance) to compensate for those characters who would be affected. This way your Paladin gets a decent armor class, and you keep your feel intact.

I’d present that as one option, but I’d also like it to be possible for everyone to wear cloth without suffering ill effects or opening up gamebreaking feat combos.

This is going to be a several step process, and the solution will vary based on the nature of the classes approached.

  1. Firstly, inherent bonuses are a must. They go a long way toward making 4th Edition less about shopping for cool toys that give more “pluses”, and they make it so we don’t have to worry about armor enchants.
  2. Characters who normally get only cloth armor are unchanged. Half of them get Unarmored Agility for free (or an equivalent effect that stacks in some cases) and they need other kinds of tweaks rather than AC buffing.
  3. Characters who normally get leather armor proficiency have the option of either keeping it, or trading it for the following feature:
    Unarmored Defense: You receive Unarmored Agility as a free bonus feat.
    This neatly gives them our “all cloth” feel, and prevents stacking the Unarmored Agility feat with our tweak.
  4. Characters who normally get hide armor receive the following option:
    Body of Bronze: You have hardened your chi to protect your body from blows, whether by turning them aside or by absorbing the impact. You receive a +3 to your AC when you are wearing cloth armor or no armor.
    Special: This bonus does not stack with that granted by Unarmored Agility.
  5. And honestly, pretty much the same thing all the way up the armor scale. If you wish, you can offer the same thing with shields – with the possible exception of  the Weaponmaster Fighter and the Tempest Ranger, most classes probably wouldn’t mind a shield bonus with the condition that they can’t carry a shield or must have a free hand. I know my vampire doesn’t!
I also cannot recommend boons highly enough. Boons are fantastic. But I don’t recommend completely eliminating magic items, either – just don’t let them become something that characters can go to the mall to get. I suggest the following as a middle ground:
  • Wondrous Items, being perfectly practical examples of magic, are basically unchanged.
  • Magical Weapons are extraordinarily rare. When they are found, more often then not they account for several of a character’s boons at any given time. Moreover, magical items can only be used by the person who does great deeds to unlock their powers – IE, the adventurer who found them, usually. They can be passed on to a new owner only under rare circumstances, like on their owners death, and in all but the rarest cases they lose all their power and become ordinary weapons when that happens… at least until a new owner performs the great deeds needed to unlock them again!
    In game terms, this means that magic items are no longer a commodity, but they are still a treasure. They’re also the sort of thing that martial artists/adventurers really ought to have buried with them when they die. After all, an Emperor of the Middle Kingdom was buried with a terracotta army that he believed would help him rule again in the afterlife. How much more should a hero of the people be buried with his sword? UNLESS he passes it on to a successor.
  • Apart from magical items, martial artists also can receive boons in the form of magical talents, divine gifts, or grandmaster training. The latter makes a good catch-all description for boons in a game like this one; in genre, martial artists frequently gain insight in battle that leads them to refine new techniques and attacks.
(For that matter, I’d suggest that as a pretty good middle ground for MOST games. We’ll be using something similar in the 4E Kingmaker game I’m in; I’ll let you know how it goes when I have more experience with it.)

Wuxia, Part 2: Alignment and Future Directions

The Middle Kingdom, as a setting, is loosely based on ancient China. It is a large area of the world, occupying (to the thought of its inhabitants) the center of the world’s affairs. It is a world of artistry, at least for those who can afford it. It is a world where even non-magical weapons are crafted so finely that they could be called works of art; a world of philosophy and reason. It is a world where technology is often indistinguishable from magic, and where magic is sometimes treated as technology.

Martial artists are the exemplars of the Middle Kingdom, living proof of what can be accomplished through human effort.

These are the adventurers of the world. This is their story.

Codes of Honor: Alignment in The Middle Kingdom

The biggest questions of alignment in the Middle Kingdom have little to do with good and evil. Good and evil are concerns, but the majority of adventuring parties are made up of good (or at worst self interested) people. A more interesting split is called for, and will be touched on briefly here.

In theory, Jade Empire‘s morality system is excellent, and so I’ll give it a look here.

There are two basic competing schools of thought among martial artists. They are the Way of the Open Palm, and the Way of the Closed Fist.

Generally, followers of The Way of the Open Palm believe that the key to maintaining the universe is by being in harmony with nature, one’s surroundings, and one’s station in life. As an effect of being in tune with nature and with one’s surroundings, one is expected to actively assist in lessening the chaos in the area, through the assistance of lessening burdens. While this seems “Peaceful”, the Way of the Open Palm is strict in another form: one should not act outside their station and purpose in life.

According to the “Way of the Closed Fist,” on the other hand, the purpose of life is to follow the ways of serving oneself — to face one’s challenges head on, challenge one’s station in life, and work to become self-reliant. The emphasis of the Way of the Closed Fist is combat, turmoil, and constantly challenging oneself, which is why many of those who are evil tend to be considered to follow the Way of the Closed Fist, in that they bring about chaos in the universe.

Much about these philosophies demands context to interpret them correctly. A follower of the open palm, for instance, might see a peasant who is attacked by a thug and step in, reasoning that it is the right thing to do. A follower of the closed fist might help as well, if they felt the fight was unfair- that the peasant was too far below the skill or strength of their attacker for the fight to be a legitimate test of their strength. Encouraging others to be self reliant is not strictly an evil trait, for instance, though the implementation in Jade Empire often makes it seem as if we’re still looking at “Lawful Saint/Chaotic Stupid.”

Another consideration might be something like Honor versus Expediency.

Or one could simply utilize the standard Lawful Good – Good – Neutral – Evil – Chaotic Evil spread. It all depends on what you want.

A Few Words On Flavor, and Things to Come

When dealing with D&D 4th Edition, I have a general policy: Changing game mechanics is considered a last resort.

That isn’t to suggest that I won’t do it. In fact, one of the benefits of 4th Edition in my experience is how much you can change the nuts and bolts around without breaking anything. But I prefer to avoid saying things like, “for a Wuxia style game, give everyone double class features and three times the action points,” without having a very good reason. I encountered quite a bit of this sort of advice when I first started reading on this subject, and I don’t see a purpose in repeating it.

Let’s start with the fluff instead. As the DMG suggests, climb checks might allow characters to fairly fly up walls or bounce from tree to tree. A teleport or shift power might instead be a high-flying leap. Names of powers might be altered to make them more evocative, and though I generally discourage using power names regularly at the table in this instance it might be genre appropriate for characters to call out their attack names in addition to describing them.

That said, I would recommend the following optional rules be used:

  • Boons
  • Inherent Bonuses
  • Themes

Though I suppose Themes aren’t really optional anymore, are they? :)

And since lightly-armored characters are such a genre convention, I WILL be giving defender types an incentive to forgo the heavy plate armors without losing out.

I would also suggest the following classes be considered the, “core.” Other classes may still be allowed, of course. A number of these will be receiving new fluff (or possibly optional rule applications) in later articles, while several others can be used as-is with only minor changes. I also reserve the right to expand this list as new thoughts occur to me.

  • Monk
  • Shaman
  • Fighter
  • Rogue
  • Wizard
  • Warlock
  • Paladin
  • Warlord
  • Ranger
  • Assassin
  • Bard

More to come. Stay tuned!


Best. Game. Ever.

Dragonborn

Of all time.

Alright, so May 21st has come and gone, and as the rapture missed our D&D group the game went on without a hitch.

(Apologies to anyone who sincerely believed that this was it; I know how that kind of thing feels, and it sucks. You have my prayers.)

Anyway. Onward.

So the pregame consisted mainly of working to create the numerical, “build” portion of everyone’s characters; our DM enlisted my help for that. We had a total of 4 in the party:

  • Me, playing a Vrylocka Vampire who in life was the son of a noble house and the leader of some kind of Brevonian special forces. Devon Surtova, with about three other names in between the first and the family.
  • Diane, one of two first-time D&D players with a Dragonborn Paladin of Bahamut/Cavalier, Virtue of Sacrifice build who was on a quest to serve her deities justice after he spared her from the orcs who attacked her clan. Thankfully, this caused almost no tension despite the obvious undead in the party. “As long as you don’t sparkle, we’re good.” Heh. I think her character’s name was Ašra. I’m probably going to get in trouble later for remembering these wrong.
  • Tawnya, the second first-time D&D player, with a Shifter Druid (Naara, I think her name was?) who transforms into a panther (awesome!). Nara was out on her “coming-of-age-and-finding-yourself,” quest. We were more than happy to oblige.
  • And Matt, with Rolen, a Half-Elf Ranger. This was Matt’s first time playing 4th edition, coming out of some experience with 3.5. Rolen was a half-elf who grew up on a riverboat in a forest, and wanted to see more of the world (I think) and possibly put some arrows into parts of it. :)
If you look at this party composition, you will notice two things.
  1. No leader, and certainly no cleric.
  2. Pretty much everything in the party is very iconically 4E.

Now, our DM was briefly worried that we might not have enough healing, but I had a feeling we’d be alright; there was enough temporary hitpoint generation around to help us out, and at least one of our strikers (mine) had crazy good regeneration. No worries.

We arrived at the border fort of … wow, I can’t even remember the guys name. Oleg, maybe? It sounded sort of Russian. Anyway, we came to this fort with a charter from Lord Surtova (who I noted was actually related to my character, and not that nice of a person) saying that we had the authority to explore the Green Belt and take care of any bandits we might find. And by, “take care of,” I mean, “execute.”

Oleg apparently was having a regular problem with bandits, so we decided to help him out. Thinking quickly we put together a plan – on my suggestion, Ashra and I stationed ourselves just inside the door to the fort, with the archer on one wall and the druid on the other.

We pretty much shredded the first group of bandits after pulling off a successful ambush that had the leader down on the ground after about 2 rounds. Booyah. At this point, I was feeling pretty darn good about our group, and it was time for pizza.

So then we went looking for more bandits. Eventually we found their camp, on a river – I’d guessed that they would be near the river after consulting the map, since hey, logic, if you’re camping long term you want a source of water – and after a disastrous attempt at negotiation (Ašra attempting diplomacy. “We already killed 6 of your people.” When we asked, “THAT’s what you’re going with?” She responded, “Hey, I don’t care, I wanted to fight anyway.” Not what I was expecting, but I could definitely get with that sentiment at that stage.)

Highlights:
  • First move of the battle, Devon slips off to the left, singles out one of the bandits, and hits him with his vampiric charm, pulling him forward… straight into the pit trap that opened under his feet. Classic.
  • A few rounds into the fight, a pair of drakes came out of the tents. These things were annoying as all heck – not particularly strong or anything, but they lasted WAY too long.
  • On seeing our Ranger getting singled out by a bandit wielding a halberd, I burned an action point to knock my current foe backward, race over there, and hit the halberd guy with my charming gaze attack. There were cries of exultation over the good teamwork.
  • Our druid, Nara, got into a fight with one of the drakes, and for a long time it was really like two cats fighting. Except one of them was a lizard.
  • After taking a number of hits from the bandit archer, I burned my daily; it was swarm of bats time. One racial power later, and I was set up to invisibly take on the archer … and bought myself time to regenerate my health. Not bad. A few rounds later the archer went down. Basically it turns out that the vampire is pretty much as cool as I thought it would be (in other words, very.)
  • The girls started going for dismemberment on the poor drakes. I almost felt sorry for the things.
  • Or I would have, if they didn’t stick around SO LONG.
  • Oh, and also? Dragonbreath set the tents on fire. It was totally cool.

All in all? It was a great game. Everyone had fun (I know I had a blast; it’s been too long since I had the chance to just PLAY without having to argue with anyone about why game X is more fun than game Y.), and I think there’ll be more to come in the future.

Verdict: 4E rules. It really, really does.


>Heroes of the Forgotten Kingdoms Review

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I think I said this awhile ago, but Wizards of the Coast’s Essentials line has revitalized my love of D&D 4th Edition. Continuing with the excellent track record set by Heroes of the Fallen Lands is the latest release, Heroes of the Forgotten Kingdoms. 
Like the previous volume, HotFK is the same paperback digest sized format, and targets the same price point – $20 retail, cheaper if you make use of Amazon or are a Borders Rewards member and make good use of timing and coupons. Like the previous book, it contains five new builds of four of the core classes, and redefines what, exactly, is ‘core’ in the first place.
For those keeping score, the previous book, HotFL, contained the Cleric, Fighter, Rogue, and Wizard – rebuilt as the Warpriest, Knight, Slayer, Thief, and Mage. This mirrored the original class structure of the oldest editions of D&D in several interesting ways, and offered a fresh perspective on what a martial class should look like, anyway. This new approach is simultaneously simpler to grasp for a new player (eliminating the worries about Daily powers, when to use them, and all attempts to rationalize why a fighter can only swing his sword like that once a day) while appealing to old-school D&D players who thought the classes were too similar, and that fighters were “casting spells.”
HotFK continues in this new tradition, rebuilding the Druid, Ranger, Paladin, and Warlock as the Sentinel, Hunter, Scout, Cavalier, and Hexblade.

The Sentinel, a new druid build, returns to the classes 3.5 roots by presenting the class as a weapon wielding Leader with an animal companion. I know I have one friend in particular who rejoiced when I told her of this change, as the lack of an animal companion for the druid stung her badly when 4e first came out. More impressively, it works. If anything, the beastmaster Ranger will have to be revised. The Sentinel does gain daily powers, as a proper spellcaster, but replaces some of its encounter options with multiple uses of the “combined attack” feature, allowing it to attack a target in tandem with its animal companion. This is a very hard hitting move, and it looks like it will work quite well. 

The Hunter, one of two Ranger builds, continues the tradition of separating class from role by offering a primarily martial controller, with some strikerish leanings. The class dips somewhat unnecessarily in places into the Primal power source, but only for its stances and a few (optional) utility powers. This does, again, mark a return to the Ranger’s 3.5 and earlier position as a martial combatant who dabbled in nature magic. More importantly, it demonstrates the possibility of a martial combatant operating as a controller through skilled use of the bow. By combining stances with its Expert Archer feature the Hunter has a number of At-Will options modifying its basic attacks, including an area effect – Rapid Shot. Outside of combat, Wilderness Knacks will give the Hunter even more usefulness as a guide for the party, letting it fill the role offered by its flavor text that much more effectively.
The second of the two Ranger builds, the Scout, is similar but for one thing; it’s a pure melee striker. Focusing on mastery of two weapon attacks with some more primal dabbling (sharing utility powers and the stance mechanic with the Hunter), it looks dangerous and fun. It also shares Wilderness Knacks with the Hunter, but as a melee striker it has slightly better armor proficiencies. It also offers some customization by granting different benefits for different off-hand weapon choices.
The Cavalier is a new Paladin build that likewise nods to the roots of the class – that of a holy warrior who rides a noble steed. While the class itself does not provide a mount, some of its class features at higher levels do grant benefits when using one – making the possibility of getting one through other methods attractive, but not strictly necessary. More important to note, however, is that these benefits are limited to outside of combat. In terms of customization, it offers a choice of Virtues to uphold, each of which has particular benefits and powers associated with it. 
Many of the essentials builds have improved non-combat utility, which can only be a good thing for those of us who recognize that 4th Edition is NOT (as some have claimed!) a miniatures combat system.
Finally, the Hexblade, another old favorite back with a vengeance. A Warlock build in this incarnation, the Hexblade is a striker who alternates between melee and ranged combat by using his Pact Weapon, a mystically created blade that symbolizes his bond with the source of his powers. Wand in one hand, sword in the other, the Hexblade is the first class to have powers which require both weapons AND implements, bringing new possibilities for 4th Edition out. The Hexblade also gains some summoning ability, usually to provide himself with artillery support as he moves into melee. The class, like the Warlock it shares powers with, is full of potential as an anti-hero archetype. 
That’s right – WE’RE core again!
… And we actually don’t look all that bad …
The book brings us the updated versions of the Tiefling, Dragonborn, Drow, Half-Elf, and Half-Orc (guess who’s core again!), and includes the Human as well, in case Heroes of the Fallen Lands didn’t strike your fancy. Each has been revised to include the latest errata, which is helpful for those who pay attention to the errata. It also retreads much of the world information, data about the gods of the D&D Pantheon, and alignments, which is good, as each book is intended to stand on its own as a player resource. As before, the flavor text for the races and classes is exceptional, and the mechanics work beautifully from the flavor outward. Exactly as it should be. 
Added bonus points: if there was ever a book that could convince me to try playing a half-orc, this is it.
Final verdict: 9.5. Because 10 doesn’t exist. ;) In all seriousness, though, if this is the new direction of 4th Edition, I could not possibly be happier. Buy these books and support good game design, good fluff, and good D&D fun. Whether you’re a new gamer or a long-time 4e player, HotFL and HotFK will have something for you. 

>Elven Acrobatic Archery: Steal This Fighting Style

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The following is a set of notes for a character concept which will appear later, as well as information specific to my own setting. Feel free to borrow what you like! 
Like many forms of combat, archery was refined to the art form it has become in the modern age by the elven masters. Wood elf and Eladrin mastery of the bow pushed what was believed possible for any archer, taking it to its new place as a weapon useful at both long and close ranges of combat. 
The elven races had already refined swordplay into an elegant, mobile dance of whirling blade and limb. Darting from place to place around the battlefield, leaping, tumbling, twirling, fairly dancing away from foes too quickly for the eye to catch. They had established the power and effectiveness of the longbow as a ranged weapon, utilizing their keen eleven senses to place shots with incredible accuracy over longer distances than were thought possible. However, for all that, long distance archery was generally performed while stationary, and while running along the battlefield and shooting on the move were the next logical steps, it was only a matter of time before someone realized it could be taken further.
One of the masters was struck with an inspiration; combine the best elements of both fighting forms. The mobility and dancing nature of swordplay with the range and power of the longbow. Together with keen elven senses and sharpened natural reflexes, the result was devastating in closer quarters; spinning, tumbling, leaping, and shooting. The practitioner is more difficult to keep track of and return fire, and their mastery of movement enabled them to quickly dart away from any swordsman who came too close. Further, the bow – in all its forms – is particularly deadly at those closer distances, where it’s harder to miss and a single hit can mean instant death.
Through careful training, those heightened elven senses make it simple to pick out and quickly and accurately fire at targets, even from their spins, rolls, and acrobatic maneuvers.
In case the warrior is engaged in too close quarters for the bow, a sword would also be carried as a last resort weapon, though the first goal of such an archer would be to slip quickly away from melee and fire their shots from point-blank range.
Members of other races have been slow to adopt the fighting style because of the high demand it places on natural ability and agility, but it has found limited adoption with some individuals. The style is still practiced by a limited minority of elves, and when it’s used on the battlefield it tends to prove effective – if only because of how stunning it is to watch. 
__________________
Notes: Hong Kong “Gun-Fu” meets medieval fantasy. I’d love to see it on film, just once, if only with a character using repeating hand-crossbows. Eberron the Movie, anyone?

>Solo Play: Benefits and Pitfalls

>I’m going to try and be as system neutral about this particular post as I can, but we’ll see where it goes.

There are basically two kinds of roleplaying experiences; there’s group play, which involves the more standard tropes of the RPG; GM, four to six players, focus on team dynamics and tactical play – with teamwork! – are usually the emphasis, though this varies depending on the group of course. Some people love delving into things related directly to the characters they’ve created – I fall into this category. Others just want to get together, kill monsters, and take all their stuff.

This does allow for a particular class of stories that doesn’t work well in the absence of a team; the group can also face and overcome threats that any one of them would be unable to defeat. Plus, there’s a certain fun kind of humor that inevitably creeps into the game if you have a good group to play with. And I love playing in group games… as long as the people in them are fun to play with.

A solo game opens up a whole new set of options, however. In a solo game, you can do things that a group just wouldn’t be willing to take the time for. You can develop friendships with NPC’s; you can perform stealth infiltration missions that would bore a large, non-stealth focused party; you can be the Last Son (or daughter!) of a dead planet/kingdom/dimension; you can grandstand and show off without worrying about hogging the spotlight, because it’s yours. You can found a kingdom and protect it, if circumstances allow; you can tell any kind of story that interests the both of you.

A solo game requires one GM, one player, and a willingness to improvise a LOT on the part of both of them. Party based games are often played fairly close to the ‘rails’; with some room for variation, they go where the GM wants them to go. Solo games can’t really afford to have rails; they have to follow the story of the player. If it’s handled right, the world is a big sandbox with any number of things to do in it.

Solo gaming was how I started role-playing; my GM didn’t use a system, which suggests to my mind that there were a few rails that I wasn’t aware of, but basically the story was shaped by my choices, and it was great.

Now, there are obvious benefits to using a system; fair resolution of conflict, avoiding the ‘silver-age’ syndrome where a character makes up their skills and powers to overcome circumstance ‘on-the-fly’, adding the influence of ‘luck’ into the game – these are nothing new to anyone who has used a system with regularity. But using some kind of rules makes sure that the game is fair.

The one problem in the minds of some GMs/DMs is that the game systems we use tend to be designed for groups of 4 or so. How do you fix that?

Well, it depends. But it’s probably not as bad as you might think. I’ll talk about some of those ideas in a later entry, as they relate to my two favorite systems at the moment; M&M 3e, and D&D 4e. Right now, though, all I’m trying to get at is that not having “enough players” shouldn’t stop you from having fun.


Excelsior!


>D&D Essentials: Heroes of the Fallen Lands Review

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Alright, so in the interest of putting my money where my mouth is (some of it, anyway; I got a really good deal!) I picked up a copy of Heroes of the Fallen Lands from the Borders near my university. And I read it. Several times.

It’s . . . very, very good, actually. Of course, I thought the same thing the first time I saw the 4E D&D Player’s Handbook. But in all seriousness, it’s very cool. Here’s a quick list of pros, cons, and noted oddities:

PROS:

  1. The five builds presented (Warpriest, Knight, Slayer, Thief (seriously, how long has it been since D&D had an actual thief?) and Mage) are interesting, fun looking, and new player friendly, while being different enough from what came before to be worth looking at for long time 4e players. In addition, they correspond very nicely to the Classic 1e D&D classes; Cleric, Fighter, Thief and Magic User. 
  2. Races; Human, Dwarf, Elf, Eladrin, and Halfling, again connect with D&D’s classic roots – back when Human, Elf, Dwarf and Halfling were the only choices there were. 
  3. The new philosophy for the martial builds is really, really cool, and should make it much easier for a new player to get a handle on them. 
  4. Feats are no longer separated by tier; old feats have been updated to balance their benefits across all tiers of play. This should make things easier to understand for a new player, too.
  5. The mage looks like an excellent take on the Wizard; Warpriest offers Clerics a melee option that still emphasizes Wisdom. 
  6. The Essentials builds are still completely compatible with what’s come before. It’s explicitly stated that you don’t have to stick with what’s in the book; if you’d rather have a fighter utility power from the Player’s Handbook for your Knight, go right ahead.
  7. You don’t NEED everything that’s come before to start playing and having a good time. 
  8. The rules are much better explained in this book than they were previously; Skill Challenges are explained well enough that they actually sound positive again (I especially like the sentence that informs us that they aren’t meant to replace actually roleplaying the interactions, but more as a DM guideline for situations that might be complex). 
  9. The design of the book is very clean, uncluttered, and attractive, and the size makes it very portable – far more so than the average roleplaying book.

Cons: 

  1. Someone in the group – the DM – will still need to buy at least 2 other books in order to start playing. This isn’t a huge deal for a player who wants their own copy and doesn’t need a lot of clutter in the form of DM only sections, though. 
  2. The book is good enough that reading it will make you want to read the others in the set. How is this a con? Well . . . um, I don’t know. 
  3. Honestly, there really isn’t much wrong with this book. It’s really, really good, and I’d highly recommend it to anyone who’d like to try D&D 4E.

Questions: 

  • What happened to rituals? I’m guessing they were left out because very few people really use them, but it’s still interesting that not ONE of the builds in the book features the Ritual Caster feat, nor is there any mention whatsoever of rituals anywhere in the book. Are they being reworked for later presentation? I kind of hope so.

Final verdict: I like it. A lot. I’d be willing to run 4E using Essentials builds, and I’d probably really enjoy playing in a game that allowed them (if only there were a 4E game within reach). 9.5/10.

Why 9.5? Reviewer’s secret: there is no such thing as a 10. Unless the designer bribed you personally. Or you’re dating his sister.

Obviously, I’m joking. In all seriousness, it’s a fantastic book, and a great way for new players to experience D&D 4th Edition.


>Fantasy Archetypes: The Thief

>I’m excited about the new product from Wizards, D&D Essentials. Here’s why.

Essentials features new builds for 4e, still compatible with what has come before, but distinctly different. Most spectacular of these changes, in my mind, are the new Rogue and Fighter variants. Based on the previews I’ve seen so far, I’m especially fond of the new rogue – dubbed, “Thief.”

Since I love showing how to try different ideas using Mutants and Masterminds, I thought I’d take a look today at how we’d design a character to play like the thief – a fast moving, agile, occasionally hard hitting, agile trickster of a swordsman (or dagger master, I have yet to decide).

With a shortbow for ranged attacks. I’m SO glad that the rogue is getting this back in 4e, I have to nod to it here.

No, not that thief. . .

First, a few words about his history. We’ll need a name for our archetypical rogue; let’s call him . . . Thief. That’s a nice name for a thief, right?

I’m kidding, but since this is meant to be an archetype I can afford to leave his character a bit underdeveloped.

Our Thief is a dashing youngish human from an urban population, who lived by his wits for the earliest years of his life. As such, he’s developed a number of skills and tricks of the trade that would make him a valuable addition to any adventuring party. Unlike Aladdin, he was never lucky enough to meet Robin Williams.

Actually, running with the joke I made earlier, let’s go ahead and make this thief an Elf. I start working from the following concept: “Elven Thief,” and build towards that. I decide that my elf will have the following traits granted by his racial heritage:



Abilities: Awareness +1, Dexterity+1, Agility +1
Skills: Perception 2, Insight 2
Powers: Enhanced Advantage (Luck 2), Limited: Only attack rolls 
Low-light vision
Elven Grace: Speed 1, Improved Initiative

This gives me a 12 point racial template loosely based on the Elf of D&D 4e, but adapted slightly with my particular character in mind. This elf was raised by humans (in a city no less), so he doesn’t have much in the way of his races natural affinity for the wilderness. He’s quick on his feet, and quicker thinking. He also has his people’s natural gift for accuracy – Luck let’s him reroll the dice if he gets a bad number and hopefully get a higher one.

The finished archetype looks like this:

Thief: PL 6, 90 pp
Tradeoffs: Close Combat +2, -2 Damage, +2 Defenses, -2 Toughness

Abilities: 28 pp
Strength 0, Stamina 2, Dexterity 1, Agility 4,
Awareness 2, Intellect 1, Fighting 4, Presence 0

Advantages: 8
Jack of All Trades, Luck 2 (Limited: Only attack rolls)
, Improved Initiative, Power Attack, All Out Attack, Move-By Action, Defensive Roll 2, Improved Critical 1 (Daggers), Improved Critical 2 (Shortbow)

Equipment:
Shortbow: Ranged Damage 4

AE: Daggers: Strength-Based Damage 2, Improved Critical 2

Skills
: 29 pp
Athletics 8, Acrobatics 6, Perception 8, Insight 6, Close Combat (Daggers) 2, Ranged Combat (Shortbow) 7, Expertise: Streetwise 4, Persuasion 8, Sleight of Hand 9,

“Powers”: 10 pp
Elven Traits: 4 pp
Enhanced Advantage (Luck 2), Limited: Only attack rolls
Low-light vision
Elven Grace: Speed 1, Enhanced Advantage: Improved Initiative

The Way of the Streets: (Rogue Training): 6 ppAffliction 4 (Vulnerable): Action +2 (Free), Linked (To movement) Flat +1 point, No Attack Roll +1, Flaws: -2 (degree only), Check Required -1 (Acrobatics): 2/rank +1: 5 pp

Evasive: Concealment 2 (Normal Vision): Flawed: Partial -1, Limited: Must Move. 1 pp

Defenses: 15
pp
Dodge 7, Parry 8, Toughness 4, Will 6, Fortitude 6

 And there you have it! Next time I’ll do a design journal where I’ll talk a bit about what all that means for those who aren’t M&M veterans. See you next entry, and DFTBA.


>First Sessions:

>I remember mine rather vividly. The first time I ever played D&D was a Living Greyhawk module with what had to be one of the oddest parties I’ve ever been in. It included two elven wizards, a druid, a nymphomaniac halfling rogue, some kind of fighter type I barely remember, and me; a 1st level sorcerer who had managed to delude himself into thinking he was actually a Favored Soul of Pelor.

What the point of the story was, I couldn’t tell you after all this time – I think we were supposed to recover something that someone had stolen and give it back to someone else? There were really a few events I remember with clarity, though.

First, the trip there, which featured a very, very disturbing series of events in which our halfling rogue decided to, shall we say, sell herself out to the half orc captain of the ship . . . and the grey-elven wizard enthusiastically declared himself her ‘pimp.’ This provoked a number of disturbing mental images, needless to say.

Second, having arrived there we were approached by dark elves trying to get us to sell them the object instead. Yeeaaah, you know what they say about considering the source . . . by this point I was roleplaying the straight part instead of the more ‘comedic’ role I’d intended because I knew that if I didn’t, no one else would and we’d be there all day.

Third; one of the party wizards decided to turn on us part way through the mod, on the grounds that he was Lawful Neutral and the Lawful Evil government of the region was the legitimate authority. He was the highest level character in the party, but we knocked him out and left him tied up in a barrel.

And fourth, during the final battle, which we won despite being short both the highest level caster AND the aforementioned rogue, was ended by a critical hit from a summoned celestial monkey. Yeah. As it turned out, the monster we were fighting had 1 hit point left, and the monkey rolled a critical for 2 points of damage.

I also remember spending most of the last fight bleeding and hoping the druid would heal me. You’d think I’d have known better than to play a 1st level caster in what was for me a one shot game. . .

And oddly enough, in spite all that weirdness, it was still a fun experience.

What was your first time like?


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