Posts Tagged ‘redbox’

your job is to hit things!

Friday, September 10th, 2010

Oops… somehow during our Red Box liveblog, we wrote a post about the Essentials fighter and never published it! Might as well post it now…

On my first time through Essentials character creation, I’m playing a fighter. A green-skinned fighter with rainbow hair. In my first combat, I learn about standard, move, and minor actions, hit rolls, defenses, and damage rolls (not that damage matters, because my opponents are minions). I’m also told about my fighter stances, Poised Assault and Battle Fury. The game tells me that in this case, I really should use Poised Assault. And that’s the end of the tactical thinking. The fighter path is the simplest of the paths. There are no tactical or power decisions to make. However, the fighter path has one difference from the other three classes: it’s possible to die.

The Wizard, Rogue and Cleric paths last a few rounds, max, so you’re guaranteed to win before you can possibly accumulate enough damage to die. The fighter, though, keeps on exchanging attacks with his goblin minion opponent until one of them dies. The goblin minion’s chances of victory are slim, but they are there: D&D joins Space Opera and Traveller as games in which a character can die during character creation.

Note that if you are reduced to 0 HP, you don’t technically die, you “lose consciousness”. You don’t wake up, though: you start the CYOA over, just as if you had died. The unconsciousness/death text-block admonishes you to “make sure you are using all the right numbers for your attack bonus and defenses”, because, honestly, you died against a minion?

To be fair, you probably wouldn’t die, since presumably the other members of the party are around to help you maybe! And you’d have to fail THREE saving throws before someone came around and made a DC 10 heal check to trigger your second wind and bring you back into the fight. And it would be a cruel DM who would have the goblin minion repeatedly coup de grace you to kill you before you’ve even really started playing the game. That would take 3 coup de graces!

I do like that they deal with the possibility of going unconscious, especially since they explain that going unconscious isn’t the same as dying and dying isn’t even necessarily permanent!

So Essentials: Heroes of the Fallen Lands should be available at some stores tomorrow! If I can pick one up, I might live-blog it if I get it. Check out blogofholding.com over the weekend.

More Red Box thoughts…

Essentials Red Box final thoughts

Wednesday, September 1st, 2010

That’s it! We’ve blogged everything we could blog about the D&D Essentials starter set. Blog of Holding will now stop spamming people with hourly updates and return to a once-a-weekday schedule.

On the whole, I think the new Red Box is a very good intro to 4e D&D. Although it’s mostly useless to me, it’s one of my favorite 4e products so far. I often feel slightly embarrassed when introducing someone to 4e: you don’t realize just how complicated it is until you’re explaining it to someone. I feel that the new Red Box could teach the game to a bunch of short-attention-span but reasonably smart junior high kids.

Hmm, new people playing the hobby is a good thing! But it also means lots of junior high kids talking smack on message boards! MIXED FEELINGS!

The red box is also theoretically a great way to get your start DMing. I’ve got a player in my current D&D game who is going to give DMing a try with the adventure in the red box, while we all play Essentials characters.

I’m super excited because I’ll have a chance to play D&D instead of running it all the time. I hope she’s looking forward to DMing in a slightly simpler but still fun and engaging environment!

I hope she’s looking forward to DMing a PROBLEM PC.

So, at the end of this liveblogging experiment, what does everyone think: should we do another intensive review when we get our copies of Heroes of the Fallen Lands? or is there such a thing as posting too much?

More Red Box thoughts…

Fighter At-Wills

Wednesday, September 1st, 2010

The fighter at-will stances in the Red Box also aren’t super new or super interesting, but are nonetheless reasonably solid!

  • Poised Assault: Your basic +1 to hit. This will likely be more useful at higher levels or against super-high AC opponents.
  • Battle Fury: +2 damage. Seems like at low levels, the fighter will just turn this on and wade into combat. Not super crazy and interesting but a fun boost, and it will be fun to mess around with optimizing basic attacks!

That’s all I have to say about the fighter!

The end of the book reveals that if you want to continue levleing your fighter, you should get Heroes of the Fallen Lands and use the Slayer build. The Slayer is a striker, and the way it gets its bonus striker damage, according to the preview article on Slayers, is by adding its Strength and Dex modifiers to all basic attacks. However, according to the Red Box fighter’s damage calculation made while killing goblin minions, damage is calculated by adding Strength and Con. Once again, I’m not sure whether the Red Box or the preview article is to be trusted, or whether a Slayer has a choice of Dex- or Con-based builds.

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tokens

Wednesday, September 1st, 2010

Besides the books, power cards, and character sheets, the D&D Essentials comes with a one-page ad for other Essentials products, a card with a redemption code for another solo adventure (yay!) a two sided dungeon/wilderness map, and tokens for PCs and all the monsters in the DM book.

Each monster type comes with four tokens, identical except that they’re numbered 1 to 4. I’m seriously considering using tokens from now on, instead of minis, and it’s solely because they’re numbered. We always have a problem matching identical monster minis with their HPs. “Which hobgoblin did you hit?” “The one who is to the left of the hobgoblin who is next to the fighter.” We’ve tried putting numbered scraps of paper under the minis, but that’s cumbersome. We’ve tried replacing the minis with dice, with the pip number representing the monster number, but dice get rolled, and you do NOT want to roll some hobgoblins.

Each of the PC tokens can be flipped over to show a red-ringed Bloodied version of the PC. If you flip over the monster tokens, they just turn into different monsters. It would be nice if there were Bloodied versions of the monsters too, but if a goblin turns into a swarm of rats when bloodied, that will add an interesting new dimension to combat.

More Red Box thoughts…

Rogue At-Wills

Wednesday, September 1st, 2010

With the Red Box, there are two new rogue at-will attacks and three exciting at-will utilities. I’m not entirely clear on how one gets the utilities since they don’t have a level requirement. In the red box, you get one automatically and get one of the other ones based on the general path you go down when making choices, so it’s unclear if non essentials builds will be able to grab them. Which is a shame for them maybe, because they are pretty neat!

Attacks first:

  • Bump and Run:This at-will is a lot of fun to use and seems reasonably powerful. Aside from normal damage, it allows you to push 1 on a hit. But it also has an effect (happens on a hit or a miss!) that allows you to move half your speed, making it a tempting option even on a miss for those halfling artful dodger rogues who are nigh impossible to hit with an opportunity attack. A good at-will that delivers always useful mobility!
  • Defensive Strike: This at-will doesn’t really excite me, but with an effect that gives a +1 power bonus to all defenses I can’t criticize it too much. Still, I can’t see using this too much over, say, piercing strike, which usually nets a +2-3 bonus to hit since it targets reflex. Then again, there aren’t a ton of rogue powers I would routinely choose over piercing strike anyway!

Utilities:

  • Nimble Positioning: Both the rogue builds from the Red Box get this power, which is great, because it’s awesome. A very simple power, this allows you to shift 2 if you are adjacent to an enemy to another square adjacent to an enemy. Perfect for setting up flanks if your ally is anywhere adjacent to the enemy.
  • Athletic Advance: This allows you to move up to Strength +1 squares, ignore difficult terrain, and gain a +5 bonus to athletics checks as part of the move. In the red box, sadly, this generally means moving 1-2 squares because most rogue builds aren’t going to have super high strength, making this of dubious quality. At higher levels with a Str/Dex rogue, I could see this being another handy at-will for a rogue’s arsenal and also one of this things players will always be trying to somehow sneak into a skill challenge! “I activate Athletic Advance again to make ANOTHER Athletics check with a +5 bonus!”
  • Acrobatic Maneuver: Similar to Athletic Advance, this allows the rogue to move Strength +1 squares, gain a +4 bonus to all defenses for the move, and enter enemy spaces for the move. Entering enemy spaces is fun, and since this is basically free for those rogues who choose this build, this is definitely a power I can see coming up from time to time and being fun to use. On the other hand, exposing yourself to an OA sucks even with a +4 bonus and tends not to be something players look forward to, so that will limit its use to when it’s really needed or can help with a crucial flank, I suspect.

More Red Box thoughts…

Cleric At-Wills

Wednesday, September 1st, 2010

Clerics get some nice at-wills with essentials. Granted two of them are for Constitution based clerics, but let’s look at them anyway!

  • Storm Hammer: I almost passed this one over because it seemed like a lousy power that just does thunder damage and can be used with a charge. Then I realized that it targets Fort! Dude, it’s arguably better than the Rogue at-will power Piercing Strike! Even though Fort is more likely to be higher than Reflex or Will, this is still a great power to have available for use against skirmishers, controllers, and artillery. Plus, offering a wisdom cleric a decent way to charge is pretty nice too.
    Storm Hammer is also the keystone of the Thor cleric build, which is the only way I’d be excited about being a cleric.

  • Blessing of Battle: This power gives resist equal to the cleric’s Con modifier to the cleric or an ally w/in 5 on a hit. Resist is very nice to be able to throw down on a sticky defender that routinely marks 2 or more enemies, something that virtually all defenders can do these days.
  • Blessing of Wrath: On a hit, this gives an ally w/in 5 a power bonus to damage rolls against the target equal to the cleric’s Constitution, making it yet another power that works well with two weapon rangers and those itching to pop an Action Point. Good times.

More Red Box thoughts…

magic item cards

Wednesday, September 1st, 2010

Every magic item in the D&D Essentials starter adventure comes with a power card. Or a magic item card, I guess: none of the magic items (lifedrinker greataxe, darkleaf leather armor, magic staff, chainmail armor, bag of holding, amulet of health, 2 potions) actually have a power. None of the cards are marked Common, Uncommon, or Rare, either.

Would it be convenient to have a card for every magic item? I guess it would be fun to get cards as part of getting treasure. Also, returning cards to the DM is a good way of tracking the use of expendable items. Still, sometimes my party goes into a dungeon loaded for bear: everyone buys, like, 5 potions. Where are we going to get 20 potion cards? (Hmm, 10 Essentials Starter sets, only $130 on Amazon!)

More Red Box thoughts…

Wizard At-Wills

Wednesday, September 1st, 2010

I was looking over the Wizard at-wills, and some of them are pretty powerful! Paul already talked about Hypnotism, so I’ll focus on the others:

Wizard!:

  • Stone Blood + Freezing Burst: I’m surprised it took so long for the wizard to get one of these. It’s been something WotC has talked about since the release of the PHB II and the invoker power Vanguard’s Lightning, which went a step beyond Scorching Burst by adding a minor effect to an area burst 1 w/in 10 power beyond just a die + ability modifier. Stone Blood and Freezing Burst slow and slide 1 respectively, as well as doing 1d6 + intelligence damage! Both very solid effects that beef up the wizards at-will arsenal.
  • Phantasmal Force: I love rogues even while admitting they aren’t the most powerful of the strikers (though making the daggermaster crit only work on rogue powers certainly helps). Phantasmal Force provides a very nice way to give a rogue combat advantage, with a nice side effect (no OAs) AND does a very nice 1d10+ Int damage! And it targets Will (no surprise, considering the name). A very powerful and fun single target at-will.
  • Magic Missile: This is no surprise since the errata has been around for a while, and it was mentioned in the preview. The card says it can target 1 or 2 creatures, which is clearly pretty broken and probably a misprint! With a maxed Intelligence level 1 wizard that would be a guaranteed 14 damage a round split between two targets! Making it 1 target cuts the power down a lot, obviously, but it will still have its place for when the DM describes the target as “on its last legs, barely standing” and that sort of thing, something I do as DM quite a bit. Also, savvy players often figure out a monsters rough HP from tracking when it becomes bloodied, which can make this a great choice for dealing the death blow with no fuss. Finally, it never hurts to have a ranged 20 spell to fall back on when your enemy is across a huge chasm or just not in range of your other spells yet!
  • Hypnotism: Screw it; I’ll talk about Hypnotism. I like the flavor, but I’m not super impressed with the mechanics. Still, a good slide spell is always nice for when the DM dangles a huge pit in front of the players. Even with the successful attack roll and only 45% chance to slide the monster over, spells like these can be worth it when success means killing a near full HP elite outright! The melee attack is not super impressive on account of the two attack rolls needed to hit, but it never hurts to have it as an option when some crazy elite or solo has some totally badass basic melee attack!

The more I think about it, the more I think that Hypnotism should have been something like “Effect: an enemy makes a melee basic attack” or “Hit: an enemy makes a melee basic attack, which always hits”. That would significantly increase its power, letting the wizard do as much damage as the most powerful enemy, but it would still be situational. Hypnotism is only powerful when the enemy brute is adjacent to allies, and it doesn’t give the wizard as much choice over target as do most attacks. My fix would also eliminate a die roll: over the course of a wizard’s career, trimming a die roll off an at-will attack will save a lot of mileage.

Also, am I wrong, or is a critical hit on Hypnotism’s first attack roll absolutely meaningless? That’s something I’d work hard to avoid.

More Red Box thoughts…

power cards

Wednesday, September 1st, 2010

I’ve finished reading the Essentials Player’s Book and DM’s Book. Others have taken pictures of the power cards and tokens, so you can get more complete spoilers there. I do have a couple of power-card powers that I’d like to call out.

Hypnotism is a very flavorful wizard at-will. On a hit, you force the target to make a basic attack against an adjacent creature with a +4 bonus. Even with the bonus, this attack requires two hit rolls before it does any damage, so it may be on the weak side. I think I might play a Hypnotism wizard anyway, because it feels like a different kind of character – like a Commander’s Strike warlord, someone who never personally makes attacks.

Backstab: Once again, the rogue preview differs from the Starter version. The preview version of Backstab gives +3 to an attack and +1d6 to damage. The Starter backstab just gives +3 to attack.

We thought you was a toad!Slimy Transmutation is a hilarious wizard daily power. “A billowing cloud of greenish fog surrounds your foe. When the fog dissipates, your enemy is gone, and an ugly toad stands in its place.” Hit or miss, the “target turns into a Tiny toad.” You’ve been TOADED! It’s Save Ends, not permanent, but never before has Baleful Polymorph been available to a 1st level wizard.

I’d like to see Slimy Transmutation used as a utility spell. There could be occasions where you want to make yourself or an ally Tiny for a few turns.

I’m disappointed that there is no power card for the Prestidigitation cantrip. How will I clean up to 1 cubic foot of materials, WOTC? How will I make a smell? HOW??

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meet the kobolds

Wednesday, September 1st, 2010

Of the three kobolds in the Essentials DM’s book, two (kobold tunneler, a level 1 minion and kobold quickblade, a level 1 skirmisher) are new. The Kobold Slinger is updated from the MM1.

The Kobold Slinger’s attacks have been made more accurate, and damage has been slightly fiddled with, but the big change is that Special Shot is now a random effect. Instead of the type being chosen by the DM, Special Shot now requires a d6 roll: on a 1-2 it’s a Stinkpot, 3-4 Firepot, 5-6 Gluepot.

Someone at Wizards is going back through old rules and adding random die rolls!

Do you think his name is Mike Mearls? I do! But maybe I’m wrong!

More Red Box thoughts…