Archive for the ‘news’ Category

never send a halfling to do a man’s job

Saturday, September 11th, 2010

Heroes of the Fallen Lands

Heroes of the Fallen Lands

Heroes of the Fallen Lands‘s cover illustration, by Ralph Horsley, is of a fairly typical scenario – two adventurers fighting undead while their muttonchopped halfling sidekick freaks out and fails to help. The adventurers are in a dungeon.

Somehow, the image’s irregular border fools my eye into thinking it’s a more interesting setting. My brain reads the dungeon wall as a Great Wall of China-style outside wall, with a white sky above it. The two adventurers are standing before a gate, holding off undead. I imagine the walls continuing for thousands of miles in either direction, protecting – the Fallen Lands? – from a continent’s worth of undead. Now that’s a setting!

Oh, so here’s a difference between the PHB and HotFL. The PHB subtitle is “Arcane, Divine and Martial Heroes”. The HotFL’s is “Create and Play Clerics, Fighters, Rogues, and Wizards!” The HotFL subtitle has a certain something that the PHB subtitle lacks. And that certain something is an exclamation point!

More Essentials thoughts…

trade paperback manuals

Saturday, September 11th, 2010

It’s surprisingly strange to hold a D&D book as small as Heroes of the Fallen Lands. I’ve been reading multicolumn D&D books – either hardcover or magazine size – for more than 20 years. My brain can barely cope with the lack of an alley between columns. And there seem to be so few words per page! What would fit on one column of the PHB takes up a page of a trade paperback.

I am surprised that this makes such a difference to me. If I like large-format books so much, the logical extension is to print books on the largest possible pieces of paper – perhaps the PHB 1 should have been printed on pages the size of a foldable poster map. It’d take about thirty-five of them.

More Essentials thoughts…

heroes of the fallen lands liveblog

Saturday, September 11th, 2010

Heroes of the Fallen Lands

Heroes of the Fallen Lands

I just planned to buy Heroes of the Fallen Lands this weekend, but so much Essentials stuff was on sale at my FLGS that I suffered a brief bout of Essentials Fever. Do I need the Rules Compendium, or are my existing books and the errata enough? I’ve never used Dungeon Tiles, but maybe they’re cool? …but are they Essentially cool? DO I NEED THE DICE? ARE THE DICE ESSENTIAL?

I walked out of the store with only “Heroes of the Fallen Lands”. And a used copy of a Gary Gygax novel, “The Samarkand Solution”. Unless there is a surprising groundswell of interest in the latter, I will liveblog only “Heroes of the Fallen Lands”.

Regrets? I have a few. Should I go back and get the dice? If I do, how can I liveblog them?

More Essentials thoughts…

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…

graverobbing over the Glyph

Friday, September 3rd, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

Let’s rob a king’s grave!

Some West African kings were buried in a manmade hill. First the king and his treasures, along with some unlucky servants, were interred in a wooden dome. Then tons of earth was piled on the dome. Finally the new hill was covered with clay and fire-hardened. This was a difficult tomb to rob – although a narrow vertical chimney was left. (Why? For the soul to escape, as in Greek tombs?)

This chimney could make a good tomb/dungeon entrance. It’s wide enough for one PC to squeeze down; then there’s, say, a 30-foot drop to the floor.

What’s to protect such a tomb against robbers? It’s easy to climb down to the floor on a rope. Let’s say that in the center of the tomb, right under the shaft, is a rune-covered seal; anyone standing on it is paralyzed and takes ongoing damage (no save!) until they’re somehow moved onto a safe square.

I’d play it like this: PC 1 says “I climb down the rope.” The DM doesn’t say that PC 1 is paralyzed; he says, “OK, we’ll get back to you” and asks the other PCs what they are doing. If they yell down into the tomb, they get no answer. Based on how long the PCs spend waiting and talking before they take action, the paralyzed PC might take one, two, or three rounds of ongoing damage. (A mean DM would secretly time the PCs’ discussions and dithering and deal damage every 6 seconds of realtime, but try as I might, I just can’t play D&D like a World-Class Jerkwad.)
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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…

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…

character sheets

Wednesday, September 1st, 2010

The Essentials Red Box comes with 4 character sheets. The sheets fit on one one-sided piece of paper! It’s roomy enough that almost 1/3 of the sheet is devoted to “character notes”. The last time an official character sheet was presented so tidily was, I think, the 1983 Mentzer Red Box?

It’s definitely a starter character sheet; you couldn’t get a 30th level character on a single page. There’s only 12 lines for “Powers and feats” and 9 for “Equipment and Magic Items”. Granted, a lot of powers and items might be offloaded onto cards, but still, a 30th level character has, what, 18 or 19 feats?

Also, there’s no place explicitly set aside for “Character Sketch or Symbol”? A TRAVESTY!

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…