Archive for the ‘4e D&D’ Category

rogue male

Friday, May 20th, 2011

Rogue Male by Geoffrey Household

Rogue Male by Geoffrey Household

Rogue Male is a spy chase story about an expert hunter and tracker on the run in Europe. Written in the late 30s, it might also be the first published story in the “What if you could kill Hitler?” genre.

A D&D adventure about sneaking around in the woods might easily devolve into a series of Nature checks. What Rogue Male brings to the table, and what you should bring into your skill challenges, is specificity.

Wilderness is not an undifferentiated mass of forest. There are swamps where a character might have difficulty resting, no matter what his Nature bonus. There are expanses of barren ground that you just can’t sneak across in bright daylight. A lot of skill challenge successes should actually require the PC to come up with a decent plan. Challenge PCs with specific situations, and require a plan of action, specific to the situation, before a skill roll is made. A PC who builds a raft to rest in the swamp, or hides in a wagon crossing the plain, gets to make a skill check.

If I were running a spy adventure as an extended Nature skill challenge, I’d also introduce some randomness. If I need to repeatedly come up with terrain off the top of my head, it’s likely to become stereotyped and nonspecific. I’d be better to make random charts for terrain and habitation: maybe we’ll roll up peculiar stuff, like a cabbage farm in the middle of the desert, but that will help us tell a story.

Christmas lights! Run!

Thursday, May 19th, 2011

Fitz poses the question: “If your character encountered something like this while lurking about underground looking for something to kill and/or steal, what would be your immediate reaction?”

Sadly, most 4e adventurers would probably think “There are several of them, so they must be weak.”

Sometimes you want to step out of the 4e assumption that every fight is level-appropriate. Maybe an area is particularly dangerous. If you just spring a killer fight on unsuspecting players, though, you’re just being arbitrary.

Here’s one way to take a middle course: when the players wade into combat with the first light ball, they find that it is a high-damage solo monster. During the battle, the next-closest light ball might drift ominously closer, but doesn’t join the fight.

When the players stand, bloody but victorious, over the creature’s dying sparks, they look down the hall and see this:

Possibly now the PCs will start thinking about finding an alternate route.

The Pusher: an epic D&D campaign for you

Friday, May 13th, 2011

The Magazine of Fantasy and Science Fiction, Oct 1981

The Magazine of Fantasy and Science Fiction, Oct 1981

In a used bookstore, I picked up the Oct 1981 issue of The Magazine of Fantasy and Science Fiction. It looked like it had some interesting stories in it, but it was stolen before I finished it, due to a car-door locking mishap.

Before it disappeared, I noted this passage from “The Pusher” by John Varley:

It was a wonderful tale he told. It had enchanted castles sitting on mountains of glass, moist caverns beneath the sea, fleets of starships, and shining riders astride horses that flew the galaxy. There were evil alien creatures, and others with much good in them. There were drugged potions. Scaled beasts roared out of hyperspace to devour planets.

This sounds like a great elevator pitch for an Epic-level D&D campaign. If you put every one of these elements into the campaign, I think you’ve got yourself a foolproof Best Campaign Ever.

It sort of seems to takes place in the same time period as Krull (which would also make a better D&D campaign than it did a movie).

Critical hit! On my Religion check!

Thursday, May 12th, 2011

I figured out how knowledge checks fit into the 20 and 1 are magic rule.

If you roll a natural 20 on a knowledge check, you write down on your character sheet that you have expertise in a particular sub-branch of knowledge. From then on, you get a +5 bonus to all such knowledge checks. For instance, if you crit on a knowledge check about the Death God’s sacrificial rites, you write down “expert in Death God rites”.

If you roll a natural 1 on a knowledge check, you write down your ignorance on the subject (“ignorant about Death God rites”.) From then on, you automatically fail on any checks on that subject.

This lets you collect knowledge like treasure, and randomly fills out your character’s interests. It also lets a good or bad Knowledge check inform further ones.

flaming oil through the editions

Wednesday, May 11th, 2011

I just looked up flaming oil in my Basic D&D book. It did 1d8 damage on the first round and 1d8 in the second. Of course, it was more complicated than its watered-down 4e equivalent, Alchemist’s Fire: with Flaming Oil, you had to douse a guy with oil and then make an easy attack roll to set the enemy on fire.

1983 Basic equipment list.

1983 Basic equipment list.

Still, 2d8 was a lot of damage in Basic D&D. Keep in mind that all weapons do 1d6: variable weapon damage is still listed an optional rule in my 1983 Basic set. Even with the optional rule, oil’s average of 9 damage is the same average as a fighter with 18 strength and a +2 longsword. It’s enough, on average, to kill a 2-hit dice creature in one shot. It’s hard to compare, but in 4e, to kill a 2nd level creature in one hit would take about 40 damage.

There wasn’t much monetary inflation between Basic and 4e – a Basic sword costs 10gp and a 4e sword costs 15 gp – but Basic flaming oil costs 2gp. That’s a tenth of its cost in 4e. Cheaper and more effective.

By the way, I notice that the new 4e alchemist theme allows you to use a free alchemical item as an encounter power. That improves alchemy considerably.

burning through your flaming oil

Wednesday, May 4th, 2011

I’m reconsidering last week’s post about making alchemical items into encounter powers. Maybe part of the charm and flavor of flaming oil, holy water, and the rest are that they are expendable resources, like potions – part of the long-term resource management aspect of the game. In old school D&D, you’re like, “I have some money… I’ll get some chain mail, and some iron rations, and… let’s say 3 flasks of oil.” I dunno. Is the expendability an integral or nonessential property of a flask of oil?

What’s more fun:
a) “Holy crap, this is a dire situation! I’ll use my flask of oil to set these guys on fire.”
or
b) “It’s round 4 of combat and I’ve used my encounter powers. I’ll use my flask of oil to set these guys on fire.”

Keep in mind that in situation b) you get to set a lot more guys on fire.

If you want to run an alchemist character, you probably want to roll on random tables

Thursday, April 28th, 2011

Yesterday I proved (to my own satisfaction) that 4e alchemy doesn’t work, and suggested using Gamma World ammo rules as a fix. Today, let’s tackle problem 2: that 4e alchemy is not enough fun for the type of people who want to be alchemists.

There are two reasons to use alchemical items:
1) to fill out your party’s abilities with a few situational attacks, for instance burst attacks or attacks with a certain damage type
2) because you want to play a giggling experimenter, like Dragonlance gnomes or Warcraft goblins

The first group is pretty well served by the existing alchemy rules, which basically provide wizard-like powers to anyone who can throw a vial.

The second group is going to be disappointed by alchemy. It’s a predictable power level? I don’t mix anything? I won’t accidentally cause an explosion, from which I will emerge, comically sooty, and pronounce “IT WORKS!”? What kind of alchemy is this, anyway?

If ever there’s a character archetype who needs random charts to roll on, it’s the alchemist.

Let’s try this:

People with the Alchemy feat get access to a new encounter minor action called “Tinker”.
(more…)

alchemy makes you go bankrupt

Wednesday, April 27th, 2011

In this post, I set out to

  • propose that the 4e alchemy system is overpriced for its power;
  • prove it; and
  • offer a solution.

    Alchemy is not used

    I remember that in earlier editions, my D&D groups relished tossing holy water, and, even better, dousing enemies with oil and lighting them on fire. However, in my current group, no one seems very excited about the alchemy rules.

    Furthermore, I don’t think there have been a lot of message board posts, Dragon articles, or gamebook support of alchemy after its introduction in Adventurer’s Vault in 2008. People don’t seem very interested in the 4e alchemy implementation.

    My first intuition is that alchemy is overpriced: the cost for making a one-shot level 1 alchemical item is 20 gp! That’s a big chunk of change for a level 1 character, comparing unfavorably with “free” for at-will, encounter, and daily powers, so they’d better deliver. I decided to crunch the numbers and compare alchemical items against at-will attacks.

    CRUNCHING NUMBERS

    STEP 1: How much damage do alchemical items do?

    I’ll look at 3 representative items: holy water, alchemical acid, and alchemical fire. I’ll assume level 1 characters using level 1 alchemical items vs level 1 monsters. All these items attack Reflex with a +4 bonus, which is comparable to level 1 characters’ other attacks, and hits the average level 1 monster’s Reflex defense around 60% of the time. Damage expectation will be based on 60% of the damage scored on a hit plus 40% of the damage scored on a miss.
    (more…)

  • Heroes of Shadow – Vampire Review (Heroic Tier)

    Tuesday, April 26th, 2011

    As Paul mentioned in his last post, I played the new Vampire class last weekend. It is a fun class with a lot of flavor and some very nice mechanics. But don’t take my word for it; read below to see the PROPS and SLOPS of the Vampire class in the Heroic Tier:

    (Note: Though I am ashamed of myself for utilizing the PROPS and SLOPS system of ratings, I make no apologies!)

    PROPS:

    1. 2 Healing Surges!: If nothing else, giving the Vampire 2 healing surges is a ballsy move and should be commended on principle alone. However, it also opens up some fun options for cool mechanics, like a power that gives healing surges during battle and other powers that give extra benefits if you spend a healing surge. Plus, it is nice to have a class that actually makes you consider the Durable feat.
    2. At-Will Powers: These are great. Both thematic and mechanically interesting. Thematically, you’ve got your entrancing gaze type of deal, your blood (or other dark energy) sucking, and your brute force vampire strength. Mechanically, you’ve got a good mix of ranged and melee attacks, three powers that each target a different defense, a power that can be used as a melee basic attack, and a good mix of effects. Also, the Charisma power gets a bonus to hit to make up for the fact that it’s probably a secondary stat. Smart! Solid stuff!
    3. Child of Night: A lot of fun stuff, including some nice undead benefits. I like that vampires can survive in daylight by wearing heavy robes and clothing; a nice compromise that is much better than having to spend 50% of the time hiding in the sewers. Sometimes I love the priorities of D&D. Immortality, something that other heroes in D&D might spend their entire adventuring careers trying to obtain, the Vampire basically gets at level 1 (can be killed but doesn’t age)! Of course, mechanically this virtually doesn’t matter since most campaigns only span a year or two, if that. Good times. (more…)

    a city map you can use

    Monday, April 25th, 2011

    I drew this map for two marathon sessions of picaresque gaming this weekend, and the players seemed to like it. You guys can use it if you want:

    If you’d like to print it, here’s a PDF version.

    Here’s a couple of things that happened in Setine over the course of the weekend:

    -Rory (playing the new Vampire class to the hilt) purchased the loyalty of enough guild beggars to attract the notice of Vomit, the leader of the beggar’s guild. Vomit looks to be gearing up for a turf war.

    -The cleric of St. Jimmy has gotten his ludicrous cult recognized as an official civic religion. Tenets of the religion include the fact that St. Jimmy has a volcano in his forehead and there are mermaids swimming in your well water. The business formerly known as Hank’s Hardware is now known as St. Jimmy’s Temple, Hardware, and Gifts.

    -Claire, the disgraced paladin, discovered the rotten core at the center of the Temple of Love. (The PCs subsequently stole the rotten core and fenced it for much less than it was worth.)

    -The Playhouse is performing a 15-minute-long onomatopoeic play by Bang the Wizard, in which an eladrin falls off a ladder. It sounds pretty artsy to me, but apparently it’s doing pretty well. Unfortunately, Bang didn’t read the fine print of the contract and accidentally signed herself into a five-year commitment.

    -The apprentice thief needs to plan a masterwork robbery in order to be promoted, and couldn’t be happier. On the other hand, the avenger is beginning to discover the nature of his god, and isn’t quite as happy about it.

    -Lord Percival spent a lot of his money on a horse, which he lost, and the rest of his money ended up in the pocket of his butler.