Archive for the ‘4e D&D’ Category

the paladin’s steed returns

Tuesday, November 16th, 2010

I’d guessed that the Essentials Cavalier paladin would come with a summonable mount (based both on the general retro-ness of Essentials and on the etymology of the word Cavalier). When Heroes of the Forgotten Lands came out, though, it looked like I was wrong.

Just when all seemed lost, D&D Insider came galloping to the rescue, with The Cavalier’s Steed, which provides a poké-horse as an alternative to the Cavalier’s class feature Pace of the Virtuous Charger. (Pace of the Virtuous Charger is the one that lets a cavalier get a speed boost on charges. Somehow it makes me picture the paladin galloping into battle, possibly while riding one of those horse heads on a stick. I think I prefer the real horse.)

The article also provides mounted feats, including upgrades to the Paladin’s summoned mount. My favorite:

Improved Steed (Celestial Battle Tiger)
You have learned how to summon a large, powerful battle tiger from the celestial realms to serve as your steed.

Finally, my He-Man-themed D&D campaign can get off the ground!

bird mask

Tuesday, November 9th, 2010

You know what’s scary? Those beaked plague doctor masks.

They seriously could not be more terrifying. I fear plagues – so much so that I will not play the board game Pandemic – but I still might rather die of the plague than deal with a doctor dressed like this.

The PCs HAVE to end up wearing these at some point.

In 4e, I’d stat these as:

level 1 head slot (common)
The wearer of this mask has a +5 item bonus to defenses versus disease.

I’d have some noble give a stack of these to the PCs and then send them on some mission into a plague-wracked city. It would be horrific, especially when they find that the dying plague victims are stumbling towards the market, where their bodies are joining a colossal monster made of plague corpses.

separate combat and noncombat abilities

Tuesday, November 2nd, 2010

I was one of those who obsessively read previews and developer blogs in the leadup to 4e. There was one post – I wish I could find it now – about how, in 3e and previous editions, utility spells and combat spells were mixed together, which meant that utility spells got the shaft. For instance, if you have a choice between memorizing Detect Secret Doors and Magic Missile, you’re probably going to choose Magic Missile – the one useful in combat. In 4e, they made a distinction between attack powers and utility powers. I think this was a great idea – as far as it went.

A suggestion for Fifth Edition, guys! A distinction between combat and utility/noncombat is direly needed in feats. The Linguist feat is notoriously untakeable, because there’s always something you could take instead that would improve your combat build. Sure, you can always choose to make a substandard combat build in pursuit of your character concept, but I don’t think you should have to make that choice.

D&D is focused on combat. Combat is where the rules complexity is. (Skill challenges are the first attempt ever at adding rules complexity and structure to noncombat scenes, and it’s still nowhere near the complexity and structure of combat.) Combat is where the real potential for failure and death is. (Failure in a skill challenge, we are told repeatedly, does not stop the adventure: it adds complication, often in the form of extra combat.) Combat is where we get competition and high stakes – the “us vs the DM” part of the game – in other words, the game part of the game.

Combat is both where players have the most actual power over the outcome, and where the stakes are highest. A party can win or lose a combat. A single combat ability or feat can make the difference between an enemy dead or alive, resources spent or kept, and victory and TPK.

Outside of combat, PC abilities – even noncombat abilities – are less important. In railroad-style adventures (a perfectly legitimate and a very common adventure structure), the PCs can do something if the DM wants them to do it, and can’t if the DM doesn’t. There may be some skill checks as window dressing, but it’s mostly for show. In sandbox or player-directed campaigns, the dice are often put aside for long stretches and the DM makes a lot of judgment calls based on the logic of the situation. Rarely do player abilities – their overland travel speed, say, or their History checks – visibly tip the balance between failure and success in the adventure. (But a good DM tries to give the impression that they do.)

Therefore, asking players to choose a noncombat feat over a combat feat is unfair. You’re asking them to give up a concrete benefit in the heavily structured part of the game in exchange for a benefit of uncertain value in the freeform part of the game, which often comes down to little more than character flavor. It’s a choice between roll-play and role-play, which is (or should be) a false dichotomy.

A lot of 4e feats try to offer a balance: they give you a noncombat ability, and because they know that noncombat isn’t enticing enough, they sweeten the deal with a small combat bonus.

Some examples:

  • Light Step, which increases your overland travel speed and the difficulty for opponents to follow you – cool stuff you could probably use in a skill challenge – and you get 2 points added to skills. Prerequisite: elf. Compare it to Skill Focus, which gives you +3 to skills.
  • Wild Senses, which gives you a large bonus for tracking creatures, and +3 to initiative. Prerequisite: shifter. Compare to Improved Initiative, which is +4 to initiative.
  • Animal Empathy: Bonus to Insight checks against natural beasts, and +2 to Nature skill. Prerequisite: Trained in Nature. Compare to Skill Focus: Nature, which is +3 Nature.

    You aren’t giving up much combat ability by taking these feats, but you are giving up some. In my opinion, you shouldn’t have to give up any. By creating the Light Step feat, you are saying that a bonus to tracking and overland movement is worth +1 Initiative. You shouldn’t ever have to compare these – they are in different spheres.

    I have two possible fixes:

    Solution 1: Feats That Do Two Things

    Make good combat feats – not watered-down feats, but feats just as good as combat-only feats – that also provide a noncombat ability. For instance, make the Wild Senses Initiative bonus just as good as Improved Initiative.

    You could actually have several feats, each of which provided +4 feat bonus to Initiative, and gave different noncombat bonuses. Players could choose whichever one fit best with their conception of their character.

    Or, if you don’t want to totally eliminate Improved Initiative, you could do what all the feats I mentioned above did: have a prerequisite. All of the cool noncombat-ability versions of Improved Initiative could require a certain race, attribute, or skill training. If you don’t qualify for any, you can always take Improved Initiative.

    It’s not always easy to see how to combine combat and noncombat abilities. What combat advantage would you tie with Linguist?

    Solution 2: Combat and Utility Feats

    Divide feats into combat and utility feats. At some levels, you get one, and at some, the other. As with powers, combat feats would predominate.

    It might be hard to police this. Someone would always find some wacky ability that lets your Intuition check be used as an attack roll, or something, and then a bunch of supposedly-noncombat feats would become combat-useful. Still, I think it would be a reasonable approach.

  • More Gamma World? YES

    Thursday, October 21st, 2010

    So Paul and I actually played a solid 5 hour session of Gamma World on Monday, just the two of us. So really that’s the equivalent of like a 15 hour session with 5 players and 1 DM. We took turns DMing the basic adventure from the back of the book. It was pretty fun! Some thoughts:

    1. Death!: It strikes us that death is probably a lot more common in Gamma World than in D&D. The primary reason, I think, is probably lack of healing. The only reliable source of healing is Second Wind, which granted only takes a minor action and restores your bloodied value in HP. This certainly helps, but probably doesn’t make up for the party cleric and multitude of potions in D&D. And when you die, you’re actually dead, since there’s no resurrection. The end result is that you probably don’t feel as attached to your character, which is fine, because the game is pretty silly anyway and doesn’t seem to have a huge focus on nuanced character development (Prove me wrong?).
    2. No Healing Surges!: While we’re on the subject of death and healing, did I forget to mention that healing surges are dead and gone too? No healing surges? CRAZY! Except not so crazy. Healing surges are probably not the coolest mechanic of D&D. They’re sort of necessary if you can have as many healing potions as you want, but they aren’t the most interesting of resources. It’s a lot more fun to be in the situation of only having one really cool daily left than it is to be in the situation of only having 1 or 2 healing surges left. That just means you’re more likely to fall unconscious in a fight and stay that way. In any case, I did not miss their absence in Gamma World.
    3. No Charging?: The Gamma World rulebook is a relatively slim trade paperback. As such the chapters on actual basic rules are relatively scant. It’s unclear whether leaving out rules on charging, readying, and delaying was intentional or was just a decision made to cut down on space. When we played, we kept rules on readying and delaying since they seem pretty essential, but we left  out charging since it favors ranged combat, which definitely seems to be a bigger part of Gamma World than in D&D. I’d be interested in seeing whether charging is brought back in with any errata in the future.
    4. No Soft Cover: So a definite change from Gamma World to D&D is that there’s no longer any cover granted from other characters, even enemies. This is pretty cool as it definitely encourages more use of guns and other ranged attacks, which tends to make for more dynamic combats and fits the theme of a world filled with firearms and strange super tech.
    5. Alpha Mutations: These were a bit of a let down since more often than not, they don’t actually fit with your character very well. If I draw an attack that uses charisma and I don’t have charisma as a primary stat, I probably won’t use that attack. Also, despite it being cool to change them out every encounter, it also meant reading (and remembering) a new power every encounter! (more…)

    when to count ammo

    Monday, October 18th, 2010

    Gamma World’s cool expendable ammo mechanic solves a lot of problems with expendable magic items. It doesn’t handle normal D&D ammunition (arrows, etc) very well though.

    For the most part, I, and nearly every sane DM, handwave ammunition. Once PCs have looted hundreds and thousands of GP, no one wants to track the number of silver pieces expended on arrows.

    There are a few times, though, where you might want to make the PCs count arrows.

    Siege

    In a siege, there is no way to replenish basic supplies. When everyone’s running low on arrows, you need to make interesting choices about when to take a shot and when to wait for a better opportunity. Also, you can make dramatic encounters out of raids made to replenish the ammunition stock:

    gavroche getting shot

    poverty

    Especially at level 1, PCs may find themselves so strapped for cash that they have to struggle to afford basics like food and lodging. This works especially well in a “gritty” or “picaresque” game, where lack of money may force the PCs to take some dirty jobs. PCs may have to consider whether their target is worth the price of their arrows.

    Remember the obvious point that arrow scarcity only hurts archers: you may or may not feel that it’s fair to impose a burden that only affects one or two PCs.

    feeling lucky

    Gamma World Gamma World Gamma World!

    Thursday, October 14th, 2010

    Gamma World is a game I’ve heard of but never actually played. It sounded fun enough: some bizarre future world where you can play characters with all manner of wacky mutations and you encounter bizarre technology that is wondrous to behold, either because it is genuinely future tech or because it is something mundane from our modern world that your character doesn’t know anything about!

    Naturally, I was interested to hear that WotC was releasing a 4th edition style Gamma World. I love seeing new innovations with the 4e rules system and I was curious to see how they would keep the wackiness and randomness of the original game while still preserving something a kin to a balanced play experience. I picked up the box set several days ago. My thoughts are as follows: (more…)

    ammo rules from Gamma World

    Tuesday, October 12th, 2010

    I never played Gamma World. I’m just not a post-apocalyptic guy, I guess. Some people’s inner psyche resonates to a brutal, hopeless desert world filled with mad Maxes. My “quiet place” is a verdant forest, dotted with wildflowers and limpid pools, and it’s being set on fire by orcs.

    Although I’m not the Gamma World demographic, I do want to read the Gamma World rulebook. I like reading RPG combat mechanics. I have this 19th-century idea that RPG game rules are steadily progressing towards perfection. (That’s opposed to the classical worldview of old-school bloggers: that every RPG generation is a further-debased descendant of a Golden Age.)

    WOTC preview articles have shown ff some of the Gamma World rules. One of my favorite of these mechanics is the rule for ammo use.

    Ammunition is a problem in D&D. Do you make all the players count arrows? (Probably not.) Do you let people buy a sheaf of 20 arrows, and let them use that from level 1 to retirement? (Probably.) What about magic arrows? should PCs count them?

    The Gamma World rule is this: when you use ammo, you may either try to conserve it or be profligate with it. If you conserve it, you can use it once per encounter. If you’re profligate with it, you can use it as many times as you like during this encounter, but at the end of the encounter, you’ve used it up.

    This strikes me as a great way to introduce ammunition-conservation decisions without adding an irritating arrow-counting step to every ranged combatant’s turn. It wouldn’t work with normal arrows, of course: you can’t have a ranger who fires one arrow per encounter. I’d prefer to handwave normal ammunition and use this rule for what it was designed for: limited, powerful resources: a sheaf of magic arrows, perhaps. It could also replace the pre-4e rules for magic items with charges.

    There’s an extra benefit of this rule, besides avoiding accounting. In video games as well as D&D, do you know how many times I use magic ammunition/items with charges? ZERO. I hoard. I like a rule that circumvents my hoarding instinct.

    Rare item: Smoke Turban

    Thursday, September 30th, 2010

    We haven’t actually seen one of WOTC’s Rare magic items yet: we’ll get our first look in the DM’s Kit. I’d like every Rare item to come with

  • history
  • abilities that alter the way the owner plays the game (each player has only one Rare item! It can afford to take the spotlight)
  • the ability to change unpredictably over time (Artifacts in 1e AD&D had some randomly generated abilities. This kept things fresh for a player who owned the DMG.)

    Here’s an example of what I’d like a Rare item to look like:

    Smoke Turban

    Julli ducked into a corner of the town square and donned the black turban. As the gossamer veils drifted down around her head, the noise around her ceased and noon became night. Through the turban’s obscuring veils, she saw the bazaar in ruins and the crowd in the square was suddenly transformed to shuffling zombies.

    Julli skirted the square, avoiding the zombies. She ran through the broken doors of the palace, up a stairway so dark that she could not see the steps, and climbed over the rotting woodpile that had been the treasury doors. Inside the treasury lay rat bones, dead moths, and bits of rusty iron.

    Julli wrenched off her turban. As the veils around her dissipated, she found herself in brightness once more: inside the tightly locked treasury chamber, and surrounded by ewers brimming with rubies and stacks of gleaming gold bars.

    Smoke turban. Level 5 head slot item. Rare.
    A black turban, trailing thin black veils that drift into smoke.

    When someone puts on the Smoke Turban, they become translucent and smoky, and gain a +10 item bonus to Stealth against living observers. Against the living, the wearer may also make Stealth checks without requiring cover. However, the turban wearer’s perception of the world also becomes translucent and smoky, and they take a -10 Perception penalty. Furthermore, all living creatures are totally invisible and inaudible to someone wearing the turban.

    Level 15: +15 bonus/penalty.
    Level 25: +20 bonus/penalty.

    Leveling Up

    When its owner learns more about it (possibly by performing a quest), the Smoke Turban becomes more powerful. Roll a d6 to determine what extra abilities the Turban receives.

    1-2: Hunter’s smoke turban
    3-4: Shadowfell smoke turban
    5-6: Desert smoke turban

    Hunter’s smoke turban. The turban belonged to a hunter of one particular type of creature of the DM’s choice (for instance, demons). While everything else is hazy and dark to the wearer of a smoke turbans, these creatures stand out. The wearer takes no penalty on perception checks made to identify this type of creature or its trail.

    Shadowfell smoke turban. This turban belonged to a daring thief who finally met her end when she phased into the wrong part of the Shadowfell. While wearing this turban, the wearer sees his or her normal surroundings at a penalty as usual, but is also aware of the contiguous portion of the Shadowfell world, at the same perception penalty. As a minor action, the wearer may spend a healing surge in order to temporarily phase into the shadowfell. While in this state, the wearer is fully in the shadowfell. The wearer is also in the natural world as well, but gains Insubstantial and Phasing in the natural world. This may allow the user to, for instance, pass through some barriers that don’t exist in the shadowfell. The wearer returns to the natural world at the beginning of their next turn. If they are not in a legal square when they return, they are moved to the nearest legal square and knocked prone.

    Desert smoke turban. This turban belonged to a feared desert assassin who walked alone and unnoticed between caravans. While wearing the turban, the wearer gains fire and radiant resistance, and cold and necrotic vulnerability, equal to the Stealth bonus, and an equal bonus to Endurance checks related to heat.

  • The Creature in Gray

    Wednesday, September 29th, 2010

    I wrote a short story about a horrible creature cloaked in gray robes that speaks only in whispers, mimics your form, makes you cry tears of blood, and then turns turns you into a horrible mind-slave under its command!

    Then I ran it as a D&D monster! It was super fun. I set up a weird environment in the Shadowfell that was similar to the beautiful and creepy garden Paul described in a previous article. The Creature in Gray used Unearthly Whispers to charm the wizard, who got to throw out his bag of horrible controller tricks against the party for a change. Unfortunately, I hadn’t thought of adding a bunch of temporary HP to the wizard to make him tougher, so he went down pretty quickly (I thought of it mid combat and gave him the temp HP and a small heal to bring him back into the fight).

    I took some liberties with its abilities, but it’s a pretty good and creepy reflection of the creature I created for my story. The revised version is below:

    Read the short story below! (more…)

    symbol of the Crossed Tree

    Thursday, September 23rd, 2010

    The PCs find a map marked with a symbol that looks like an ornate X. Arcana checks reveal that it is the Vrksah, the tiefling symbol of the Crossed Tree. Nature checks reveal that wherever two living treetrunks cross is a weak place; here a gate may naturally form, connecting to a similar crossed-tree configuration somewhere else in the world. Thus, a farmer may go for a walk in his own orchard, and, before he realizes that he has left his property, find himself on an entirely different continent. No one knows the locations of more than a handful of crossed tree gates, except perhaps the druids.

    Crossed trees can be used as a way for the party to collect fast-travel shortcuts to important parts of the world. They can be an alternative or supplement to 4e teleportation circles, perhaps one more suitable for primal parties. Less prosaically, they may also lead the party to haunted fey groves, shadow forests where trees with human faces scream and mock, or trapped apple orchards where adventurers enter but never return: or if they do, they come back sown with evil seeds.