Archive for the ‘4e D&D’ Category

Rory’s Pocket Guide to D&D 4E: Roleplaying your Character

Wednesday, August 11th, 2010

So you built a badass character using my previous advice in Character Creation. Good job! But now you’ve got to actually play the game. What should you do? How should you roleplay your character?
Roleplaying

  1. Be Selfish: In D&D, your primary goal as a player is to bath in your own glory and generally show off how awesome, interesting, or tragically heroic you are. At least that’s what I think. If you see an opportunity for your character to shine, take it! If you’re a good thief, be on the lookout for chances to scout ahead of the party and provide information, steal the king’s crown, and bluff the hell out of every Angel of Truth you come across. It’s a simple rule, but one that should always be in the forefront of your mind: how can I turn this situation to make my character appear more awesome and interesting?
  2. You’re the player, damn it, not your character: I get so annoyed when I see players say things like “Wilhelm would never go for this crazy scheme. He’ll stay behind in the inn while you guys seek out the Dragon of Death and then descend into the Sewers of Time to rescue the lost Prince of Sorrow.” Dude! You just wrote yourself out of several sessions! Not only have you made the game less fun for yourself, but you’ve made everyone else feel guilty for not including you. (more…)

Gen Con Design and Development seminar 2: design, minis, races

Friday, August 6th, 2010

Adding more notes to go with yesterday’s seminar report (of which the highlights were: core books being republished, less feats in Essentials, skill challenges in Essentials)

1. There were some cool insights into the development process: in 2nd edition AD&D it was standard practice to give someone a major project and then not really hear much from them for 5-6 months, where as now the process usually involves a lot more people working together and looking over each others work.

2. Distinction between D&D designer and developer: This has probably been covered in other places, but the basic idea is that the designer is the one who basically writes the text and comes up with the story and rules. The developer is like an editor who goes over the rules and makes sure they fit with the current mechanics and are reasonably balanced. Then of course, the editor goes over the text and checks it for grammar and spelling and those sorts of things. And of course, as Rich Baker pointed out, the developer isn’t illiterate and the editors know the rules of the game so their jobs can overlap a bit.

3. Miniatures: Someone expressed concerns that D&D miniatures might stop being produced, but it sounds like WotC is just spacing out their release cycles on them a little bit to give retailers a chance to sell them. So, as should be evident with the recent release of Orcus and other stuff on the horizon, they won’t be going away any time soon.

4. Races won’t be as crazy common as they were in 3.5! Apparently in 3.5 there were something like 150+ playable races, which was kind of ridiculous! It was an intentional design decision to scale that down to more manageable levels and focus more on filling cool fantasy concepts for races (and sometimes making space for new ones as it seems appropriate) rather than take up a lot more space in books with races people don’t really need, especially since a 4th edition race description is a lot more involved and needs more support than a 3.5 one.

Gen Con design and development seminar

Friday, August 6th, 2010

(10am edit:added misc notes)

I went to the “Gen Con Design & Development: Presented by D&D Insider” talk, which was run by Rich Baker and Stephen Schubert (with Bill Slavicsek joining for the Q&A session). There were some answers about Essentials as well as other miscellaneous future-plans comments:

Facts about Essentials:

1. Bill Slavicsek confirms that Essentials will not be replacing the PHB 1. They will continue to print the core books as needed. (Slavicsek said the no-reprint rumors were untrue and seemed a little annoyed about the whole rumor.)

2. The monsters in Essentials will be iconic d&d monsters, like goblins, orcs, giants, and trolls, but they won’t be replacing current MM1 monsters, just adding new varieties of those monsters.

3. Essentials won’t have a slew of new feats, since there’s kind of a sense that D&D 4e already has a bit too many feats.

4. Some powers will be updated to make them slightly stronger/weaker with the essentials release. Example: Lightning Bolt will have a new keyword (evocation, which matters to essentials mages) and do half damage on a miss.

5. Essentials will also be helping codify skill challenges, expanding on work already done in the Dungeon Masters Guide 2.
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Monster Manual 3 on a business card

Thursday, July 29th, 2010

With the changes to monster stats in Monster Manual 3, it’s now so easy to create monsters that I can fit all the formulae I need for attacks, defenses, and hit points on a wallet-sized piece of paper, and I’d still have room on the back to sell adspace (targeting the coveted 18-34 “people who are photo ID” demographic). In fact, I’m thinking of replacing MM3 with a business card.

Note: Through April 10, you can get MM3 business cards as a backer bonus for my Random Dungeon Generator poster!

Business card front

(high-quality printable version)

Business card back

(high-quality printable version)

Also on a business card:
Character Sheet on a business card

I like to come up with my own monsters on the fly. Once I come up with the idea of a giant roc with four elephant heads, I don’t need a Monster Manual to tell me that it has a fly speed, can make four grab attacks, and that it drops armored PCs onto sharp rocks to get at the food inside.

What I like the Monster Manual for is that it provides me numbers. If I want to run my Crowliphaunt as a level 12 elite brute, I can open the monster manual, look up a level 12 elite brute (flesh golem, for instance), and use its attack bonus, defenses, hit points, and damage expressions, swapping in my own damage types, status effects, and bizarre special abilities.

Really, though, there’s a lot of excess poundage in the Monster Manual that I don’t use every session. A while ago, I started running monsters using a cheat sheet listing the average defenses, hit points, etc. of each monster role, along with the damage expressions from DMG page 42. This cut down the Monster Manual to about a page.
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Rory’s Pocket Guide to D&D 4e: Part 1 – Character Creation

Wednesday, July 28th, 2010

This is part of an exciting multipart series where I detail the steps I take when I play and run D&D 4E. It may not work for everyone. However, I have a lot of experience playing D&D, and I feel I have a good insight for what makes the game fun and engaging to play.

How to Make a Character

Note: Some of these tips may seem like they min/max or focus too much on mechanics, but I believe they allow you to create an effective and enjoyable character, one that is mechanically sound while sacrificing virtually nothing with regards to roleplaying or general fun.

Making a character is an exciting part of any D&D game! It has consequences for how enjoyable and engaging the game will be for you, your fellow players, and the DM. There are several factors to keep in mind when making a character:

  • What kind of character do you want to roleplay? My character’s personality will have a lot to do with the class and race I choose to play.
  • What kind of character will you enjoy playing mechanically? A class or race’s perception in the game world or in popular fiction may differ dramatically from how the class plays in combat.
  • What kind of character works best with your group dynamic? Having a good balance of the four roles is pretty important since it tends to make the group tougher as a whole, it makes for more interesting encounters (the all ranger group might turn out to be pretty potent but I bet it’s not super fun), and it tends to create more chances for each player to shine (if I do awesome heals and give super bonuses and you do awesome damage, then we BOTH shine if I setup an awesome attack for you).
  • What haven’t you played in a while? I like to mix things up when I play, rather than focusing on always playing a leader or striker or what have you.

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Every Book’s a Sourcebook: Mossflower

Friday, July 23rd, 2010

Mossflower is a young adult fantasy about some mice on an adventure. The two main characters are routinely described as “the warrior” and “the thief”, so you don’t have to look far to find the D&D roots here.

An interesting difference between mice and human heroes is that mice don’t have the sense of entitlement that comes with being on the top of the food chain. Humans expect to be able to kill any monster, even dragons; but there are a lot of predators that mice, even mice warriors, flee.

At one point, the rodent heroes fight a crab. They’re forced to flee because the crab’s shell makes it impervious to their attacks.

Obviously, Mouse Guard is the appropriate system to model such a battle, but as a D&D battle, it could still make a memorable encounter. A fight with a creature with an unreasonably high AC could potentially be more like a puzzle than a traditional battle. How can the PCs triumph if they can’t hit? The AC would have to be very high, though: if it were just, say, 5 points higher than average, the PCs probably wouldn’t change their strategy. They’d just bang against the creature for turn after turn, missing on a die roll of 15 or lower, and blame the DM for a boring encounter.
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The Ten Mile Tower – Mile 3

Wednesday, July 21st, 2010

Last week, I told you all about The 2nd Mile of The Ten Mile Tower! This week, I will detail the third level of the tower, which is possibly the most dangerous level so far!

Main Premise: The Ten Mile Tower literally spans ten miles into the air, touching the stars themselves. Due to its magical nature, anyone entering the tower has 24 hours to exit or the doors of the tower will close to them forever, whether they are still inside or not. Thus players have only one opportunity to take an extended rest while within the tower and have little room to dawdle as they make their way up its thousands of levels. Many different monsters have become trapped in the tower or reside here of their own accord, and each mile is presided over by a powerful creature and its minions, making this an exciting and varied adventuring location. Read more about The Ten Mile tower HERE.

Note: Is it possible to climb up and down ten miles within twenty four hours? Maybe not! If it is impossible, just imagine that the tower twists time subtly so that those hours of climbing  are magically condensed into shorter periods of time. Say things like “Your map indicates that you have reached the third mile already and yet it feels as if only a short time has passed.”

Overview of the 3rd Mile

The third mile appears eerily empty with many areas closed off and in disrepair. The only evidence of life is the occasional torch that dots the walls, providing shadowy light. Giant webs also dot certain levels as the PCs advance upwards.

Drow reside on these levels, but they don’t make themselves known to the PCs.  They cultivate spiders as pets, which are not so subtle. From time to time the players may stumble upon a giant spider or two, which are easy enough to slay. However, if the DM wants to test the PCs resources, they may throw an encounter at them consisting of giant spiders and drow that decide to test the strength of the PCs and seek to escape to report to their masters if things go poorly.

As the PCs travel, they inevitably enter into a room where a drow warrior is hiding. The drow observes their approach and then sneaks off to alert his superiors, who reside in a temple at the top of this level. The drow warrior should make a stealth check versus their passive perception. If a player succeeds, they notice the drow darting off to warn his mistress, a drow arachnomancer.

A PC may trail the drow to a dark and gloomy temple at the top of mile two and listen to his report. The arachnomancer responds that they will prepare for the arrival of their guests. She then instructs the drow to take up certain tactical positions but not to attack unless she gives the go ahead.

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The Ten Mile Tower – Mile 2

Thursday, July 15th, 2010

Last week I posted about Mile 1 of The Ten Mile Tower. This week I present Mile 2, with an actual combat!

Main Premise: Due to the magical nature of the tower, anyone entering has 24 hours to exit or the doors of the tower will close to them forever, whether they are still inside or not! Thus, the players can sneak in no more than one extended rest while exploring the tower!

Overview of the 2nd Mile

As the players progress past Mile 1 through the labyrinthine chambers of the tower, they notice that the monsters on the 2nd mile are fiercer than in the previous levels. Many large and powerful creatures reside here, such as trolls, ogres, and minotaurs. The first few times the PCs encounter a monster, it attacks in a blind rage, only to be quickly cut down (unless you feel like throwing in an extra combat or two). After a few such encounters, either word has spread or the monsters are getting more intelligent, because they begin to avoid the heroes, that is if the PCs let them.

At some point, the players will encounter a group of Ogres (8 or so Bludgeoneers). Some will attack, but most of them will flee down separate corridors to get help! The PCs can try to cut them down before they escape. Otherwise, one of them alerts a Minotaur Berserker that is lurking in the hallways on the next level. He proceeds to climb to the top of this section of the tower (to Mile 2), where he alerts his lord, a conniving beholder, that the PCs are approaching. A PC may trail the Ogre as he runs for help and then follow this Minotaur if they’d like, in which case they witness the report of the Minotaur to the Beholder. He speaks of the party’s skill in battle (assuming they’ve been succesful so far) and suggests basic tactics for when they arrive.

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Every Book’s a Sourcebook: Little Women

Monday, July 12th, 2010

Elsewhere, I’m reading Little Women – slowly – and blogging about it in excruciating detail. Little Women may seem like an unlikely source for D&D inspiration, but that’s because you’ve forgotten that Every Book’s a Sourcebook.

Here’s a passage that Little Women‘s author, Louisa May Alcott, liked so much that she put it, or something very close to it, in two books (Little Women and A Long Fatal Love Chase):

Valrosa well deserved its name, for in that climate of perpetual summer roses blossomed everywhere. They overhung the archway, thrust themselves between the bars of the great gate … Every shadowy nook, where seats invited one to stop and rest, was a mass of bloom, every cool grotto had its marble nymph smiling from a veil of flowers and every fountain reflected crimson, white, or pale pink roses, leaning down to smile at their own beauty. Roses covered the walls of the house, draped the cornices, climbed the pillars, and ran riot over the balustrade of the wide terrace, whence one looked down on the sunny Mediterranean, and the white-walled city on its shore.

Valrosa sounds like a beautiful city: overgrown with flowers, perhaps so overgrown that it is in fact abandoned. What if my campaign’s Undead City, instead of being a depressing gray ruin overrun with ghouls, is a beautiful, sweet-smelling garden city overrun with ghouls? White roses climb up the city’s walls and choke the alleyways. They blossom through the eyesockets of ghoul-devoured corpses in the street. A cool grotto with a flower-covered marble nymph sounds like a great place for the fleeing PCs to get beset by skeletons.

The Ten Mile Tower – Mile 1

Thursday, July 8th, 2010

A couple weeks ago I posted about the Ground Level of the Ten Mile Tower as the beginning of an 11 part series detailing an exciting adventure in the Ten Mile Tower, a tower that stands over 10 miles tale and touches the stars themselves! I ran this adventure with my weekly gaming group to their delight (and mine), and now I present it to you in an exciting easy to digest format!

Overview

I had already decided that though the Ten Mile Tower has thousands of levels, each worth exploring in their own right, the tower is basically broken up into ten sections, each ruled over by a powerful leader. However, since I wanted to create a sense that the tower is filled with MANY different creatures, from the lowely bullywug to the noblest dragon, I didn’t want to bring out the big guns just yet.

The 1st mile up the tower is filled with goblins, orcs, bugbears, lizardfolk, and kobolds, standard fare for most adventurers in heroic tier. By paragon tier (this adventure is intended for level 11 heroes), there’s not much here that can challenge you. Exposing higher level heroes to monsters like this is fun since it reinforces how badass they’ve become. However, it’s also helpful to remind them that while a dozen kobolds can be dispatched with relative ease, a tribe of hundreds of kobolds is not going to be quite so easy:

And thus:

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