February 17, 2010

Fire Resistance

My Monday night game has been going, once a week nearly every week, for over a year. We're approximately halfway through the 30 levels of a 4th edition D&D campaign. This last Monday, our DM was feeling a bit run down. We still had a great time, but I saw something I had not seen before at one of these sessions. Burn out. People started talking about "the next campaign!" Unless my math is seriously off, we've got another year and change before we are playing a new campaign. So that inspired me to tackle a topic that is very close to my heart, because I have D&D ADD (every couple of months I start to get a little bored with my character and want to try playing something else). Today we're talking about adding fire resistance to your game and preventing burn out.

Burn out can arise from a couple of different factors. To make sure I'm not misunderstood, I want to preface this with the assertion that these factors are *never* the DM's fault, or the players' fault. But both can contribute to avoiding burn out. The two factors that often lead to burn out?
  • Monotony
  • Disillusionment
Monotony arises from a combination of sub-factors: a player's character functioning essentially the same way in every encounter, the DM avoiding prep work for sessions because they know they can just "wing it," the campaign arc flattening as the story takes more encounters to progress than expected.
I've definitely experienced the first sub-factor in my Monday night game. My muddled construction of my character has left me with two very distinct sets of options depending on whether I engage in melee or stay at range. The limitations of these two sets of options means that once I've decided to close for melee, or I stay at range, my actions are somewhat predetermined. This can make every fight feel like a chore rather than an exciting challenge to be overcome through wit and ingenuity.

The second sub-factor also seems to be arising in my game occasionally. I have, in previous posts, spoken quite highly of my DM, and I'd hate for you (or him!) to think that I don't appreciate the difficulties of his job. But lately, perhaps because we are using a Wizards published adventure, or perhaps because of other factors I can't see in his personal or professional life, it is apparent that less preparation has gone into our sessions. This signals the players, consciously or unconsciously, that the material doesn't matter. When we search a hut and discover a "16th level magic item" instead of a pair of "Planewalker Boots," we sort of disconnect. The verisimilitude tears and we find ourselves thinking about what character we'd play in a new campaign, or whether we left the toaster on at home.

The third sub-factor is, in some ways, a rehash of the previous two from a slightly different perspective. In my Monday night game, we've been playing through Revenge of the Giants by Wizards of the Coast. I can tell you, with certainty, that I am getting sick to death of giants. I have too many powers the require allies to be adjacent to the enemy for the effect to be valuable. Giants have reach, which means that I spend a lot of time thinking about how useless most of my powers are because the giants refuse to let my allies stay adjacent.

Disillusionment really is a general catch-all for the guys in the group who are finding out that at higher levels, their character doesn't do what they thought they would. The bard who is having trouble coming to grips with his role as healer, the rogue who wants to do more than just deal gobs of damage, the Jedi who wants to spend his rounds doing something other than resolving the five Deflect rolls against the stormtroopers' blaster fire.

So, with such complex and pervasive factors leading to burn out, how does one "fire proof" their campaign? It's not simple, but here are a few suggestions that might work for you:

  1. Tune in to the general feeling at the table when you sit down to play. If everyone is listless, talking about other games, sounding unfocused, suggest that you take five. Discuss the last session in detail, get the players talking over their next move, or their next three moves. Offer to answer questions about the campaign arc, ask players to present where they are planning to take their character in the next five levels. Worst case scenario (particularly effective if you're the DM) suggest that you spend the evening starting alternate game. Play a little Star Wars if D&D is your normal game, or Shadowrun, or Marvel Universe. Not only will it prevent the lack of focus and general disinterest from damaging your primary campaign, but it will also hopefully cause your players to be that much more eager next week to get back to "the real" game!
  2. DMs, get some help from your players. Nag your players if you have to, but get some input from them. Get them to explain what kinds of magic items they still have any interest in, get a list of things they want to do, etc. When the players recognize things from their list, they will become more interested and this can galvanize the entire group when even one player suddenly tunes back in. (See, I meant it when I said it wasn't the DMs fault!)
  3. Players, suggest a break or ask to discuss your character with the DM. If people need a break, even just for five minutes, take it! If you're suffering from disillusionment with your character, address it! Usually, your DM can reach a compromise with you that will help alleviate the boredom or frustration you feel with your character without derailing the entire game. Wizards has restricted retraining to one skill or ability per level, but that doesn't mean that you should suffer through five levels of abilities you can't stand and that don't make the game fun for others.
Remember, it's a game that is designed around having fun. If you aren't, you're probably doing something wrong. But don't worry, just figure out what it is, and start doing it right. If not for the other people in your group, do it for yourself. I know that's what I'm going to be doing this week. Because I want Monday night to be totally fire immune!

February 09, 2010

Phalanx Powers!

*Also, check last week's post for a revision. Forgot to include a pretty important class ability! >.<*

Phalanx Powers

Your powers are strategic exploits mastered through rigorous training and extensive study. Many of your daily exploits are special stance powers.

Level 1 At-Will Exploits

Hampering Strike Phalanx Attack 1
With expert precision, you hobble your opponent to gain an advantage.
At-Will ◆ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Quick Reverse Phalanx Attack 1
Lashing out with blinding speed, you force your enemy backward into a dangerous position.
At-Will ◆ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you push the target a number of squares equal to your Strength or Constitution modifier.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Special: At 1st level you determine whether you use Strength or Constitution with this power. Once you make that choice, you can’t change it later.

Scattering Sweep Phalanx Attack 1
You swing your weapon around in a flashing arc, driving your foes away from your allies.
At-Will ◆ Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, and you slide each target 1 square.
Increase damage to 1[W] + Dexterity modifier at 21st level.

Scything Strike Phalanx Attack 1
Like a farmhand harvesting grain, you reap through your enemies, culling the weak and the slow.
At-Will ◆ Martial, Weapon
Standard Action Close blast 3
Requirement: You must be wielding a weapon with the reach property.
Target: Each enemy in blast you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Level 1 Encounter Exploits

Dancing Menace Phalanx Attack 1
You spin through your enemies, scattering and scarring them.
Encounter ◆ Martial, Weapon
Standard Action Close burst 2
Requirement: You must be wielding a weapon with the reach property.
Target: Each enemy in burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] damage and 5 ongoing damage, and the target is pushed one square.
Aggressive Formation: You push the target a number of squares equal to your strength modifier.
Effect: You may shift two squares, and make a secondary attack.
Secondary Target: Each enemy in close burst 2
Secondary Attack: Dexterity vs. AC
Hit: 1[W] damage and ongoing 5 damage, and the target is pushed 1 square.
Aggressive Formation: You push the target a number of squares equal to your strength modifier.

Eddies of Battle Phalanx Attack 1
You quickly assess the flow of the battle, and then jostle your foes to be carried off in the wake.
Encounter ◆ Martial, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you slide the target one square closer to your nearest ally.
Effect: Until this stance ends, every time you hit an enemy, you may slide them one square closer to your nearest ally.

Readied Response Phalanx Attack 1
As your enemies close in intent on your blade, you swing your shield in a wide arc, catching them unaware.
Encounter ◆ Martial
Standard Action Close burst 1
Requirement: You must be using a shield.
Target: Each enemy in burst you can see
Attack: Dexterity vs. Reflex
Hit: Target takes damage equal to your Dexterity modifier, and is dazed until the end of your next turn.
Defensive Formation: You add your Constitution modifier to the damage dealt with this power.

Whipping Blade Phalanx Attack 1
Bringing your weapon around in a blinding series of strikes, you punish your foe, along with anyone foolish enough to stand near you.
Encounter ◆ Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] damage, and any creature adjacent to you takes damage equal to your Dexterity modifier.

Level 1 Daily Exploits

Stance of the Adder Phalanx Attack 1
Assuming the position of a snake, you strike with blinding speed, and recoil just as fast.
Daily ◆ Martial, Stance, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you can shift 2 squares.
Effect: You assume the stance of the adder. Until this stance ends, you may shift 1 square as an immediate reaction every time an enemy hits or misses you.

Stance of the Brawler Phalanx Attack 1
Recognizing that there is an advantage to appearing undisciplined, you appear to drop your guard, lulling your enemies into mistakes.
Daily ◆ Martial, Stance, Weapon
Immediate Interrupt Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is stunned (save ends).
Effect: You assume the stance of the brawler. Until this stance ends, when you hit an enemy with a martial attack power, you may choose to do 1[W] less damage but daze the target until the start of your next turn.

Stance of the Savannah Phalanx Attack 1
Shifting your balance, you become like the waving grasses of the great plains, yielding but sharp.
Daily ◆ Martial, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and if the target makes an attack during its next turn, you may make a basic melee attack as an immediate reaction.
Effect: You enter the stance of the savannah. Until this stance ends, when an enemy adjacent to you moves, you may shift one square as an immediate reaction.

Stance of the Wall Phalanx Attack 1
Holding your shield before you like a fortification, you strike at your foe in a demonstration of defiance.
Daily ◆ Martial, Stance, Weapon
Standard Action Close
burst 1
Target: Each enemy in burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and ongoing 5 damage.
Effect: You enter the stance of the wall. Until this stance ends, every enemy you hit takes a -1 to attack rolls against you and your allies until the end of its next turn.

February 03, 2010

Phalanx Revealed!

So, here is the first installment of my new martial controller class. I've actually just come to the really hard part: writing powers. So I am previewing the other parts of the class, thought there may be some later revisions. As you might be able to tell, this class will be somewhat centered around stances. We shall see how that works out!

Phalanx
Role: Controller. Through keenly honed skills along with the masterful use of your body and weapons, you impede your enemies, and allow your allies to gain advantage whenever possible.
Power Source: Martial. You have become a master of the battlefield, the ebb and flow of combat, through hours of practice, sheer determination, and your natural physical prowess.
Key Abilities: Dexterity, Strength, Constitution
Armor Proficiencies: leather, hide, chain, light shields
Weapon Proficiencies: simple melee weapons, military melee weapons
Bonus to Defense: +1 Fort, +1 Ref
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), History (Int), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Builds: Aegis Phalanx, Talon Phalanx
Class Features: Combat Improvisation, Harrier’s Grasp, Intricate Footwork,Phalanx Formation

Phalanxes are melee combatants who use a combination of prescribed stances, formations, and attack combinations to inflict debilitating wounds on their enemies. While less defensive in orientation than a fighter, and less deadly than a ranger, the phalanx is a force to be reckoned with on the battlefield. Whether they are helping a defender protect their allies, or crippling an opponent so that another ally can make that final, fatal blow, Phalanxes are always in the thick of battle.
Regardless of the methods you favor, your motivations may be to enrich yourself, to avenge some past wrong, to escape some dark past, or anything else. You may be a warrior from a long lost civilization using techniques not seen in the world for hundreds of years, a pacifist who loathes combat, but excels at its execution, or even a bloodthirsty killer who enjoys weakening enemies before slaying them.
Ultimately, you can be a force for good or ill, but you are always a powerful influence in battle.

Creating a Phalanx
Phalanxes depend on Dexterity for most of their powers. Strength and Constitution are also useful depending on which Phalanx Formation option you choose. For certain powers, Strength or Constitution will improve any secondary effects. Also, Strength will improve opportunity attacks and Constitution will make the Phalanx more durable while wading through the thick of battle.
Aegis Phalanx
You utilize your control of the combat environment to protect your allies and decrease the enemy’s potential to harm them. You prefer using a one-handed weapon and a light shield, because your powers have a tendency to redirect the focus of your enemies from your allies to yourself. Dexterity should be your highest ability score because it will determine the effectiveness of all your attack powers and provide a bonus to defenses. Constitution should be your secondary ability score because you are likely to be taking more damage than many of your allies, and because it will improve the secondary effects of many of your powers. Choose powers that require a shield to make the most of this build.
Suggested Feat: Martial Alacrity* (Human feat: Human Perseverance)
Suggested Skills: Athletics, Endurance, Heal, Intimidate
Suggested At-Will Powers: hampering strike, scattering sweep
Suggested Encounter Power: readied response
Suggested Daily Power: stance of the wall

Talon Phalanx
You utilize your control of the combat environment to empower your allies and decrease your enemies’ ability to defend themselves. You prefer using a two-handed weapon, especially one with reach, because your powers focus on doing more damage, and because you are not always interested in being directly adjacent to your enemies. Dexterity should be your highest ability score because it will determine the effectiveness of all your attack powers and provide a bonus to defenses. Strength should be your secondary ability score because it will improve the secondary effects of many of your powers. Constitution should be tertiary because you might choose an occasional power that relies upon it and because even though you are not drawing as much fire, you are still in the thick of the battle so more hit points are always useful. Choose powers that benefit from reach or use a two-handed weapon to make the most of this build.
Suggested Feat: Combat Reflexes (Human feat: Action Surge)
Suggested Skills: Acrobatics, Endurance, History, Intimidate
Suggested At-Will Powers: scything strike, quick reverse
Suggested Encounter Power: dancing menace
Suggested Daily Power: stance of the adder

Phalanx Class Features
All phalanxes share these class features.

Combat Improvisation
The phalanx scorns the rigidity of most martial disciplines. Melding together all the aspects of their training, a phalanx can shift quickly between stances or use attacks from one stance while in another. You may use any martial attack power that has the stance keyword without losing an existing stance. You cannot gain the benefits of the stance effect of the power during the same encounter unless you are able to use the power again during the encounter.

Intricate Footwork
The phalanx is adept at moving through the thick of battle to a position of advantage. You gain Defensive Mobility as a bonus feat.

Harrier’s Grasp
Any square adjacent to the phalanx is considered difficult terrain for enemies. If you are using a weapon with the reach property, then the area which is considered difficult terrain becomes a burst 2 centered on the Phalanx.

Phalanx Formation
Choose one of the following two benefits:
Defensive Formation
Every ally which starts their turn adjacent to the Phalanx gains a +1 bonus to AC and Reflex defenses until the start of their next turn.
Aggressive Formation
When an ally attacks an enemy they flank with the Phalanx, that ally gains a +2 bonus to damage rolls.