Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

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.

January 27, 2010

Monumental Magic

As some of you are now aware, I'm working on a "from scratch" martial controller. Not that I didn't like the "re-built" rogue martial controller, but I thought it might be fun to create a class from the ground up and experience the process. And it doesn't hurt that this is one particular niche that seems to have been left open either by design or oversight. Unfortunately, the process began just about the time I started playing Open Beta of Star Trek Online, which has slowed my progress immeasurably. However, the Beta is over, and so I am refocusing on my efforts and should have a finished product soon. With the help of my Monday night group, I've named the new class. So, next week, I plan to give you the first installment of a multi-week unveiling of: The Phalanx!

But that is next week. This week, I have to make a confession. I'm afraid I went nearly twenty seven years without ever watching Conan the Barbarian. Fortunately, this week, I rectified that gap in my education. But as I was watching the movie, I recognized a trope of high fantasy adventure literature and cinema that generally doesn't translate well into your average tabletop game: the item of significance. Many rule sets have been laid out by many different games on how to create "heirloom items" or how to enhance an existing item so that your player doesn't have to sell off the family sword when he gets his first magic weapon. So I don't plan to rehash something so relatively old hat. Instead, this led me to consider old games that I had played. The feeling of wonder when we found a magical weapon. The suspense as the wizard crushed that 100gp pearl and cast "Identify" on the sword, and the exultation as the DM read the description of the potent magical properties of the weapon. That is something I definitely miss. Nowadays, it seems like the magic is expected, expedient, and often very un-exciting.

My Monday night game had a noteworthy discovery of a magic item which relates to this idea. Our fighter uses two-handed axes, so when we found ourselves facing off against the King of the Xane-kin (Goodman Games monster, not even sure I'm spelling it right) wielding an over-sized two-handed ax of obvious magical power, the whole party was agog with anticipation! What would it be? Could Marcus wield such an immense weapon? Would Cain the Cunning be forced to use his powers to transfer the enchantment to a more reasonable sized weapon? My DM, always the master of improvisation (I'm assuming this wasn't completely scripted, perhaps it was.) saw the excitement that this weapon generated and jumped on it. He described the ax falling to the ground with as much attention to detail and color as one usually reserves for the demise of the campaign's BBEG. The whole group was spell-bound as Marcus tried to lift it. And found that he could! This sort of flavor makes magic items memorable. It also helps keep all players engaged in what is going on a the table. That makes it something worth trying.

So, how should we go about making magic monumental? Here are a few suggestions for players and DMs:
  1. As DM, solicit a wishlist of items from your players. This is pretty standard fare, but ask for more than you might usually. Ask the player to "describe" the delver's leather armor they want. Is it crafted from the hides of sentient lizards? Does it appear to be made from the skins of giant spiders? These flavor details, produced by the character's player, increase buy-in from the player, making them less likely to thoughtlessly shuck the item when it's enhancement bonus is no longer on par, and also give you material to use to weave the item into the game at a theatrically appropriate moment, increasing everyone's enjoyment of the game.
  2. As a player, take some time to consider how your character feels about the various items s/he has discovered, and those which s/he hopes to discover. What characteristics make these weapons distinct? Does your character want to be known as the dagger master who leaps from the shadows, face indistinct, but serpentine blades dripping venom and cutting blinding arcs through the darkness? Or does your character wish to use a morningstar with the skull of a barbed demon as the head? Each of these ideas helps the game, and can help you and your friends enjoy it all the more. So think them up, and share them!
  3. Finally, as the DM, never distribute magic items as an after-thought. It is better to have the loot for the fight ready and be fumbling through three monster manuals to keep up with the stats of the monsters, than to pull off an epic battle that your players were unsure they would survive only to kill the elation by announcing "you find a... helm of leadership on one of the monsters."

The moral of the story is that magic should be monumental. And to make it momentous, you have to give it its moment. Both players and DMs need to do their part. With a little extra attention, and some collaboration on the parts of players and DMs, no loot will ever be dull accounting ever again. Until next week, good gaming!

January 13, 2010

One of Those Days...

So, my Monday night game this week was... well, see the title. Anyone else remember that book Alexander and the Terrible, Horrible, No-Good, Very Bad Day? Well, after Monday night's session, I wanted to move to Australia. It wasn't just the bad rolls (although, it's never fun to spend the entire night rolling 8 or lower other than one 15 and a 13...) but rather the stark juxtaposition of my crap-tacular rolling alongside the multiple crits of our fighter and rogue. Now, D&D is a cooperative game, so I'm certainly not complaining that my team was doing well. In fact, we would likely have ended up ground into paste if they weren't doing better than average. But it got me thinking about 4e, and the frequency of "Those Days."

So, in honor of all "Those Days" we've had, here are some ideas on how to avoid the need to move to Australia.
  1. Don't take only attack powers. When you get the chance to pick up a utility, make sure it's not simply something that augments attacks. Grab at least a few of them that are encounter powers that you can use when you are scared of rolling a D20. Give someone else a save, remove a condition from someone else, teleport the heck out of a tight spot. If you only have dailies to rely on not needing to hit, you're going to spend a lot of turns doing nothing when the God of Dice is laying down the smack.
  2. With the support of your DM/fellow players, make it an off-day for your character. Flubbing a lot of rolls? Come up with some hilarious antics to explain why your normally savvy hero is suddenly the Chevy Chase of high adventure. Things like grabbing the wrong weapon, forgetting the words to that Inspiring Refrain, or just straight up bad luck can not only make your wasted turns sting a little less, but they can also make the fight more fun for everyone. Tap into the groups Schadenfreude, get everyone laughing at the frustration you are experiencing. It may just make you feel a little better about it.
  3. Help the DM out a bit. Maybe your rolls aren't the reason you're falling all over yourself, maybe the bad guy is just THAT AWESOME! Whenever you dump a roll, describe some incredible maneuver the enemy performed that caused your well-aimed attack to miss. This is, of course, subject to DM approval but most DMs will appreciate you playing up their villians. Especially when they feel like the dread has left the game, and no one is taking that evil warlock they spent three hours designing as the B.B.E.G. seriously. This could earn you some points, make you feel like less of a failure, AND help your fellow players enjoy the fight a bit more as they all experience more satisfaction when they manage to hit the guy on whom you couldn't lay a finger.
  4. Finally, look at other benefits you can contribute. Give the rogue flanking. Sure you're a wizard, but use the bloody staff and go flank that goblin! Use the often-overlooked "Aid Another" action. +2 to defenses against an opponent, or +2 on the next attack roll against that opponent? You only have to hit an AC 10 with a melee basic attack. And if you're going to roll horribly, at least you have better odds against a defense that low.
So there are four ways to make that terrible, horrible, no-good, very bad session a little less painful. And hopefully, a little more fun! And who knows, maybe you'll accrue some handy karma that will get that evil God of Dice off your back before the end of the session. You might be back to fighting fit before you know it! Or you can always use Ode of Sacrifice to take the stun condition off the rogue. Those striker-types love when you do stuff like that!

December 16, 2009

Paladin: In Defense of the Archetype

Last week we examined classes in 4th Edition that seem to have drawn the short stick. The last unfinished thread of that post was what to do with the Paladin. With two primary ability scores to choose between, and compromise leading to decreased effectiveness is several areas, the class felt like it needed some attention. With the options presented in Divine Power, I felt that both a Strength-based Paladin and a Charisma-based Paladin had been given sufficient power options to be fully viable. Ultimately, however, this comforted me only a little. While melee Rangers stiffing their Dexterity in favor of Strength and Wisdom struck me as a bit uncomfortable, it wasn't completely unheard of in previous editions. Yet, as I pondered the Charismatic Paladin with access to the Melee Training: Charisma feat using Strength as a "dump stat," I felt my ire rising.

I should probably admit that I've always been a bit of a sucker for Paladins. All the way back in AD&D (1st Edition), I remember sitting around rolling set after set of ability scores (3d6, assigned in order) until I managed to meet the 17 Charisma requirement so I could play a Paladin. In retrospect, my DM being "kind" enough to allow me to roll so many attribute sets was probably merely a sadistic amusement in watching the young player scrapping set after set of decent ability scores in pursuit of the most arbitrary of classes in the game. (For those who don't remember, if your DM determined that an action you took was chaotic, or evil, you lost all your paladin powers and had to find a higher level cleric of at least 7th level, confess the sins, then fulfill any penance assigned by said cleric.) Let's just say that Galin the Paladin had a brutally short, highly unsatisfying career....

And while reminiscing about those days has reminded me that since the earliest days of D&D, the paladin has valued Charisma highest, I still struggle with the notion of a valiant, charismatic warrior, clad in full plate, sword, and shield, who cannot carry s pound more, because Strength just wasn't important. So for six days I've been struggling with an alternative. Trying as I might, I just wasn't comfortable with an alternative similar to those I applied to the Warlock and Cleric (see last week's post). But what I have finally come up with may be too radical, too complicated, and ultimately too ridiculous. I suppose only play-testing and time will tell.

Here's the proposal: For Paladin attack powers, use the higher bonus between Strength and Charisma. And, if the lower ability is no more than three points lower than the higher ability, add 1 to the ability modifier. For demonstration purposes, let's say Bob the Human Paladin has chosen the array which starts him with two abilities at 16 before racial modifiers. He puts one in Strength and one in Charisma. He then applies his human ability modifier to Charisma. Now Bob has a Strength of 16 and a Charisma of 18. His modifiers are +3 and +4 respectively. So Bob would use a +4 ability modifier on his powers, instead of using +3 for Strength-related powers, and +4 for Charisma related powers. But, because Bob's Strength and Charisma are within 3 points (18-16=2) he can add 1 to that, giving him a +5 modifier. This makes Bob's ability modifier for attacks retain parity with Robbie the Rogue's, since Robbie was able to simply put an 18 in Dexterity and bump it to 20 with racial modifiers. It also retains the flavor of paladins from previous editions, where higher ability scores across several attributes were not just a good idea, but actually vital.

So perhaps not the cleanest, or even the most balanced solution, since, it starts to break down the sanctity of the ability score array system (which I'm actually a fan of, having always been one of the worst ability score rollers of all time...). In fact, when I get the chance to play-test this, I might find that it is completely unworkable and makes the Paladin completely unbalanced. And I can certainly see why such a solution was not implemented by Wizards from the start (people were rioting enough about all the changes in the new edition. This sort of thing might have caused heads to explode). But I think this just might work, and it will keep Paladins as the archetype of the strong, charismatic warrior, and out of the dichotomous position of either muscle-head or fast-talking wimp.

December 09, 2009

Two Ability Scores Better Than One?

*WARNING* This post is way too dang long!

We are closing in on 20 months from the release of 4th Edition. It's been almost two years, many source books and additions to the rules. Today, we're going to talk about a design concept that popped up in the very first book, the Player's Handbook, and which subsequently disappeared, never to return again. That design concept is something I'm going to dub the "dual-stat class." Specifically, Clerics, Paladins, Rangers, and Warlocks were given two ability scores to choose between as "primary" abilities. A player creating a character with one of these classes could select one of these ability scores to make as high as possible, reaping high attack bonuses, high damage modifiers, and at least one fairly high defense, but at the cost of being unlikely to choose some of their classes powers due to the low score in the other "primary" ability score for the class. Alternatively, a player creating one of these characters could try to split their character's focus, often making each of the primary ability scores slightly lower but allowing them to choose from all possible powers, but typically suffering in the "secondary" ability score which would often determine the effectiveness of secondary effects of powers selected. Paladins and Star Pact Warlocks were least fortunate in this regard, because prior to the release of their respective Power books, these classes (or builds, respectively) were nearly forced to split their focus, or risk choosing powers that did not fit their concept of character.

To be sure, Arcane Power, Divine Power, and Martial Power mitigated some of these problems by adding more powers from which to choose. However, they were undermined by releases of new classes in the Forgotten Realms Player's Guide, Eberron Player's Guide, and Player's Handbook 2. No other release contains a single class that has divided ability score loyalties as these four original classes did. So why did the design team go this route with these four classes?

  1. Perhaps the idea was to allow these classes to have two markedly different play styles and feels. The cleric could either be a ranged character focused on powerful heals and low-damage ranged attacks and debuffs, or a melee combatant with slightly lower-powered heals, but with the added benefits of a melee combatant (higher hit chance with proficiency bonuses from weapons, higher damage depending upon weapon selection, ability to provide and benefit from flanking).
  2. Perhaps the point was to make these classes play to strengths, so as to keep their power level in balance with other classes. A Ranger who could deal substantial damage with a bow and quickly change to melee with no decrease in damage potential would be a much bigger threat on the field than a Rogue who relies heavily on combat advantage to deal substantial damage, and who can rarely gain that damage with ranged attacks.
  3. Perhaps it was motivated by the original intent of limiting melee effectiveness to melee classes. Fighters, Warlords, Strength-based Rangers, and Strength-based Clerics were originally the only characters who had decent chances to hit with an opportunity attack or basic melee attack granted by another class' powers or abilities.

While I can articulate these ideas, I have a hard time feeling that any of these arguments hold a lot of water. Ultimately, this smacks of a bit of an oversight, or a drastic change in design philosophy after the release of the Player's Handbook. For ease of discussion, I'll number my refutations parallel to the arguments above.
  1. Wizards who focus on illusion over evocation-style attacks (to borrow some 3.5 Edition terminology) don't have to choose between maximizing Intelligence or Charisma. They max Intelligence and are done with it, and can choose nearly any powers available for their class. In short, even in the original book, there were other classes with significant flavor variations that were either reliant on the choice of "secondary ability score" or simply by the powers chosen.
  2. Sure a Ranger being able to swap between melee and ranged would be rather potent in terms of sustained damage output. But a Rogue can now take the Distant Advantagefeat from Player's Handbook 2, and instead of being limited to attacking the nearest target to them which they have designated their quarry (Ranger's striker damage class feature) they can deal their hefty damage at range with the only restriction being who is granting combat advantage that round. Sure that limitation exists, but it will fluctuate so much round to round that it is unlikely that there will be no eligible targets in a given round, and the rogue can always close to melee if necessary (since their attack powers use Dexterity regardless of melee or ranged, and at the very least, their at-will powers that can be used at range are generally also usable with melee weapons). And no one would argue that warlocks are "totally over-powered!" In short, this argument seems to fall apart when parallels start being drawn under the current rules available for the game.
  3. The reason this argument makes no sense anymore is the introduction of the Melee Training feat in Player's Handbook 2 which allows a character, at the cost of a feat to swap his best ability score for strength when determining the attack and damage bonus for basic melee attacks, including those granted during an opportunity attack. Granted, the Strength-based classes can skip this feat, and get something else to increase their melee effectiveness in other ways. But ultimately, the introduction of this feat ends up feeling like an admission of guilt: "Whoops, we wanted to introduce some strikers who didn't use Strength as a primary ability score and still want them to be able to make opportunity attacks or benefit from their Warlord companion granting them a basic melee attack!"
I've been wrestling with a possible solution to this issue, in the form of a house rule for my own games, to address this disparity as I see it. Unfortunately, it isn't as simple as just picking one of the two ability scores and just substituting it for the attack powers that don't use it. Actually, I think that would work fine for the Cleric and Warlock. I'll probably let clerics who want to play a melee character in future games use Wisdom instead of Strength for their attack powers. It'll still cost them a feat for the Melee Training, so I figure it's not free upgrades. For warlocks, I've never been totally keen on the "Constitution as a primary ability score" idea anyway, so I'll likely make all their powers use Charisma. Infernal Pact warlocks will still want a high Constitution since some of their utility powers still would rely upon it. And Star Pact Warlocks won't be as disadvantaged as they were.

For Paladins and Rangers, the fix isn't as simple. Making Paladin's Strength-based would make them feel too much like the fighter in a lot of ways. However, making them Charisma-based would make starting with plate armor proficiency a much greater boon. It would also mean the end of strong, sword and shield paladins, shattering the existing archetype. I've always been partial to the Paladin, and I don't want to damage the prevalent conception that badly.

For Rangers, they have many powers that work for either melee or ranged weapons, and use the appropriate ability score for that build. They have the power choices to support both builds, and while the Archer Ranger is at a disadvantage in melee, a Melee Ranger can still use heavy thrown weapons to achieve a ranged capability. I feel that an Archer Ranger taking Melee Training: Dexterity almost resolves this class' issues. I will probably leave Rangers alone, and might even hold them up as an example of what a "dual-stat class" should be.

Having finally started to experience Paragon Tier, attack bonuses being as high as possible seems even more important than ever. Any design element that punishes a player for building a character that fits their concept just doesn't work for me. If you want to make a Star Pact Warlock, I don't want you to spend more time doing nothing in combat but cursing targets because you can't hit the monsters I'm using because everyone else hits them easily. If you want to play a melee cleric, but don't want to lose your healing potential, I'm okay with that too. Ultimately, I'd rather my players were *slightly* over-effective, rather than frustrated to tears because being the best healer they can be means that when they are out of healing word and healing utility powers, they might as well go watch TV.

So, final review: I feel like Clerics and Warlocks got hosed. I'm going to fix them with the house rules above. Rangers, while in the same category, seem to have gotten decent treatment and will be left alone. And I'm still not sure what to do with Paladins. If anyone has an idea, let me know, I'd love to play-test it and see if we can present a workable solution.

November 25, 2009

Martial Controller Duex

After posting my pronouncement last week, that I would be working up a controller build for the Ranger class, I went and looked over the class and immediately realized I had made a huge mistake. Unlike the Rogue, the Ranger has very few powers that impose conditions or force movement. Most of the Ranger's powers are simply more damage. So while I can't simply trade out the striker damage dice, I set about trying to figure a way to put my money where my mouth is. I think I've got it, finally, so let me know what you think!

New Class Feature
When you make your ranger, and you choose the Archer Fighting Style, you may choose this power instead of Hunter's Quarry.

Scattershot Ranger Feature
You have sacrificed the lethal focus of your ranger brethren in order to unleash a hail of arrows with every draw of your bow.
At-Will * Martial
Free Action
Effect: When you use a ranged martial attack power, you reduce the damage die of your weapon by one size (e.g. d10 becomes d8) and the attack becomes area burst 1. Any conditions or forced movement caused by the power are applied to all targets hit by the power.

Scattershot Ranger

You are a master of the multi-shot, the archer of many arrows. You scorn the idea of focusing upon one foe to the exclusion of all others, and instead direct your skills toward the thinning of herds, and controlling your enemies. Your allies know that when your bow is in hand, no swarm of savage fiends is too large, no host too great. The hum of your bowstring sings a song of evened odds and approaching victory.
Take Dexterity as your highest ability score since it dictates attack and damage for your ranged attacks. Make Wisdom your second highest since many of the extra effects of your powers will rely upon it. Strength can be tertiary in case you are forced into melee combat. Make sure you use a ranged weapon since Scattershot requires it, and focus on ranger attack powers that have the ranged weapon requirement. Whenever possible, choose powers that also impose a condition or forced movement, since your damage is lower than a normal ranger.
Suggested Feat: Far Shot (Human: Improved Initiative)
Suggested Skills: Acrobatics, Dungeoneering, Nature, Perception, Stealth
Suggested At-Will Powers: Careful Attack, Nimble Strike
Suggested Encounter Power: Evasive Strike
Suggested Daily Power: Hunter's Bear Trap

So there it is. Not thrilled with it, but I think it's workable, otherwise I wouldn't put it out there. Pouring over the Ranger powers reminded me of another pet peeve of mine. There are only four classes so far that have to choose between two primary abilities for their character and that choice will dictate power choices for the rest of the game. Most classes have a uniform primary ability, such as Wisdom for Avengers and Invokers, or Intelligence for Wizards. Ranger, Warlock, Cleric, and Paladin were split between two abilities. I'm not sure why this is, and I think next week, I'm going to spend a little time dissecting that design choice to see if I can find a reason for it, and if not, see if there is a reason the obvious fix is a bad idea. Tune in next week, same Bat time, same Bat channel!

November 17, 2009

Class Bloat, Past and Present

I was hitching a ride to a game this evening with a friend. Love my new house, hate how far away from everything I find myself. Oh well. Anyhow, we were discussing 4th Edition, our various grievances with the system, what we liked, etc. I was groaning about the pending release of Martial Power 2 in February of 2010. This led to the topic of the missing "Martial Controller" (All other Power Sources have one of each party role, only Martial has two strikers and no controller). The missing controller led to a more general discussion about class bloating. In D&D 3.5, after several years of source books, the base classes were getting unwieldy. Granted, there were still relatively few base classes, but with prestige classes, and relatively lax multi-classing, things were starting to get a bit out of control in terms of the number of classes. My friend was looking forward to the simplification of the system the new edition (4th Edition) would bring by paring down the number of classes. Now, he admitted, it was starting to feel like the old days. Invokers, Avengers, Wardens, and so on meant that while each Power Source had their requisite class fitting that certain role, you also had to have myriad source books and a solid grasp on the pros and cons of each class relative to its counterparts under other Power Sources.

On the whole, I like the flavor that each Power Source gives. I like being able to play a Shaman instead of a Cleric and have that decision mean something in how my character relates to the world. However, I understand my friend's point, and I certainly agree that the number of classes is getting somewhat extensive, perhaps even burdensome.

Fortunately, my friend did not simply complain about the state of the game, he made a suggestion. One that I thought held a lot of merit. So, with his permission (kind of) I am going to steal his idea and run with it. Instead of introducing more classes, create builds and selectable class features that alter a core class to fill a different party role. Clerics could sacrifice some healing in favor of damaging capabilities and suddenly you have a divine striker without having to bring in the Avenger. As an experiment in this vein, I've created rules for a "Martial Controller" build that doesn't add a class to the game, but instead uses on that is already there: the rogue. Here it is:

Mischief-maker Rogue
Any fool with a dagger can kill a man. It takes a true professional to sow discord amongst the ranks of his enemies. The talented don't need to kill with blades; they kill with misdirection, guile, and trickery. You have perfected the art of mischief-making, and through the mayhem you create, you bring your foes to their knees, where your allies can more easily dispatch them. You may not deliver the deep, life-ending blows so often associated with adventurers of your ilk, but your allies know your worth, and are just as happy to have you along. Your attacks use Dexterity, so make that should be your highest ability score. Charisma should be second highest because you still rely on combat advantage and using your force of personality to misdirect your foes' attentions. Strength falls third, because you rarely use brute force in a situation where speed and guile would suffice, but may find yourself in a corner and needing to fight "fair" for once.
Class Feature: Mischief-Making*
Suggested Feat: Distant Advantage** (Human: Far Shot)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Thievery
Suggested At-Will Powers: Sly Flourish, Disheartening Strike***
Suggested Encounter Power: Impact Shot***
Suggested Daily Power: Blinding Barrage
*New option presented here.
** Presented in Arcane Power.
*** Presented in Martial Power.

Mischief-Making
If you choose this class feature instead of selecting Artful Dodger, Brutal Scoundrel, or Ruthless Ruffian, you also give up the Sneak Attack class feature. Instead, when you use a martial attack power that causes forced movement or imposes a condition on your target, you may make the attack against additional valid targets equal to the number of Sneak Attack dice you would normally have at your level. (e.g. A 3rd level Mischief-Maker rogue could choose to attack 3 targets within range with his Impact Shot power and could push all three assuming they were hit.)

There you have it, the "Martial Controller" Rogue. Turns out there are an awful lot of rogue powers that have a controller flavor to them, and if you expand the number of targets struck, the rogue suddenly fits the bill pretty well.

WARNING: DO NOT use this build if you are expecting the rogue to be the group striker. This is not a striker build, and therefore changes drastically the expectations upon a rogue.

Lastly, I got my hands on the DMG2 and Primal Power finally. I can say that I am quite happy with the attention "fluff" is getting in these newer books. In terms of straight crunch, both books are adequate, well designed, and seem to add some significant options for most classes (or campaigns in the case of DMG2.) My DM asked me what I thought of Primal Power stacked against other Power books and I'll just throw out this bit for you guys: unless you are playing a primal power source class in a campaign currently, I would wait until you are to snag Primal Power. It's great stuff, but not terribly useful outside of its direct sphere. Martial Power and Arcane Power seemed to be more broadly applicable. That said, the book is good, and well worth the cost if you can put it to use for you.

Next week: I think we'll take a look at the ranger and see if we can't make a controller build out of that class, in case your rogue player isn't interested!


November 10, 2009

Slap-Dash Bard Suggestions

I was going to have an awesome post full of deep, thought-provoking insight and intriguing suggestions. However, I recently purchased Dragon Age: Origins and therefore have not been doing much of anything except playing that game. So here's some half-baked ideas that I've tossed together as I rush off to work:



New Feats:

Cunning Recovery

Prerequisites: Bard, Virtue of Cunning class feature, 11th level

Benefit: When you miss with an arcane attack power with the healing key word and that power has no effect on a miss, you or an ally within range of your Virtue of Cunning regains hit points equal to your Intelligence modifier. This hit point gain cannot be increased by any means.



Valorous Tenacity

Prerequisites: Bard, Virtue of Valor class feature, 11th level

Benefit: When you miss with an arcane attack power with the healing keyword and that power has no effect on a miss, you or an ally within range of your Virtue of Valor gains temporary hit points equal to your Consitution modifier.



Prescient Pause

Prerequisites: Bard, Virtue of Prescience class Feature, 11th level

Benefit: When you miss with an arcane attack power with the healing keyword and that power has no effect on a miss, you or an ally within range of your Virtue of Prescience gains a bonus to all defenses equal to your Wisdom modifier until the end of your next turn.

I built these off the paragon feat created by Logan Bonner in his Class Acts article in Dragon Magazine on clerics. I felt like clerics, of all classes were the least needful in terms of needing that little bit of extra healing, and bards seemed a lot higher up on that list. Of course, then I figured I'd flavor them out for each bard build, since making it Intelligence-driven would be useless for Valor and Prescience bards. Anyhow, I am also toying with making it a touch more powerful (they are paragon feats after all) and making it a substitution for the Virtue power usually allowed (like sliding your ally when an enemy misses them). I limited the Virtue of Cunning feat because of the obvious synergy with the Summer Rhymer paragon path that would have your typical Cunning bard healing an ally for 8-12 hit points on a miss when a hit might have been less healing. Of course, if it were a substitution for the use of the Virtue power for the round, I might be a bit more inclined to allow for modifiers, but ultimately I think you run the risk of a paragon bard missing with a power that grants 10 hit points on a hit including the bonus for the Summer Rhymer paragon path granting 3-4 from the Intelligence modifier, +5-6 for the Summer Rhymer paragon path, +3-4 for a healer's brooch... suddenly that miss is more beneficial than a hit. I think I'll leave it limited, but won't make it mutually exclusive with the Virtue power.

That's all for this week. Hopefully I'll break that video game's vampiric hold on my soul and get something decent out next week. But in the meantime: if you liked Baldur's Gate and felt the original was in many ways the pinnacle of Bioware's RPG craft, you should check out Dragon Age: Origins. I avoid talking about video games on this blog, since it's a bit off topic, but since Green Ronin Publishing is making a PnP RPG of the game, I feel like I can at least mention it. Usually, I'm not a big fan of Green Ronin, but the backstory of this game is so good, I might have to check it out.

October 28, 2009

The Grass and It's Green-ness

A week ago, I had yet another rough session. The entire evening, I think I hit with one attack, maybe two. If I rolled above 10 the entire evening, it was no more than twice. I was complaining to a fellow player and made some vague threat to start playing 3.5 Edition D&D again and leaving 4th Edition. My friend responded that we had just as many problems when we played 3.5, "the grass is always greener." At the time I agreed, but more for a lack of any intelligent response than because I actually agreed. When it comes to comparisons of this current edition of D&D and previous ones, it has become harder and harder to make intelligent arguments for and against the new rule set. I've started to forget many of the problems of 3.5 and view it in a very idealized haze. "Absence makes the heart grow fonder" as it were.

So I decided to sit down and think it through. I have a lot of free mental time at my day job, so I ran through what I could remember of 3.5 and matched it up with the problems I've had with 4th Edition. And the one thing that stuck out at me was that the biggest problem with 4th Edition, the issue that made me want to throw down my pencil and dice and find something else to play was the frustration of bad rolls. I quickly realized that this was very similar to 3.5, though I rarely played characters that were quite as roll-reliant in that edition. In 4th edition, you can't avoid being roll reliant.

In 3.5, a Sleep spell was very similar to the general structure of powers in 4th Edition. You cast the spell, the monster had a chance to resist (a saving throw, rather than you rolling to hit, like in 4th Edition) and if it failed, which was fairly likely in early levels, it fell unconscious. If it resisted, there was no effect, and you had essentially "wasted" your turn. 4th Edition has mitigated this in several ways. The Sleep spell power actually does something from the onset, so you don't have to worry about wasting the action. Daily powers in general have some effect even on a miss, or are at least not expended on a miss. Some powers have effects that work regardless of the success of your attack rolls, and utility powers always work, assuming they don't have a trigger that never occurs.

Yet as I laud the efforts of 4th Edition to reduce the pain of "wasted" turns, I find that in some ways that same problem is now exacerbated by the added reliance on hitting by rolling many powers into attacks. I assume that the logic went something like this:

"Most people want to be affecting enemies on their turn. Nobody really likes spending their turn healing someone else, buffing someone in the party, or otherwise 'doing nothing important.' Let's make most powers an attack so that when you heal/buff/aid your allies, you still get to do some damage and feel like you're contributing to the eventual demise of your enemies and not just standing in the back like a MMORPG 'healbot!'"

It's not a bad idea, but it does make something as simple as healing your companions a lot dicier. Sure all leaders get two free heals per encounter (well they cost a minor action, but they always hit, and they ultimately always restore at least 1/4th of the ally's hit points) but if you try to increase your healing potential, you inevitably encounter the need to select powers that heal "on hit." I know my bard has one encounter power like that. Only clerics have such a large number of utility powers that heal that they can avoid encounter powers that do so and still have plenty of healing powers to go around. And when you've used two majestic words to keep the defender up as the black dragon pounds him with savage attacks, and the striker misses his melee attack and takes damage from the dragon's immediate reaction power and becomes bloodied, it is even worse than feeling simply like you "wasted" your turn when your Theft of Life power misses, because not only did you fail to deal any damage in the round (the worst consequence in 3.5 when you missed an attack) but you didn't heal the striker, who is now one miss away from dropping.

Now it sounds like I'm picking on 4th Edition, because at least in 3.5 you didn't waste heals when you missed attacks. That's not what I'm trying to say at all. In reality, it wasn't that much better in 3.5 because if you weren't a cleric, you had to load your prepared spells with healing spells anyway to keep your allies standing, and you had to run around touching everyone because that was the range of healing spells, and so you literally did nothing but heal as a "leader" in 3.5.

I guess what I'm trying to say is that my friend was right on the money. I didn't know it at the time, but I know it now. The grass will always seem a little greener as you peek over that fence, but remember how many house rules we had for 3.5? Maybe, just maybe, it's time to start making a list for 4th Edition. We've had a year and change, we're all starting to get a grasp on what works and what doesn't for our groups. I know I've got a mental list going. I'm sure you all do as well. I think next week I'm going to float some ideas for my DM, see what he thinks. And when I get back to running my game, I'm going to issue some new house rules. I'm actually very happy with 4th Edition, though sometimes I have trouble remembering why. Now I just need to polish off the rough edges on our relationship. But like all good relationships, it takes a little work, but it's worth every minute.

September 30, 2009

Waaa-mbulance Revisited

Now that I've got some of the gripes about Star Wars: Saga Edition out of my system, I wanted to focus a bit on a couple things about D&D 4th edition that really grind my gears. Neither of these are so bad that I want to give up and go back to 3rd edition, mind you, but they can quickly turn a fun session into a grind from hell. With some considered adjustments, we'll try to create a way to smooth these edges, and keep the fun in the game without shattering the delicate balance of power!

Gear grinder #1: Weapon Proficiency Bonus
Initially, this seemed like a great idea to me. Then I realized that not only were many of the Fortitude, Reflex, and Will defenses often as high as AC, but even when they weren't, they were only one, or possibly two lower. When +2 is the low proficiency modifier, and +3 is the high, before factoring in class abilities (the Rogue's Rogue Weapon Talent, and Ranger's Prime Shot) and flanking, and therefore +2 to hit from combat advantage, is plentiful for these strikers a disparity begins to grow. Suddenly, the rogue is looking at an attack roll modifier that is 4 higher than any implement power. And then, he can take Piercing Strike and he's attacking Reflex instead of AC. And only losing a few points of damage if his other at-will is Sly Flourish. If not, he gives up nothing.

Sure, there are plenty of creature for whom their AC and reflex are equivalent, and so the advantage of Piercing Strike and similar powers are not universal. However, most monsters have a single weak defense. Their AC, Reflex, and Will for example will all be within 1 point of each other, and their Fortitude will be low. This is a terrible way to make implement-using classes "balanced." Now, they have to try targeting several defenses to try to figure out which is the lowest and most readily hit, which is complicated by the fact that a hot streak, or cold streak on the dice could make several rounds of combat uninformative, not to mention unproductive. Additionally, even when the character has determined the most effective defense to target, that now limits the powers they can use effectively against the creature during the encounter. WIth the limited selections of powers a character can have at their disposal at any time, this further restriction makes implement-classes feel even less fun, and harder to play. And if you happen to play a bard, or another implement class that focuses heavily on a certain defense (such as Will in the case of the bard) there will often be fights where you simply feel like you can't attack certain monsters because you can't seem to hit their defenses.

The Fix:
While it's more work for a DM, I suggest making all defenses 2 lower than AC. If they already are, leave them alone. To counter the additional advantage that this gives to classes who can use weapon powers to target non-AC defenses, I would remove weapon proficiency bonuses from those attack rolls. Class features, feats (such as weapon expertise), and weapon enchantments should still apply. Alternately, attacks such as Piercing Strike could do 1[W] damage rather than 1[W] + Dexterity modifier damage. This reduced base damage would likely be a fair offset for the higher hit chance. It would be similar to the penalty imposed on the Ranger's Twin Strike power in exchange for its higher chance to do damage on any given turn.

Another idea that just came to me as I considered how complicated this all felt, was to add an implement proficiency bonus. If you are proficient with an implement that you use for an attack, gain a +1 to that attack roll. This will provide a much needed boost to the hit chances of an implement user while having no effect on other classes. Also, it would not overbalance any class against a low defense.

Gear Grinder #2: Hitting to Heal
Perhaps a large part of the reason this is getting to me is that I am playing a bard in my current campaign. Many of my encounter powers require me to hit a target to grant healing, saving throws, etc. While this has the positive effect of making me feel like I'm in the action, instead of standing back like some healbot and just keeping everyone else in the fight, it also means that until I get a utility power that heals allies, I have two reliable heals, outside Daily Powers. There is nothing more frustrating than being out of majestic word uses for the encounter, having a bloodied ally who is barely on his feet, using my Theft of Life power, and rolling a 2. Not only did I not heal the ally, deal any damage, or create any other positive effect, but I managed to squander the majority of my turn in the process unless I spend an action point. Having not yet played a class other than a leader for the long term, and therefore having a somewhat myopic view, I will go so far as to say that there is a great deal of stress on the player who is responsible for healing the party. My friends that I play with in my current campaign assure me that I'm not responsible when their character collapses into unconsciousness and starts making death saving throws, but I feel it keenly, and that stress can quickly turn even my favorite session into an Antacid-gobbling, anxiety-ridden, guilt-fest.

The Fix:
People who play leader characters, for the most part, are looking to buff and heal their allies. It's the main purpose of that class. Sure it's nice when we get to deal some damage, but most of the time, we just want to fill our role and keep everyone else humming along. So I'll propose a little fix that I don't think is terribly unbalanced: Small consolation effects for certain encounter powers. So, I would suggest the following two rules. If these two tweaks seem to powerful, they could be made into one or two feats. However, I feel that they are so necessary to leaders that they would become "must-take" feats, which is something I don't particularly care for (Slaying Action and Predatory Action being two examples) so I am presenting it here as simply a rules modification:
Leader's Assurance
When you miss with an encounter power with the healing keyword, you can choose an ally who would have been eligible for healing from that encounter power to regain hit points equal to your Charisma modifier or Wisdom modifier, this healing may not be increased in any way. [*Note* I've added this caveat to avoid the Summer Rhymer paragon path and similar PPs from making this change truly broken. This is supposed to be a small consolation heal, not something that is just as good as the healing granted by the power itself.]

Leader's Relief
When you miss with an encounter power that grants a saving throw, you grant one ally who would have received a saving throw a +2 bonus to their next saving throw.

So there we go, a couple tweaks to the game that shouldn't be too broken, but will assuage some of the frustration of certain classes. Let me know what you think, and if you try them out and you find something I didn't think of that results in a broken play or combination, let me know!

Tune in next week for a review of a game a friend lent me: The Marvel Universe Roleplaying Game!

September 23, 2009

Collaborative What?

So the DMG2 is out, and while I haven't gotten my hands on it, a friend of mine was sharing with me the inclusion of some material on how to use collaborative story-telling. It's a great idea, and a great way to get players involved in a story. As a player, I hope that my next campaign starts that way, with everyone sharing ideas and writing a story collaboratively about the party and the world. It's one thing that has started to kick into high gear in my current game that I play in. We've hit paragon tier, and we're starting to make feat and power selections that take into account the feats and powers that the others in the group are selecting. When we started, we all showed up with our freshly minted first-level 4th edition characters, we didn't even know each other. Now, we've become a team, and one that works well together. Our fighter is taking powers that allow him to draw the enemy to him, which opens up flanking possibilities for the rogue and avenger. The avenger took Power Attack, so that flanking is now highly advantageous, which promotes cooperation with the fighter and rogue. It got me thinking. What could we do to integrate the process of character building into this collaborative story-telling approach?



In D&D 3.5, there was a feat: Swarm-fighting. The feat had a bonus which increased for every character in the group who had it. But the feat was very specialized, the odds of an entire party, or even the melee members of a party all dropping a feat for this benefit were pretty low. So I thought maybe there is a way to bring this idea, synergized feats, into 4th edition. Adventurer's Vault 2 brought us item sets, which give benefits when multiple party members possess pieces of the set. Now, let's examine the idea of feat sets. Below, I've sketched out a feat set. Each feat has a small advantage on its own, with additional benefits if other characters in the party have other feats from the set. I've tried to keep them broad, because obviously, the composition of each party is going to be different. Try them out, if you get the chance, and let me know what you think. If you come up with another feat set, post it here and we'll all try to do the same for you.

Feat Set: Wolf-Pack Tactics

Protector of the Pack
Gain a +1 to Fortitude, Reflex, and Will defenses against attacks from enemies marked by you. If an enemy adjacent to you is flanked by you and an ally with a Wolf-Pack Tactics feat, that enemy does not count toward flanking for you or the ally you are flanking with.

Cull the Prey
When you designate a target using oath of enmity, hunter's quarry, warlock curse, or ardent vow, you gain +1 to damage rolls when you apply extra damage from your class feature. If the enemy you designate is adjacent to an ally with a Wolf-Pack Tactics feat, you can choose to treat that enemy as marked by that ally.

Corner the Weak
When you are applying extra damage through a class ability, you can choose to apply half the normal damage or dice, and your attack immobilizes the target. If you and another ally with a Wolf-Pack Tactics feat are adjacent to, but not flanking, the same enemy, that enemy grants you both combat advantage.

Incite the Pack
When you restore hit points to an ally, that ally gains a +1 to attack rolls until the end of your next turn. If that ally has any Wolf-Pack Tactics feat, they can also choose to receive a +2 to saving throws until the end of your next turn, or shift one square as a free action.

Disorient the Prey
When you use a power that forces an enemy to move, any enemy that you hit with that power grants you combat advantage until the end ofyour next turn. If the power already causes the target to grant combat advantage until the end of your next turn, it is instead save ends. The target also grants combat advantage to any allies who have a Wolf-Pack Tactics feat while they grant it to you.


There's the crunch, as promised. Let me know how it works if you give it a shot! See you next week.

September 02, 2009

I Miss the Arcane Trickster

I had quite a long post planned for today, and mostly written, when I realized quite suddenly that it was totally trash. So I've decided to distract you all with something shiny!

I've been sorely disappointed so far with the decision not to bring the Arcane Trickster prestige class from 3e D&D forward into the new edition. So I've created my own Paragon Path, immediately below.

Arcane Trickster
"Now you see me! Now you..."

Prerequisites: Wizard and Rogue

Whether from a misspent youth finally channeled into a study of the arcane arts, or from a certain moral flexibility and penchant for larceny while study those arts, you have begun to merge your understanding of the shadows with your brilliant displays of arcane power. Researching new rituals is dull, tedious work, as is accumulating new spells to fill your spellbook. You prefer to reap the rewards of others' labor. A few quick spells, a picked lock, and a disabled warding spell are all the effort needed to expand your knowledge and arcane potency. If knowledge is power, you are indeed a force to be reckoned with, because knowledge, and power come easily to you.

Arcane Trickster Path Features
Arcane Celerity (11th level): When you spend an action point to take an extra action, any enemy who was not adjacent to you at the start of your turn grants combat advantage to you until the end of your next turn.
Eldritch Ambush (11th level): You may apply sneak attack to any arcane attack power that targets a single enemy and targets the Reflex defense. You must still meet the normal requirements for applying sneak attack damage.
Mage Handy (16th level): You can use the cantrip mage hand as a free action to make a theivery check against any target within the range of the cantrip. Additionally, once per encounter, when you use an attack power with the weapon keyword and a range of melee, you give that power a range of 5.

Arcane Trickster Spells
Irrascible Assailant Arcane Trickster Attack 11
You flash a blade at the face of your opponent, and then with a word of power send it whirling into his nearby allies.
Encounter*Arcane, Weapon
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 3[W] + Intelligence modifier damage, and one adjacent opponent in the blast grants combat advantage to you until the end of your next turn.

There and Gone Arcane Trickster Utility 12
You mutter an arcane phrase, make a small gesture, and appear behind your opponent.
Encounter* Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy enters a square adjacent to you.
Effect: You teleport to any other square adjacent to the trigggering enemy, and that enemy grants combat advantage until the end of your next turn.

Master of the Many Blades Arcane Trickster Attack 20
You raise your weapon, and suddenly one blade becomes many; they begin to dance around you in a deadly, weaving pattern.
Daily* Arcane, Weapon, Conjuration, Zone
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 4[W] + Intelligence modifier damage, and the enemies hit grant combat advantage to you until the end of your next turn.
Effect: The burst creates a zone of whirling blades which lasts until the end of your next turn. Any enemy within the zone grants combat advantage to your allies while they remain in the zone.
Sustain Minor: The zone persists. When you move, the zone moves with you, remaining centered on you.


I hope you all enjoy a little crunch, since I've been feeling like my last couple of posts have been so fluffy. Next week should be a little more... substantial.

August 19, 2009

Extended Adventuring

I'm currently playing in a long-running D&D campaign, and DMing a second. Both are 4th Edition games. One thing that has started to stand out to me is that the "Curse of the Wizard" has subsumed all classes in this new edition. In previous editions, the wizard, and to a lesser extent all spellcasters, had to treat their arsenal of spells like a precious commodity, only to be expended in times of great need. This led to a built-in limit on how long a party could continue adventuring without resting. Once the wizard had cast all his spells, he began whining about taking an 8-hour rest (now we call them "extended rests") and this led the party to try to find a defensible position and hope that their DM was kind enough to allow them some sleep. In 4th Edition D&D, now even the fighter and the rogue (traditionally the two classes that could keep going right up to their last hit point) are asking to take a rest every third encounter. At the lowest levels, this doesn't appear to be horribly problematic, but when your party has infiltrated the enemy's encampment and are stealthily disposing of the strongest pockets of resistance, it becomes difficult to justify huddling down in an empty tent for six or eight hours!

So, what to do? We want to keep the game exciting, and we want to make sure that there are plenty of reasons to take extended rests, but is there a way to extend the amount of time a party can continue toward their goal? For DMs, this is even a way to retain suspense and build tension, because nothing kills the tension and excitement like a group of players afraid to do anything because they are out of daily powers and surges.

The first potential solution is to create a median between Short Rests, about 5 minutes of in-game time long, and Extended Rests, which are at least 6 hours long and must be seperated by 12 hours of activity. We'll call them Moderate Rests, lasting at least 30 minutes. A moderate rest should refund one daily power, and a quarter of the character's healing surges. Moderate rests should not be allowed more than once every two milestones (four encounters) in heroic and paragon teirs. Once the characters have hit epic teir, don't allow a moderate rest until three milestones (6 encounters) have elapsed.

If you feel that the real stumbling block is simply the fact that the effectiveness of the characters drops off too steeply when all daily powers are expended, consider giving the option of recharging a daily power instead of receiving an action point. This option should be restricted in some way, because players may choose to abuse such largess on the part of the DM. First, make sure that the character does not have an item which awards action points for some circumstance. No matter how unlikely the circumstance, this could lead to all players seeking out such items, and would mean that the players are not truly giving something up to gain another use of their daily power. Second, once the character has more than one daily power, consider restricting this option to only when they have two fewer than their maximum number of daily powers. This way, you won't have a character who is able to bring themselves back to a full compliment of daily attack powers by forgoing action points.

If you are open to something a little more drastic, a more significant adjustment to the system would be to boost the number of healing surges each character has, and to recharge daily powers half as often as you award action points. Take the final number of surges for each character and multiply it by 1.5 to give the total number of surges. Every four encounters, let the characters choose one expended daily power and return it to their "unused" pile. This system will allow for more encounters within a single day of game time. It might also unbalance the characters slightly against the level progression model of the core rules. If you use this option, consider slowing down the XP gain, perhaps by awarding only three quarters of the original experience. However, you might find that no balance problems arise, and if they do not, avoid instituting any penalties for the system.

Remember, the purpose of these rule options is to increase the number of encounters a party can tackle before running out of gas and needing some sack time. It's about increasing the entertainment factor, and keeping the game running smoothly. If you aren't having any problems with that, don't try these out, as they will simply tend to unbalance the game and potentially could ruin everyone's fun. However, if you're like me, and hate having to try to take a quick 6 hour nap in the Antechamber of Death's Dwelling because the four encounters getting to the antechamber, and then the fight with the red dragon in the antechamber, have completely wiped out your attack powers and healing surges, perhaps these slight tweaks might help to alleviate some of those problems.