Archive for July, 2009

D&D Combat Primer

Not everybody who’s going to be participating in the two groups has the same level of experience with roleplaying games in general, D&D in particular, and 4E in more particular. The purpose of this post is to make sure everybody… especially those who don’t have a full PHB or have only just got one and never seen the rules in action… is prepped to deal with combat.

This is a primer on the basics of the combat rules and characters’ roles in combat, and ways to make the rules work with your characters’ abilities. I don’t expect it to be enough to make everybody “fluent” by the first game session… I expect that there will be some things that just don’t click until you see them in action.

Note that I’m writing this from my parents’ house, where I don’t have all my books with me, so it’s possible I’ve gotten some of it wrong. Nothing I’ve written here is meant to be a house rule, so if it seems like I’m contradicted by the PHB or DMG or errata, let me know. The Stealth rules have been revised/clarified considerably since the PHB was published… if you’re a Rogue or Warlock in particular, you will want to take note of how they affect you.

I will be making a separate post about the non-combat side of the game, and since that involves “table rules” and personal style, it will be a good thing for everybody to read it.

This post is fairly long (about 6,000 words), but about half of it is applicable only to specific character types. I don’t want anyone to feel like I’m giving them this to read as homework. If you don’t have a copy of the Player’s Handbook, then you should probably read this post and then comment about anything that confuses you. If you’ve never played the game, you should probably do the same.

The most important combat rule: you are winning a fight right up until the moment you lose it.

In a lot of games, combat comes down to a Stat Battle – highest stats wins and though there’s a lot of rolling in between, you can tell at the beginning how it’s going to go. D&D 4E makes the battles more mathematically balanced and gives both monsters and PCs a good number of HPs. The result is that there can be a lot of back and forth, and if all you’re doing is grinding down on each other it’s going to be a race to the “finish line” that it feels like either side could lose.

The way to improve your chances of winning is through tactics: using your available powers and abilities in clever ways, taking advantage of terrain, and by teamwork.

If you start to feel discouraged because it feels like you keep missing, or your side’s taking a lot of damage, or the monster rolled a critical hit, or whatever, it’s easy to stop looking for ways to make a difference each turn and just fall into the rut of attacking the nearest thing… or just give up entirely. This becomes a self-fulfilling prophecy.

Combat in D&D 4E can feel like a struggle because it’s supposed to. Along with normal encounters, I mix in easy encounters… which have larger numbers of lower level foes to give you the full effect of your characters’ awesomeness… and difficult encounters, which have more regular level foes or have higher level foes replacing them, in order to give you the full effect of your own awesomeness, because you will have to collectively be clever and daring to win them.

(Note: It will always be clear if you’re facing an easy or difficult encounter. If you open a door and there’s a couple dozen armed foes standing there, it will be obvious to your characters if there are a lot of them because they’re the weak rabble the main bad guys could round up or if you’re in for a serious fight.)

Either way, it’s never over until it’s over. I will never force you into a fight that’s not technically balanced and where the only outcomes are you win or you die.

That said, onto some specifics:

Read the rest of this entry »

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Wednesday Campaign Overview: You All Meet At An Inn (Revised)

One night, while passing through a little-traveled route across a strange land, you find yourself forced to take shelter at an inn you find in an unexpected and out-of-the-way place.

It’s a strange building, a good three stories (four, in some places) tall before you come to the gabled roof, and with no less than three spindly-looking towers attached. There’s a waterwheel attached to one side that doesn’t come near to touching any running water that happens to be in the area. But there’s a sign that clearly says in your native tongue “Wanderers Welcome”, there are inviting smells and pleasant music wafting out from inside, and honestly if you’d made a habit of shying away from strange things you probably wouldn’t have ever found yourself in this position in the first place.

Maybe you’re being pursued, or maybe there’s a storm brewing. Maybe it’s just been a long journey and the sudden prospect of good food, a real bed, and possibly even a bath is too much to pass up.

And that’s as far as I can tell the story, without getting ahead of myself. You can help fill in some of the blanks in The Story Thus Far, though: what was your character traveling to, or from, when they stumbled across the inn? Where were they when they found it? What convinced them to take shelter? Are they on a mission of some urgency, a personal errand of great importance, or just seeing the world at their leisure?

Don’t worry if none of the details of your story (locations, prevailing conditions) match up with anybody else’s. None of the characters know each other yet, as the subject heading of this post suggests.

As with the Sunday campaign, this game will be structured in a way that can accommodate absences and changes in the group. If you have to miss a session, there will be a reason for your character to simply miss a bit of the action… nothing permanently inconveniencing.


And note: for those who’ve heard/read about my “You All Meet At An Inn” one-shot adventure, no, this is not that. I wouldn’t be so cruel.


Edit-dendum:

This is the kind of communication lesson it’s probably better for me to learn now before actually playing with a group of people I don’t know that well… I guess I wasn’t specific enough above. I’m trying to avoid spoilers, but what I’m looking for is the story of how you come to enter the inn, not anything that happens after that. I might as well be explicit: the reason I’m looking for the story of what you were doing when you found the inn is that the game begins for you the moment you each individually and separately from each other step inside.

(You don’t have to be up to anything terribly momentous… if your character is the sort who just stumbles into inns, as Frelance described in his story, that’s enough. I just want to make sure everybody’s on the same page when our session begins… there’s a fine line between giving your players something unexpected and pushing them out of an airplane so they can learn how to improvise a parachute.)

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Sunday Campaign Overview: On A War Footing

Twelve years ago, Sir Valkanon the Valorous rode into Asfenar leading a band of fifty men, valiant and true. With those men, he was able to overthrow the dark wizard Dumarath and slew the great purple wyrm with which he’d kept the populace in fear.

For this, the grateful people of Asfenar would have made Valkanon their new king, but he declined that honor, accepting only the role of steward and dux bellorum for as long as it would take to secure his chosen realm from all who would threaten her borders. He also pledged to do all he could to locate any surviving children of the rightful royal family of Asfenar, who were deposed by the mad mage.

Now, the original warband of fifty has expanded into a Warguard of five hundred, the elite fighting force that forms the core of a stronger, safer Asfenar’s growing military. With their help, Duke Valkanon has been able to pacify all potential enemies both beyond the boundaries of Asfenar and within.

Every year, the Duke acquires more strength and more ways to ferret out threats to his peaceful rule… all that he might vouchsafe the glorious future he has promised to Asfenar, a future of security and prosperity such as none the world has ever known. Few doubt the sincerity of his promise to step down once Asfenar is truly safe… after all, he promised to seek out royal heirs, and he has certainly been diligent in his search, employing methods both magical and mundane in an exhaustive search for any who could present a claim to the throne.

With the granaries full of grain, the coffers overflowing, and fully manned garrisons in every town, who would dare to oppose the beloved Duke Valkanon and interfere with the great destiny he has set for his adopted land?

That would be where you come in.

Your characters live in—or have found themselves stranded in—the Duchy of Asfenar, a domain that has traded one tyrant for another, an obvious madman for a serpent with a radiant smile. You’re living in what is effectively occupied territory, where you will be forced to fight for freedom or for vengeance or the ability to live your life as you see fit… or even just to keep living it at all.

Movement is controlled. Communication is controlled. People are controlled.

Think about films like Cabaret or Casablanca. Think about the Dirty Dozen and the Inglorious Basterds. Think about Hogan’s Heroes and Dumbledore’s Army.

The campaign will take a mission-based, semi-episodic approach that will allow adventures to be tailored to characters’ specific abilities, and that will also be able to adjust itself to occasional unavoidable absences. What happens when a player is forced to miss a session will depend on the circumstances. If the sessions broke in between missions (or legs of a mission), their character will simply sit the next one out or catch up with the group later.

If it happens that a player is unavailable mid-mission, something will happen to their character that explains the absence… they might be captured, or forced into hiding to avoid capture, or temporarily incapacitated. If this happens to you, don’t worry… this isn’t a punishment for missing game night, merely a way of turning an unfortunate circumstance into a dramatic story element.

Your characters will not be active members of an organized resistance movement at the start of the campaign, though they may individually be rebels or troublemakers. Rogues may have found themselves chafing under the strict enforcement policies of the Asfenar’s “temporary” steward, who believes that stiff penalties for minor infractions are the best way to prevent more serious lawbreaking. Arcanists are subject to strict scrutiny from the state, with more suspicion placed on their movements and activities. The clergy enjoy tacit protection… so long as they preach Asfenar’s bright future and remain otherwise apolitical. Anyone may have witnessed… or suffered… the brutality of the Ironshirts, mail-clad enforcers who “assist” the local reeves with maintaining order.

Things to think about:

Is your character a recent arrival in Asfenar, or a long-standing resident?

If the latter, do they remember life under the mad mage? Dumarath ruled for thirty-eight years and his deposer has served for twelve more, so it’s unlikely that any Human adventurers remember life under the royal family, but some other races might.

If the former, what brought them to Asfenar? Were they drawn by the promise of opportunity in a fabled land of safety and prosperity? Or did they have more cynical reasons? Or was it personal business… old obligations, family matters, or the like?

Was your character initially impressed by the heroic tale of Valkanon the Valorous, or suspicious from the start?

More information about Asfenar and the political situation will be made available between now and the first session, but I figure this should be enough for people to start with. You can use this thread to work out your character’s recent history in more detail, and I’ll help fill in any gaps or suggest adjustments. You can also work out connections between your characters, if you see hooks. Don’t sweat it if it doesn’t all fit together… I would really prefer if most of the characters know a few of the others at the beginning, but not that everybody knows everybody.

Obviously any existing relationships among characters must be mutually agreed upon… no unilaterally declaring a history for someone else.

For the interested:

Asfenar is landlocked, mountainous, and heavily forested, though there have been extensive tree-clearing operations in the past decade. The capital city is Asfendel, though the recently rechristened Valkanon Keep is the actual center of power. There are maybe two other cities worthy of the name, and a number of towns and a larger number of hamlets.

The forests harbor colonies of elves who had long fought against Dumarath and were all too happy to sign a compact with the great liberator. There are some petty kingdoms of dwarves in the mountains that have formed Asfenar’s natural boundaries… aggressive expansion has pushed the Duchy’s territorial lines out past the surface manifestations of these strongholds, which has caused some tension but little outright violence as of yet. Other races mingle in great numbers in the urban areas… some of the less “respectable” races are actually more numerous in Asfenar than elsewhere, as Dumarath’s reign was no harsher for them than it was for anyone.

I’ll be posting similar information for the Wednesday group—which will have a different setting but a similarly “episode friendly” style—sometime in the next few days.

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Character Backgrounds

If you’re in the Wednesday or Sunday games, please make a post with your character’s background and general personality here. Please put “SUNDAY GAME” or “WEDNESDAY GAME” at the top of your post. Don’t worry yet about how your characters will know each other. Your post can be as brief or as in-depth as you care to go… your mileage may vary, but I find I have the best roleplaying experiences when I start out with a “sketch” and fill in the details through actual roleplaying, because then it acts as a framework I can build on and not a cage keeping me in.

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Tentative Rosters

Okay, I had more than nine people (the most people I can have connecting to Skype conference with me) to choose from for both nights, so I closed the application posts and started looking at the applicants.

I decided to cover each role twice for each group, and then throw in an extra Striker… you can present a balanced encounter for any group with a little thought, but the game’s baseline assumption is a five person party consisting of one character of each role and another Striker. Having all the roles covered twice will make it easier to make sure things don’t get messed up by absences, which I’m sure will happen.

The consequences of this were that anyone who proposed a Defender character got put in… there really weren’t that many of you.

Not counting Gamingdragon, who I already know in real life, I didn’t put anyone in both nights. I started to, just because some of the people who signed up for both nights had interesting characters I’d like to see… but in the end I decided that it would be easier for me to keep track of new people and new voices if I only had to associate them with a single character.

Also, this lets me fit more people in.

A lot of people signed up for Wizards. If I could have predicted this, I would have advised people who want to play a “wizardly type” to look at Sorcerer, Warlock, and even Swordmage. For both nights, I picked the Wizard that sounded most interesting and another Controller of a different class.

The games will begin the week after next… Wednesday, August 12th, and Sunday, August 16th. If your name is on the list below, please confirm if you’ll be available from 8:00 PM Central Standard Time. If you know you’re not going to be able to commit, please let me know so I can put in an alternate. If there isn’t any problem, please finish up your character, go to the Character Generator’s Manage tab, click on the Summary screen, and copy and paste the plain text version of your character sheet into a comment on this page.

Please don’t alter it in any way from the text that’s generated by the program, but after it, you can put any questions or concerns you have about the build, or any comments you’d like to add about your character’s preferred tactics/trademark powers (if you have any worked out). Edit: Also please tell me what languages your character speaks, as the text export/import feature apparently strips those.

If you aren’t on the list… or you are on the list but you really wanted to do one of your other characters… don’t despair, there will probably be people coming and going from the groups, and I will likely do one-shots along the way.

WEDNESDAY

Allan T Michaels (Derek Human Paladin Defender)
catharsis.in.g (Byogomil Goliath Paladin Defender)
Belenos (Alaya Iacta Elven Ranger Striker)
Frelance (Jerem Human Rogue Striker)
Marx (Burke Warforged Warlock Striker)
Rabbit (Kavay Gnome Cleric Leader)
Gamingdragon (Gallifreya Deva Artificer Leader)
Calia (TBA Razorclaw Shifter Druid Controller)
Abeo (Beyor Eladrin Wizard Controller)

SUNDAY

Luke_Licens (Rimmic Human Paladin Defender)
Stormcaller (Aldin Human Fighter Defender)
Terry (Osbourne Halfling Warlock Striker)
* (Elara Elf Ranger Striker)
Ryan Prior (Cliff Half-Orc Barb/Rogue Striker)
Gillian (Kiva Dragonborn Wizard Controller)
Gamingdragon (Nakini Deva Invoker Controller)
Toast (Doramin Human Artificer Leader)
rictic (Kes Changeling Bard Leader)

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She’s Got Theurge

No, not the urge to herbal… where did this chorus line of romance novel cover models come from, and why are they waving shampoo at me?

Anyway, let’s have a little activity time at the GUGT.

In the dictionary sense, “theurgy” is the “working of a divine or supernatural agency in human affairs“. In D&D’s previous editions, “mystic theurge” was a prestige class that blended arcane and divine spellcasting.

I spent a little bit during my lunch today playing around with the character generator creating various types of characters who blended “spell”-type effects from divine and arcane classes. I didn’t come up with anything very interesting, but then I didn’t spend very long on the concept (and I may have been feeling a little jaded because I liked my previous attempt at a divine/arcane blend, the mystic monk… but I’m looking for something a little more spellcastery in appearance.

So, just for fun… if you’re playing around with the character builder anyway… why not try to come up with an interesting arcane/divine blend along the line of the mystic theurge? Make a character, either of level one or advanced to whatever level you need to go to for the concept to really take shape, then go to the Summary page on the management screen, copy the text, and put it in a comment here. Feel free to add whatever color or background detail you want.

Let’s see what we can come up with.

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Ten Cool Things About Divine Power

1. Domain feats and Divinity feats.

Divine characters can take a Domain feat for any Domain their deities are associated with (Destiny, Sun, War, etc.) Domain feats give you a small skill bonus and an edge to one specific at-will power per class. For instance, the Death domain gives its associated powers a damage bonus against bloodied opponents. Love clerics gain the ability to forgo damage on the attack in exchange for granting up to two allies temporary HP.

Divinity feats give you another power for your Channel Divinity slot, also based on their deities’ Domains. The Death one is particularly fitting… it’s a melee touch attack with no hit roll and no damage. If the target of the touch has HPs equal to 5 plus one half your level or fewer, it drops dead. If you misjudged the health and your target sruvives, your Channel Divinity slot remains unused for the encounter. The Luck domain’s power is less dramatic but useful: if you have a “reroll” power that doesn’t pay off for you, you can use your Channel Divinity to save it to use again.

I think that these are deeply cool, for a few reasons.

The first is that it allows you to make your divine character’s identity as a servant of a specific D&D pantheon or world setting deity more distinctive. Before, the only two ways the game mechanics supported this was either by taking their magic holy symbol or through a deity-specific Channel Divinity feat. Now you can tweak your at-wills a little and acquire a portfolio of Channel Divinity powers, if desired.

And some of them have dramatic potential outside of combat. The Death divinity feat, Death Knell, is described above. The Life feat, Pulse of Life, grants someone a saving throw versus death at +10.

Imagine a scene where a Cleric is brought to the side of a man dying in agony and asked to do what they can for him. Imagine the difference between a Death Cleric and a Life Cleric.

The second reason is that it makes it easier for DMs and PCs to create new pantheons. Before, if you dispensed with the generic pantheon, you had a couple of choices: you could throw out the associated Channel Divinity feats, robbing divine characters of an option. You could change the name of each feat and its associated power to fit a new pantheon. You could let divine characters take a single such feat and change the name themselves (or just leave the name out of the game world). Or you could try to come up with new ones for every deity in your homebrew pantheon.

All of those options are still viable, of course, but if you just want to pick up and play a Cleric (or other divine class) devoted to a concept or a personal homebrew deity or whatever, you just name two or three domains and you’ve got access to the feats.

This also means that Clerics who are Clerics of a cause instead of a deity don’t get the shaft in feat selection.

2. Clerics can become healier.

If they want to. The original 4E PHB was very careful in not pigeonholing anybody into a single role, while still making sure each class was distinct. They were very mindful of the goal of making it so that everybody could be useful in the primary task of combat, making enemies dead. While Clerics have their Leader heal power, loads of healing utilities, and attacks that splash around HP and healing surge opportunities, they’re still primarily going to be attacking every turn.

But Divine Power gives Clerics the option to trade in their turn undead Channel Divinity for a new Divnity, that gives every ally in the burst the chance to spend a healing surge, and weakens the Cleric for one turn. And as mentioned above, there are domains feats that let you trade damage for your allies’ health or protection on one of your at-wills. Then there are paragon paths like Compassionate Healer and Miracle Worker that greatly extend the Cleric’s healing abilities, and Messenger of Peace that gives the Cleric defense bonuses for using “attacks” that inflict no damage.

It’s not that they’re trying to “force” the Cleric into the healer niche… there are other paragon paths like Battle Chaplain and Anointed Champion that fit the Warpriest mold. But blessed are the meek, for they can now go on adventures, too.

3. Paladins can become smitier.

First, there’s a new multiclass feat that lets you pick up a Channel Divinity from any other divine class. This is not Paladin specific, but it has a very obvious use: give Paladins back the Turn Undead power they gave up in the move to 4E. Though a Paladin who wants to lay the smitedown on undead might consider looking at Avengers, whose Abjure Undead does more damage to a single target and pulls them in.

Second, Paladins now have the option of swapping their healing ability, Lay On Hands (they tingle when you wake up), for Ardent Vow, which lets them do more damage if they hit the recipient, and also makes them continuously suffer the Paladin’s Divine Sanction on a hit.

Third, there’s the Divine Sanction… as mentioned in the previous post, Paladins can inflict the marking and damage portions of their Divine Challenge on more targets through a variety of attacks.

4. The Races Get… Um… Racier?

One thing I can’t stand is D&D-style fantasy where all the different peoples are clearly just Humans with a quick touch up in Photoshop. I think 4E has done a terrific job of stripping each race back down to its basics and presenting a version of each race that’s both mechanically and culturally distinctive in two pages of text. One way they’ve worked to keep each of the other races distinct from Humans while not making them unbalanced is to allow racial abilities to be developed through feats or paragon paths.

All Dragonborn can use a breath weapon, but some can let out bigger blasts or use it in more flexible ways. All Elves can reroll one attack per encounter, but Elves who choose to be a little bit more exemplary as Elves can take the Elven Precision feat to gain a +2 to the reroll.

(Sidenote: the designers have observed that most players who do Elves take that feat… I can see why. It doesn’t provide an overwhelming advantage to get a +2 to an attack roll once per encounter that can only be used when you’re using a power that’s already doubled your chance of success… but it is frustrating as heck when you use your reroll power and miss anyway. This is the same reason I predict that the Luck Divinity feat will be popular.)

They’ve also had interesting ways of combining races and classes… Eladrin Beastmaster Rangers can take a feat to make their animal companion a fey creature who can teleport along with them, Tieflings can take a feat to have their companions share their infernal taint, etc.

And the racial paragon paths and the handfull of class paragon paths with racial prerequisites allow this to be extended further.

Anyway, in Divine Power, this trend continues with loads of race or race-and-class specific feats. Elven Clerics can take a feat to trigger a healing surge when they hit with Elven Accuracy. Halflings can take the delightfully named Blessed Scoundrel feat to do something similar when they make an opponent miss. Goliaths can impart the strength of the stone when they heal. Dragonborn Clerics can make their breath bestow temporary HP on allies in its blast instead of rolling to hit them. Dragonborn Paladins can make their breath Sanction every enemy it hits. Goliaths can spread around their rocky resilience in various ways, and Devas can do the same with their radiant/necrotic resistance.

Basically, they’ve looked at a bunch of different ways the races’ abilities could interact with divine powers and provided feats to capitalize on them.

Then there are a few paragon paths that are race specific… Elven and Eladrin Clerics who are proficient with bows (note: Elves get bow proficiency for free) can take a paragon path that essentially turns the bow into a holy symbol, a divine archer. Dwarven Clerics can take the Stonekeeper paragon path.

Interesting sidenote: the Stonekeeper paragon path’s utility power is called Scrape the Sky. It increases your move by 1, your reach by 1, and your melee damage by 2d6 for the rest of the encounter. Who wants to take bets on the designers getting a kick out of Durkon in Order of the Stick using “Thor’s Might” to grow huge and smash the crap out of enemies? It doesn’t change the Cleric’s size mechanically, but Dwarves start out shorter than most Medium creatures… I suppose this just puts them on the tall end of Medium.

5. Turn Undead: Not Just For Undead Anymore

Two feats, Demonbane and Devilbane, allow you to extend the use of the ____ Undead powers (or any other powers that specifically target undead) to include enemies with the Elemental and Immortal origins, respectively. Now, those classes encompass more than just demons and devils… an evil Avenger could be abjuring Angels and Devas. With giants firmly connected to the Primordial powers of creation in this edition, you could very easily take Demonbane to make a fearless giantkiller.

They could have very easily made a bunch of different feats for more specific types, and I think some people will complain that they should have, but in doing it this way, they’re embracing the simplicity of their initial design and its benefits. What benefits? The fact that they only need two feats to encompass a whole wealth of possibilities. The fact that your power that you use for slaying demons, or giants, efreets, or true elementals can be turned against any of the others in that list if they get in your way can be seen as a side benefit.

I personally like to use undead because they make for good atmosphere, and because my players tend to know to expect a more nuanced view of “monstrous humanoid” races than “KILL KILL KILL KILL”… having an army of the damned rise up before them simplifies things. But not all campaigns will involve them heavily. These feats’ existence allow divine characters to get more use out of their base Channel Divinity attacks.

6. Paragons Among Paths

It must have been really fun brainstorming Paladin paragon paths for this book.

They have a generic Questing Knight… quest sold separately, see participating DMs for details. They have a Knight of the Chalice, attached to a grail myth involving a god of good slain by Asmodeus (though easily divorced from the D&D cosmology and attached to your local grail equivalent), they have a Demonslayer and a Dragonslayer build. These four aren’t the only ones… they just really jump out as nailing a specific archetype.

Clerics, as mentioned above, are full of choices based on what they want to emphasize, peace or war, love or strength, healing or hurting. The Anointed Champion has a cool mechanic where they can “anoint” one piece of their equipment, changeable after a rest or after certain conditions are met, to give themselves a bonus to AC, other defenses, or variable damage resistance. Battle Chaplain is similar to the Warpriest, but keeping more of the Leadership role.

I haven’t looked as much at Avengers and Invokers, but Avengers get a Relentless Slayer path that appears to my eyes to be much influenced in its notion of “slayage” by Buffy the Vampire Slayer, as their level 12 Utility is a stance that lets them throw out extra basic melee attacks at targets other than their primary one… allowing them to dust minions with off-the-cuff blows while fighting the Big Bad. They have a favored enemy mechanic, but all it does rule-wise is let them rope more than one target at a time with their oath of enmity. While the list is clearly alphabetical, the examples of monster types who would make good enemies starts with “demon” and ends with “vampire”. Note that this is not a criticism… the fact that you can turn an Avenger into a Vampire Slayer (or Whatever Slayer) is pretty awesome.

The only problem with the Invoker paths is that glancing at the name tells you little. They’re all Something of Something, or Adjective Noun. When you look at them in detail, they’re kind of cool. Speaker of the Word, Keeper of the Nine… Keepers use apocalyptic imagery in their powers. Vessel of Ichor is using “Ichor” in the classic sense of the blood of the gods… drinking a single drop gives you great powers but can destroy you. (An idea explored in, of all things, The Spirit movie.) Theurge of the Compact is an infernally flavored Invoker, studying dark lore and harnessing the power of the Nine Hells in addition to the power of the gods.

7. Putting The Epic In Destiny

The Epic Destinies in this book amount to Avatar, Chosen, Exalted Angel, and Saint. All of them are pretty much what they sound like.

Saint: you are a Saint. This is one of the few strongly supernaturally flavored Epic Destinies that doesn’t come with a “get out of death free” card… Sainthood is a sweet gig but it has some harsh prerequisites, to steal a joke from Rich Burlew.

Exalted Angel is also exactly what it sounds like: you are elevated to being an angel. This might seem to be stepping on the toes of an Avenger path called Favored Soul, in which a divine spark within the character activates and they gain angel-like powers and wings… actually, maybe I’m just remembering the preview from this book but I think there might be an existing paragon path somewhere that’s also similar. There are definitely divine powers in the various classes that involve taking on/revealing an angelic aspect. In any event, I don’t see it as a contradiction to have lesser manifestation of an angelic nature and then the option at level 21 of going all the way.

Avatar is actually seven separate destinies, each tied to a specific domain, and each of which mean that you are an avatar of a deity of that domain… an aspect of them that’s been walking around in mortal flesh for [twenty experience levels], now awakening to full power. The Avatar of Death one was sneak previewed online… its level 30 feature is that all enemies who begin their turn within one square and with less than 25 HP simply die. Kind of makes the Death Channel Divinity feat (a prerequisite for this destiny) a little superfluous, but I don’t think anyone will complain… if anything, it can be thought of as the power maturing.

Other Avatar paths are Freedom, Hope, Justice, Life, Storm, and War… each one’s quite a bit different from the others. I think the idea was to provide enough Avatar paths to give people the basic idea for brewing up the other domains.

Chosen is similar to Avatar, in that it comes in multiple flavors, but it’s basically a retooled version of the original Demigod Epic Destiny. The idea is that a specific deity had elevated you to the level of a Demigod. All the features are the same, but you get a deity-specific power in place of the Demigod’s regeneration power. I’m sure some will claim that this is Wizards’ acknowledgment that the Demigod is overpowered or that while both destinies exist nobody will ever take Chosen (nobody except anybody who wants to play as the chosen one of their deity, I guess), but extra HP every turn isn’t an automatic victory and it isn’t always going to pay off when you need it to.

8. More robust multiclassing.

The “default” multiclassing in the 4E PHB involves you taking one feat that gives you an approximation of a watered-down version of one of the class’s features, and then having the option of using more feats to buy the ability to trade some of your class powers for the new class’s, and then having the option of using your paragon path to pursue more of the new class’s powers. A lot of what makes the classes distinct, though, is in their features, which you’ll never pick up if they’re not part of the initial multiclass feat.

But one thing the expansion books have included is supplementary multiclass feats that let you let you take on more of the “borrowed” class’s abilities. Divine Power includes feats that can be taken by paragon multiclassers to pick up all the Channel Divinity features of their second class, a heroic tier feat that lets you pick a single Channel Divinity ability of a divine class you’re multiclassing into (taking the feat alone counts as multiclassing into it), and a new heroic tier multiclass feat for each divine class that simply gives you a different feature than the previously existing ones did.

I’ll straight up say that the multiclass system in 4E started out as one of its weaker points, especially compared to the radical (for D&D) modularity of 3E’s version… “taking a level in _______” simply wouldn’t have worked in 4E, with so much of the class’s base abilities in their features and with escalating experience levels conferring such wildly differing benefits in terms of power levels.

But the system outlined in the core player book gave them a framework they’ve been building on, with the extra multiclass feats and with the “multiclass into a specialization” system they explored in Dragon with the article on different forms of professional killers. When these are combined with the Hybrid multiclass system, the possibilities for creating unique and interesting characters really grow.

9. Specific Powers

High level Invokers can get Hall of Thunderous Battle, which conjures a vision of a Valhalla-style celestial brawl. The mechanical effects are a sustainable zone in which your allies’ defenses are bolstered and enemies are continually pushed back round by round, after suffering damage in the initial burst, but it’s a cool description. They can also get Apocalypse Form The Sky, in which a giant celestial fist comes down and slams the ground. Those who take the “miss” damage are thrown clear of the area and fall prone. Those who are hit end up falling ten feet into the giant crater the fist smashes out… not a zone, not a temporary effect, Not A Clone, Not A Dream, Not An Imaginary Story™. Bigby’s Fist, meet The Hand of God.

Avengers can get the Cataclysmic Duel power, which is a basic fuckload-of-melee-damage power that has the after-effect of making it so that each blow exchanged between the target and the Avenger sends out shockwaves that knock people around. This can work against your allies, but its purpose is to isolate the Avenger and the target. On the opposite end of the spectrum is March of Doom, which lets you move the target 5 squares from where it starts, teleport to it, teleport all your allies within 5 squares to adjacent positions, then make an attack that does five times weapon damage and knocks the victim prone. Let the beating commence.

At a lower level, Avengers can get Dervish Strike, an encounter power that on top of damage lets you slide the target 5 squares… each of its allies you can slide it into has to resist your attack with Fortitude or be knocked prone. Bowling time!

Level 29 Clerics can get Breath of the Stars, a blast that does damage, pushes 5 squares, and dazes (save ends). Allies caught in the blast regain their surge value, unless they’re dying, in which case they heal back up to bloodied. If ever there was a power designed to turn the course of battle around, this is it. Enforced Surrender dominates the target, and when it manages to save, it ends in a state of prostration that grants all allies +5 to hit and damage against the target until its next turn.

On a boring but practical level, Clerics’ level 22 Utility choices include Heal, which simply restores all HP to one target, Mass Cure Serious Wounds, which gives all allies in a burst five twice their surge value, and Revive, which targets anyone who’s below bloodied, up to and including someone who died within the space of an encounter. It restores them back up to their bloodied value without penalty.

Paladins’ last utility choices include Return to the Living, which despite its name can only be triggered if you drop to 0 HP or below but don’t immediately die. It restores you to 1 HP and lets you spend up to four healing surges… four healing surges being 100% HP. Failure Is No Option teleports each ally in a burst to an enemy and restores 15 + Charisma modifier HP to them.

For attack powers, Discipline The Unruly is a three times weapon damage attack that has the automatic effect (i.e., you don’t have to hit) of making it so that any enemy within 5 squares that attacks an ally takes 4d6 radiant damage and is blinded for one turn. This effect can be sustained! Spurn The Unworthy lets you “slap down” a foe, doing similar damage, switching places with them, and knocking the target prone. It also has the effect of adding another die to you basic melee attack damage for the rest of the encounter. Used in conjunction with a Leader who can grant free basic attacks on a regular basis…

Paladin’s big powers include Devastating Surge, which lets you spend a healing surge to heal an ally and strike one creature to do damage equal to your surge value plus your Strength modifier… likely doing 50 damage in a stroke. Name of Awe is a close blast 5 that does 5d8 + Charisma modifier damage, immobilizes and weakens the targets until they save. It sanctions every enemy in the blast.

These are just a sampling.

10. World Mythology

One of the things I expected to care the least about. I’m not into the D&D default setting… I’ve ended up using their deities by default so that players would know their options… but woven throughout the books, starting with tiny threads in the original core books and picking up a bit in the PHB2, there’s a coherent world myth that is very appealing. The story really takes off in the sidebars of Divine Power and the fluff text of some of the paths, with promises that it will be continued in Primal Power. I won’t spoiler anything. I’ll just say that their mythos is suitably mythic.

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Math: I has it.

I can’t believe I’m still hung up on Divine Challenge, but I’ve had it stuck in my head and wanted to do the math to see if my suspicion that an ignored Paladin is doing more damage than a Ranger attacking with at-wills would prove correct.

It turns out I am right, whether it’s at level 1 or level 30.

First, assume both are using d8 weapon and have maxed out their relevant hit attributes. At level 1, a Paladin using Enfeebling Strike is going to be doing 9 damage on an average hit, 4 from the weapon and 5 from Charisma. The same Paladin’s going to be doing 8 damage to a creature that ignores Divine Challenge. A Ranger using Twin Strike is going to be doing 4 on each of two possible hits, as Twin Strike doesn’t include attribute damage.

If we assume that they have a 50% hit chance (which they could very easily have at level 1, with weapon proficiency bonuses added in), then the ignored Paladin is going to be doing 8 + (9/2) damage every round, or 25 damage every 2 rounds. The Ranger’s going to be doing (4 / 2) + (4 / 2) damage, or 4 damage every round, 8 damage every 2 rounds.

The Ranger’s Twin Strike will land an attack more often than the Paladin’s Enfeebling Strike, because it gets two attacks per turn… but if a monster’s ignoring the Paladin’s Divine Challenge, that benefit disappears.

As they go up in levels, each additional attribute plus they gain will benefit the Paladin in damage on both the Divine Challenge and the weapon strike, but not the Ranger’s weapon strikes. Each magical plus on their weapons will increase both the Ranger’s weapon strikes but not the Paladin’s Divine Challenge, but by the epic tier, the Paladin’s Divine Challenge damage will be 6 points higher anyway (equivalent to the largest bonus from a magical weapon) as it goes up every six levels.

Assuming level 30, +10 bonus from relevant attributes and 1d8 +6 magical weapons, and assuming Weapon Focus feat (+3 to damage from weapon) just to skew things to make the weapons as important as we can, to the Ranger’s benefit:

Paladin’s going to be doing 19 damage on an ignored Divine Challenge and 28 points of damage on an Enfeebling Strike (2d8 for epicness = 9 damage, +10 Charisma, +6 magical enhancement, +3 for Weapon Focus. Assume a 50% hit rate (very generous assumption for level 30 foes) and that works out to 14 damage per round from this attack. 33 damage, Paladin.

Ranger’s going to be doing 18 (edit: First time I did this I put 28 for the Ranger, forgetting that Twin Strike doesn’t do attribute bonus damage) points of damage on each hit from Twin Strike, same calculations as above but without the attribute bonus. That works out to 9 damage per round from each on a 50% hit rate. 18 damage, Ranger.

The actual hit rate will be lower than 50%, but that only skews the advantage even more towards Paladin as the 19 damage remains untouched by a drop in hit percent. At a more realistic 30%, the Paladin’s averaging 27 points of damage every round that it’s ignored, compared to a Ranger’s 10. 17 points of damage difference. The difference between the two is… considerable.

Wow. I don’t know how anyone thinks the Paladin’s Divine Challenge damage is meaningless, if not sheer pigheadedness.

[Edit To Note: I first started doing this up while half asleep and forgot about the Ranger's Hunter's Quarry power, which adds approximately 3 points of damage to the before-hit-percent calculation at level one and 10 points of damage to the before-hit-percent calculation at level thirty. That's per round, not per hit... Hunter's Quarry can only be used once per round. Not nearly enough to make up the difference, but enough to make the Ranger seem a bit more attractive given the comparison.

It's actually kind of interesting to note that the Hunter's Quarry will, on average, deliver less damage on a hit than the much-scorned Divine Challenge does... Sneak Attack will deliver, on average, about as much. It seems by the "logic" of those I'm refuting, these abilities themselves must be negligible.]

I said before that the Paladin goes from doing Defender damage to Striker damage when ignored… but mathematically, it’s more like the Paladin becomes several Strikers. And again, the monster can end this situation at any time by attacking the Paladin… it can knock 19 damage off every round in a situation where nobody else is going to be doing that much damage.

And each time the Paladin hits with Enfeebling Strike, the monster takes a -2 hit penalty, and each time it attacks someone other than the Paladin that’s challenging it, it takes a -2 penalty for the Paladin’s mark, for a cumulative -4, which means that it will take it that much longer to drop the Striker, and during that time it will be taking full damage from both of them. If it managed to take out the Paladin first, not only would it have avoided taking 19 points of damage a round the whole time, but it would be able to attack the Striker without either penalty.

One of the anti-Paladin contingent could make the point that the Ranger’s hit rate could be buffed by a Cleric using Righteous Brand with +10 attribute bonus to give the Ranger a much larger hit chance, but this would only apply to one of the Ranger’s strikes and it would also be a poor use of it, given that Paladin does more damage on a single hit with Enfeebling Strike.

A Rogue using Sly Flourish (which adds both Dexterity and Charisma damage modifiers), with +10 and +8 in the relevant attributes, a 1d6+6 weapon, Weapon Focus, and getting Combat Advantage for Sneak Attack every single round (not unlikely when the monster is sitting there ignoring a Paladin on its flank) would be hitting for an average of 54 damage per hit, or 27 damage per round at the generous 50% hit rate and 16 at the 30% hit rate. We’ll go ahead and say it’s 40%, though, because we’re assuming Combat Advantage. 21 points.

Total damage with 5d6 from Sneak Attack is only two points more than the Paladin’s Divine Challenge damage alone. Even if the Rogue has a crossbow or rapier, it’s not going to make up the difference.

(Note that the same people who say that Divine Challenge doesn’t do anything also claim there’s no reason for anyone to move around during combat. If the Rogue can do +5d6 damage every round from positioning, don’t you think the monster would move?)

Even if the Paladin rolls 1 for every single damage die, the ignored Paladin will be beating the Rogue’s average damage.

I think this makes the case for Divine Challenge as clearly as it can be made… and this is absolutely going to be my last post on the subject of Divine Challenge, at least in terms of “Hey, it’s not worthless.” Because that’s not really a contentious point. I think the people who are ragging on it don’t actually care about anything except “proving” that 4E’s designers completely missed the mark so that they can feel better about not liking it. They choose to ignore the thing that makes Paladins work as Defenders and think that proves something.

30 Comments


Sign-Up Sheets Below; Please Read

Okay, if I’m going to get any games off the ground I need to do some organizing. Here’s the deal: I’m going to be running two separate game nights initially, one on Wednesdays and one on Sundays.

General availability from 8:00 PM central time to Midnight central time on a night is what I’m looking for. I’m not saying we’re going to play for four hours every session. That’s what I’m looking at to begin with and we can narrow it down based on when people are available. Go ahead and shout out if you’re available from 9, or until 11, or whatever. I don’t expect everyone to be available in every session, but please don’t say you’re available if for instance you have a floating day off that sometimes falls on Wednesday.

Note: I’m looking at Skype instead of Ventrilo. I haven’t made up my mind there, but if I Skype can support a larger conference than Ventrilo’s free version can I’ll be inclined to go with it. They’re both free to use and they seem to have similar system requirements so I can’t imagine either would be a deal breaker. Just mentioning that one of the earlier mentioned requirements may change.

I’m going to make two separate posts below this one called Wednesday sign-up and Sunday sign-up. Both posts will be short and sweet, and comments left on them should also be short and sweet. I’ll explain what I’m looking for in this post, and any discussion of that should be made in the comments on this post, as should any chatter.

Fair warning: I may delete stray comments on the sign-up posts, just so it doesn’t get cluttered.

I’ll be changing the time stamps on the sign-up posts so they show up below this one on the page, just so there’s no confusion. If you’re reading this post, they will appear below it on the main page. If they don’t, give me a minute and refresh.

What I need is a comment stating any caveats on your availability, and one specific character you might like to play as. You can put two if you honestly can’t decide between two or you want to give me some flexibility in building the groups. Make sure the email address you sign the comment with is a good contact email address.

I’ll see how many people sign up for each night… if there’s more interest than I have slots, I’ll make some choices but bear in mind that other nights may open up, and I may do one-shots in the future.

The game will not be starting this week. Possibly next week. It depends on how quickly the groups come together. I’m not going to put a deadline on signing up yet. It’s not quite first come first serve, but if you take a wait and see attitude I may end up deciding I’ve got enough people.

Minimum character information to include:

Character name plus race/class combo (Bob the Elven Ranger)

Bonus:

Race/class combo plus any relevant build info (Bob the Elven Beastmaster Ranger, with a hunting cat companion)

Super Bonus:

A concise description of the character concept. “Modeled after a witch.” is an example of what I mean. “Sort of a Robin Hood type.” is another example. “A questing knight.” works, too. Even “BRIAN BLESSED as an Inspiring Warlord Goliath BRIAN BLESSED” is okay. “He’s the great-grandson of a famous Paladin and he didn’t know it but one day he found an amulet and a voice spoke to him and said…” is too much.

Once we’ve got the groups arranged, we can have more discussion of characters so I can see what I get to play with have to work with. There will also be a general discussion area for general character ideas on this site in the near future. For now, for the sign-up sheets, I’m looking for brevity.

Note that your character need not be A Paragon Of Justice And Virtue™, but you do need to have some sort of broad motivation to do good that can be used to hook the character into adventures… or a broad motivation to seek adventure that can be used to hook the character in doing good. If not, then your character concept may as well be “the aptly named Sir Not Appearing In This Film”.

The games will employ a meta-setting that will help me incorporate any changes in the groups as we go, as well help explain a few things like the characters learning about the specific adventure settings at the same time as you the players do. Go ahead and conceive of your characters’ backgrounds in general terms of Generic D&DLand stuff. Once I know who all’s going to be playing as what, I’ll start tying it together.

Before the game starts, I’ll make a 4E Primer post that will include the things about the I think it’s important that everyone understands if they’re going to be playing for the first time. The first session will include some scenarios that will help people get used to the combat system before it’s important.


Notes on the Sign-Up Sheet:

Please don’t put two characters down if you have actually have a preference for one or the other. If you put two, I’ll pick the one I think will balance the group out best. If we end up with a wildly unbalanced group, I may ask people if they want to change, but otherwise, I trust my ability to create interesting and challenging scenarios for oddly mixed groups.

Please don’t put no characters down and/or say that you’ll play whatever I think is best or whatever the group needs. If there are more people than there I can reasonably accommodate, then it’s almost certain all four standard roles will be covered among them and I’ll just be picking the people who I think will make the best/most interesting/most manageable party. If I don’t know what you’re playing, I can’t fit you in.

If you’re really truly available for both nights, feel free to put yourself down for both nights (separate comments, in the appropriate place). If few enough people are available, there could be some overlap between the groups.

You can thank me for my consideration by being brief and including no extraneous comments on the sign-up sheets.

Signing up is letting me know that you’re available and interested. It doesn’t guarantee you a spot in the game. I think it would be groovy if somewhere between four and eight people signed up for each night and everything works out for everyone.

But just so it’s clear: this is not a public accommodation and it’s not even a business. I’m operating a private game that’s being privately hosted. If I do make choices, I don’t have to share my criteria and it may boil down to who I think would be most fun to play with.

I mean, when you get down to it, that’s what it is: play. I’m not going to do it if it’s not fun, and I wouldn’t expect anyone else to.

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Wednesay Night Session Sign-Up Sheet

Please comment below with the information requested in the big post above this one if you are available and interested in joining the Wednesday night gaming group. If you haven’t read the big post above, please read it so you understand the format I’m looking for.

Please do not make extraneous comments on this post. Confine discussion to the big post above. Thank you.

Update: I think I’ve got more than enough people now, so I’m closing the post to new sign-ups and I’ll see what kind of group I can put together.

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