Archive for December, 2009
Quick Hits
Posted by AE in Official Business, Table Talk on December 18th, 2009
Yes, I have a working computer… I’m anxious to start gaming again, but I’ve got a lot of worky-stuff I need to get caught up on, next week is the holidays for us Christian-descended folks, and then I’m going away for three weeks. So, in other words I’ll be making a “Who’s in? What’s up?” post in about a month.
Dragon has started publishing some Class Acts stuff either with less fluff. Yay! While I like things like new, more specific wrinkles for Warlock pacts or particular schools of Wizardry, “Here’s some shit for Assassins.” is nice, too.
One of the new articles for today is called “Familiar Power”, full of new familiar-foo, including Wizard spells that gain additional effects when used in conjunction with a familiar… including a Utility spell that teleports you to your familiar’s location, turning them into their passive state in the process. That’s something I’ve had as a homebrew idea for a while now, so I was glad to see it become canon.
The new D&D book release for this month, The Plane Below, is a deeper look at The Elemental Chaos… I don’t see any great need to own this book personally, but I’m glad it exists and I love what it portends. Manual of the Planes is still my least favorite book among my D&D 4E collection, and the one I would objectively rate lowest in quality even compared to books I have no interest in like the campaign guides. I said at the time it came out that individual books were the way to go. I will definitely be picking up any Feywild and Shadowfell supplements when they come out, and will look at an Astral Sea one to see if it catches my fancy.
(Which it might… especially if they do more with the Spelljammer influence. Update: The cover of The Plane Above shows a Githyanki at the helm of an astral ship, with another one visible in the background. Here’s hoping.)
Possibly notable: The Plane Below makes mention of elemental wizards called “sha’irs” in a possibly apocryphal origin of the genasi. This was a magic-user kit in the 2E Al-Qadim setting. This is actually the second mention of an Al-Qadim character type I’ve seen recently… a write-up on Avengers mentioned the classic “old man in the mountain”-style holy assassin build from Al-Qadim. Is it too soon to hope that Arabian Adventures might be making a surprise post 9/11 comeback?
Fun With Fighters
Posted by AE in Table Talk on December 1st, 2009
I love the Class Acts feature in Dragon. The fluff parts, which usually describe some organization or guild or school, don’t interest me that much. It’s the new player content that interests me. By the same token, I love the [Class] Essentials feature, not so much for the optimization and strategy bits but for the new powers and feats, which serve to fill in gaps in the possible applications for a character class.
Between these two columns and other odds and ends, the game grows incrementally, with each addition ultimately serving to make character creation more flexible and allowing characters to be more tailored to a specific concept, without dramatically altering the game itself.
A case in point is the new Class Acts: Fighter article, which serves up a brief description of a school of fighting that emphasizes flexibility and familiarity with multiple weapons.
It contains one new feat, Weapon Master, which allows you to extend the benefits of Weapon Focus and Weapon Expertise (both of which are prerequisites) to all your proficient weapons. It’s a good feat… useful but not overbalancingly powerful. It might be tempting to compare it in terms of “Wait, so you can get expertise and focus with every weapon a Fighter can use by taking three feats?”, compared to spending two feats per weapon… but realistically, you can’t use more than two weapons at a time and in the absence of a feat like this there’s very little reason for a Fighter to not focus on one weapon. By itself, it makes a character who dual wields different weapons that much more viable by saving them a feat. They’ll still spend one more feat on weapon-fu than a character who uses a single type of weapon, and that’s without getting into weapon-specific specialty feats.
That’s the feat in and of itself. However, the article includes a number of powers with “Weapon Master” in their name. Each of them have the following mechanics: they allow the Fighter to switch weapons as a free action as part of the attack (sheathing and drawing a new one), and they have a variable special effect depending on whether the Fighter is wielding an axe, heavy blade, mace, or spear/pole. Suddenly being expertised in more than two weapons makes sense.
The remainder of the powers in the article come in two other categories: new stances, which seem to be particularly Defendery (upping the Fighter’s defenses or allowing the Fighter to take on risk/damage to protect allies and/or end the fight sooner), and shield maneuvers.
Taken together, the new feat and the power selections would allow you to make the flexible weapon master described in the fluff. But just as the real appeal of LEGO sets is in the way you can take the pieces from them and add them to your collection to make exactly what you want, so, too, is that the real magic of these articles.
Above, I mentioned the advantages of the Weapon Master feat for a dual-wielding character. While the Weapon Master powers let you switch off between weapons for free, they don’t require it. You could make a character who uses a mace in one hand and a sword in another, using a two weapon attack power for one at-will and the Weapon Master at-will power for the other. With the growing number of melee classes that have two-weapon builds, there are a lot more options here than just a Tempest Fighter.
And said character could still take full advantage of the weapon-switching properties of the Weapon Master attack.
And then, there’s the possibility of using the Weapon Master powers while still specializing in a single weapon… making the name and its singular case a little more literal. At level 1, the new at-will power Weapon Master’s Strike provides the equivalent of a new power specialized for any of four of the major weapon groups, with the quick-draw/quick-change effect as icing on the cake.
For instance, if you’re playing as a spear-and-shield Fighter, you could choose to ignore the fact that they’d also give different bonuses if you chose to use a sword or axe or mace, or keep one of those as a back-up weapon. A Hybrid Fighter/Rogue with Ruthless Ruffian talent could pick up a great positioning power for mace. Any Defender using a spear could benefit from the added “stickiness” of the spear’s effect under Weapon Master’s Strike, which allows an opportunity attack if the target shifts after being hit. Actually, since Fighters already have the ability to make an attack if an enemy shifts, other classes might benefit more from this. A Bard who uses a mixture of bow and sword powers and who has Combat Virtuoso could take one of the Weapon Master encounter powers in order to be able to switch from ranged to melee quickly in a pinch. Actually, that’s true of any character, but that’s one of the builds that will have the easiest time switching between bows and swords, stat-wise.
Even if 4E hadn’t brought improvements to the feel of other classes, it would win major points from me for actually making Fighters interesting.