Archive for the ‘Table Talk’ Category

Quick Hits

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?

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Fun With Fighters

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.

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Take a weapon, any weapon.

One of the original releases of Ultima III (the one that was ported over to the NES as Ultima Exodus) had a little bug in it: the game’s combat engine did not actually at any point make reference to the variable that tracked the strength of the weapon used to make the attack.

It might seem ludicrous to think that the designer and his friends playtesters could have possibly missed this, but it actually is pretty easy to figure out how it happened: say you’ve got a Wizard with a Dagger, a Thief with a Short Sword, and a Fighter with a Long Sword… and if the Wizard is the worst at fighting among the three, the Fighter the best, and the Thief is somewhere in between, then you’ll see the one with the Long Sword doing the most damage, the one with the Short Sword doing the second most damage, and the one with the Dagger doing the least damage.

By the time you’ve got the gold and experience to get better weapons… or you’ve found them… your Fighter has leveled up and gained in Strength, so by the time you give the Fighter the really good sword, reality seems to match your expectations.

Is this really that bizarre an idea, though?

Realistically, the damage done by an attack is less the function of the weapon used and more a function of each combatant’s ability… skill, strength, ingenuity, whatever. Is a knife less of a deadly weapon than a broadsword?

I mean, I have a broadsword up on my wall at home and I have knives in my kitchen. If kids got into my apartment and started messing around unsupervised, I’d be a lot more worried about the knives, which are sharp and designed to pierce and rend flesh with minimal effort, than the broadsword, which is more of a lever for multiplying force and focusing it across a narrow edge.

If I were a knight in heavy armor using my own lever to keep foes past arm’s length, I’d be worried about the broadsword, sure, but my point is that the broadsword is not inherently more deadly than knives.

Yet since time immemorial (or since all but the very, very oldest iteration of D&D, which is to say the same thing), roleplaying games have created a heirarchy of weapons according to the damage they do. This is a purely game mechanical thing, the sort of “mechanic disassociated from reality” that 4E is supposed to have foisted upon an unsuspecting gaming public. It was so that you could say the Magic-User only had d4 weapons and the Thief got some d6 ones and the Cleric could go up to d8 and the Fighting Man could have d10 and it would balance things out (yes, that’s probably a slight simplification of the old weapon lists, but only slight)… or in a computer game like Ultima, so that you an incentive to keep killing monsters to get more gold so that you could do more damage to kill more monsters.

Now, in 4E, the weapons still have different base damages, but they still cover about the same range: from roughly 1d4 up to some that do 1d12, with an awful lot of 1d8s. If you have a big two-handed weapon that does 1d12 damage, you’ll do more with a basic melee attack than someone with a 1d4 dagger.

How much more? The math is easy: three times as much.

Except that you’re both adding your attribute bonus to your damage. In original flavor D&D, attribute bonuses topped off at +3, and if you weren’t fudging your die rolls , there was less than half of one percent of a chance that you’d have that much on your Strength. You had about a 20% chance of having a +1 on your Strength, though, so let’s be charitable and say our two example characters are doing 1d4+1 and 1d12+1.

Okay… still only a little less than three times as much damage.

If these hypothetical characters find magical weapons that give them a whopping +3 on their damage, we have 1d4+4 and 1d12+4… no the gap has closed a little bit so that Dagger-User is doing half as much damage as Greataxe-User.

Let’s compare this to 4E. Attribute bonuses are easier to come by, and you’re likely to have anywhere between +3 (if you make a very well-rounded character) to +5 (if you make a narrowly focused character) on the attribute you use for most of your attacks… which isn’t necessarily going to be Strength, as they’ve tied each class’s attacks to the things that make them good at doing what they do. So let’s say a Rogue making Dexterity attacks with a dagger and a Fighter using a big two-handed weapon, and let’s say they both have +4 on those respective attributes.

Rogue is doing 1d4+4. Fighter is doing 1d12+4. Right off the bat, the fact that they are equally skilled at what they do has eaten a good chunk of the “lead” that the Fighter gets for using the giant lever. Each time they both advance their fighting skill (as measured by an increase in the attribute bonus), the lead shrinks.

And of course, the Rogue’s got the ability to inflict extra damage… Sneak Attack adds +2d6 to a skillfully executed attack, Sly Flourish adds Charisma modifier (+2 or +3, probably, possibly +4) to that attack. These bonuses are additive, not multiplicative. If the Rogue could get them with a weapon doing the base damage of the greatsword, they wouldn’t increase. This extra damage is all “from skill” rather than “from weapon”.

Now sure, if you’ve got a repeated strike ability or an attack that does a multiple of the weapon’s damage on a single target, then the difference between a greatsword and a dagger gets multiplied, but those attacks remain exceptions rather than rules because they are limited use.

But even then, the designers have done the math so that other characters are going to have equivalent impact on a combat to a character doing “7W” damage on a daily attack with a d12 weapon. That’s game balance. And is it so unrealistic that a person with a skillfully wielded dagger kills orcs just as dead as one with a giant rage-powered axe? World War II was ended with a pair of atom bombs. World War I was started with a pistol.

For all that, a pistol is not an atom bomb. A dagger is not a greataxe. Different weapons have different uses. 4E recognizes this by making some small trade-offs in the stats, and then by making different attack powers work better (or only) with certain weapons. The weapon’s nature influences how it’s used in combat instead of dictating how well used it will be.

Of course, this makes weapons less a matter of getting the one with the most dice and more a matter of finding the one that suits your character, which is how I feel it should be.

So what’s the point of this post? It’s part my usual D&D 4E analysis/apologia and part preamble to design philosophy for A Wilder World. I’m looking at building a system where the primary concern behind a weapon is how it suits your character. I’m sort of bouncing between a very minimalist system where specific types of weapons are only a little more important than other visual details like hair or eye color and one that deals more with qualities than numbers. I’m more inclined towards the latter than the former, but I’m keeping the former in mind as a model of simplicity and playability that the final version should approach, even though it obviously won’t equal.

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Primal Time

The general arc of the 4E releases has been for them to improve in quality, sometimes drastically. The developers note this trend themselves and have declared Primal Power to be the best Power supplement yet. I respectfully have to disagree… I don’t think it quite matches the peak of Divine Power. I’m not even sure it surpasses Arcane Power. I’d rank it closer to Martial Power, I think.

Martial Power was the first Power book to come out, and it consisted primarily of new options that could have existed in place of the ones in the PHB. There were some new keywords, the Beast Mastery Ranger build was quite a bit from anything that came before… but really what it added to the game was diversity of options. It didn’t do much to make characters more complex or to open the game up in a new direction. It had nothing along the lines of Arcane Power’s arcane familiar feat or Divine Power’s divinity and domain feats. The fighting style feats introduced after the domain feats were dreamed for Divine Power would have fit the bill nicely, opening up a new direction for characters to specialize in that would flavor martial characters distinctly from others, but they were devised too late.

Primal Power is somewhat like that. It introduces (or canonizes, as they were already previewed electronically) tribal feats, which give a bonus that increases for each ally who shares it. That’s a nice way of getting a mechanical representation for that sort of bond. It’s nothing huge.

This is not to knock the book at all. It fleshes out the mythos behind primal powers… and I have to say that while I was underwhelmed by the default pantheon at launch, the more the mythology gets fleshed out, the better I like it. It contains a couple of pages on how to play each primal character. These sections were cited by the devs as being one reason they think this is the best Power book yet. Aside from being good characterization and gameplay guides for newbies, they help clarify some of the nitpicky stuff in an incidental fashion: yes, druids can talk while Wild Shaped, if they want to. No, there’s no rule that says your Spirit Companion or Wild Shape are always the same.

The new options are welcome as new options always are. The Druid ones are especially awesome: the Summoning Druid (already previewed) adds much, and the Swarm Druid is just cool and fits in well with the handful of monsters who use similar effects. They use as an example a Drow who can turn into a mass of spiders, but I’d like to make an Eladrin who turns into a swarm of butterflies. As a special effect, she could leave a few butterflies behind when she Fey Steps, which would then flutter on over to her new location.

The feats are really my favorite part of the book, though. I always enjoy seeing new feats, as to me they’re the best way to put a distinct stamp on a character. The lack of an awesome new “system” for Primal characters is somewhat made up by the large number of “any primal class” feats that really… primal up, for lack of a better term… your character.

There are new multiclass feats for each of the primal classes, which aren’t alternatives to the existing ones so much as enhancements… each one has the existing multiclass feat as a prerequisite and gives you another feature borrowed from the class, for characters that want to do more than dabble.

The class specific ones are nice, too. Two stand-outs for Barbarian: Hurl Weapon and Improvised Missile.

My favorite feats, though, aren’t tied explicitly to any race, class, or power source: Herbalist, Inner Compass, and Wild Sage.

Herbalist gives you a feat bonus to Heal checks used to treat diseases and gives you the Brew Potion ritual for free when you reach its level. This is a much-needed addition to the game, in my opinion: something to give natural healers a boost, and a way of making potions without being a ritual caster. It’s a great addition to an Artificer, to any alchemist character who is not also a ritual caster, and to anybody making a Ranger who wants to emphasize the “nature lore” aspect over the combat Striker role.

Inner Compass gives you a perfect sense of direction and lets you roll twice when you make a roll to navigate the wilderness or dungeon. Nice for any outdoorsy character, including anybody making a Ranger who wants to emphasize the “nature lore” aspect over the combat Striker role.

Finally, Wild Sage gives you a +5 feat bonus to Nature knowledge checks/monster ID checks and lets you use one (chosen when you take the feat) of three level one Natural rituals once per day without any ritual components: Dowsing Rod, Portend Weather, or Traveler’s Camouflage. Again, a great feat for anybody making a Ranger who wants to emphasize the “nature lore” aspect over the combat Striker role.

All the other classless feats in the book are the tribal ones, but those three are each a welcome addition in my mind. I just might have a character concept in mind that could use one or all of them.

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Ki focus, revisited.

Well, the final “production” version of the Monk has been put up now… not the full class, only one build, but with revision and tweaks wrought by playtesting and feedback.

As I hoped/predicted when the Assassin was unveiled, they have changed the Monk’s implements to work more like the Assassin’s, including the ability to use a ki focus. This replaces the enchantable unarmed strike.

At the same time, they have reworked ki focuses to be a literal object that is used to focus ki instead of something internal. This settles the question of how “unarmed enchanting” stacks up in the game’s magic item economy neatly and it also answers any confusion/arguments about whether enchanting an unarmed strike or an internal focus amounts to “enchanting nothing”… which kind of bugs me because I honestly think that argument is stupid, but I think it’s the better game design choice all the same.

Monks do no naturally retain the ability to use an unarmed strike as a weapon. This leaves me hopeful that the unarmed strike will be the focus (no pun intended) of the basic Monk multiclass feat, allowing an unarmed variant of any melee-based class with a single feat. If they don’t do that, they’ll have missed a major opportunity… though it would get stickier, I suppose, now that the “unarmed strike” is no longer the subject of enchantment. They’d need to include ki focus, or else using unarmed strikes for your Paladin or Ranger powers would stop being viable as soon as you got past the point where the rest of the party is using mundane weapons.

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Primarcane Archer – The Seeker

The latest character class to be previewed from the PHB3 is the Seeker, a Primal Controller. There are several surprising things about this.

First, unless I’m overlooking something, then this marks the first only the second time** time that a power source has been given more than one class to fulfill a role besides Striker. That’s notable in and of itself, but it’s doubly notable in that Controllers have been the least represented group… there’s only one Controller in the original PHB, and even now Controllers are the only role that don’t exist in every power source.

The concept behind the character is a hunter, so it would have been fairly easy to make this into the second Primal Striker class… but then, I suspect, it would have been difficult to distinguish it from a Ranger*.

Second, it’s a Controller that channels powers through weapons. That doesn’t bend or break the system, nor does it really have any unusual in-game implications (although if the Seeker is using a longbow, it does give this Controller the longest effective range of any character in that role), but at a meta level it shows that the designers aren’t letting themselves be pigeonholed by obvious assumptions that could be drawn from the initial examples of each role. While a Druid’s non-beast evocations are very spell-like and the Invoker is very much like a divine Wizard, the Controller role is not limited to “Wizard Types”.

I’m not going to give an exhaustive overview of the class as detailed so far, but one of the previewed at-will powers, Elemental Spirits, is both pretty much a perfect example of what an at-will power should be and a great power for adding some mystical/elemental panache to a multiclass/hybrid character using a bow (Ranger, Bard, Artificer). It lets you make a ranged weapon attack doing cold, fire, lightning, or thunder damage, with splash damage to all creatures who start their next turn adjacent to the target.

I say it’s a good example of what an at-will power should be because there will be situations where it is clearly called for and because it will retain its usefulness throughout a character’s lifespan. The ability to inflict different elemental damage types is more valuable as you gain in experience, which is why all the “elemental admixture” abilities are Paragon tier.


*On a related note, the existence of a bow-wielding Primal class gives people who want more nature-based Archery Rangers some more options: multiclass between Ranger and Seeker, hybrid between them, or just flat out make a character who is of the Seeker class but call yourself a ranger in-game, if that’s what you desire. Combining this with Nature Skill Powers… yeah, once again, I must say that PHB3 is going to represent a giant leap for 4E.

If I were to make a “Nature Ranger” character by hybriding Ranger and Seeker, Elemental Spirits would be my Seeker at-will, along with the Ranger’s Twin Strike. Really want to make sure you definitely do as much damage to a single big target or that you bring down the minion before it sounds the alarm/gets away/triggers a trap? Twin Strike. Need to get a cluster of enemies, take advantage of elemental vulnerability, make sure the Troll stays down? Elemental Spirits.

It’s useful, and the ability to pull out a fire arrow, ice arrow, or storm arrow at will really sells the idea behind the character


**Whoops, yes… as noted in comments, I forgot about the Bard and Artificer both being arcane leaders.

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DMG 2

I had a look inside the Dungeon Master’s Guide 2 last night. I didn’t have the money to buy it, but I wanted to get my hands on a copy and page through it the night it came out.

Monster Themes

…are way better than templates. Essentially, they’re a way of marking whole disparate groups of monsters as being allies/minions/denizens of a particular power/plane/group/what-have-you. There are a bunch of them included, mostly corresponding to several of the more obvious “villain groups” in D&D lore. Basically, what you get is a list of extra attack powers and a list of extra utility powers and you pick one from each for every relevant monster in a group/encounter/adventure to tie things together. Sometimes this represents an obviously supernatural element, and other times it’s simply a matter of giving the “tactic” power from a group of monsters to their allies. It’s easy to use and it’s flexible.

The thing that left me scratching my head for about half a minute was the fact that I couldn’t find any instruction about what this does to the experience value of the altered monster. It seems that unlike templates, it’s not intended to change it at all. Like a lot of things in 4E, a little thought revealed the logic. “Theming” a monster gives it different capabilities, not necessarily better ones. Giving them a different way they could attack isn’t the same thing as giving them extra attacks. In a lot of cases the themed abilities will work well with other monsters under the same theme but they won’t necessarily have synergy with the monster’s existing abilities.

This is a mechanical complement to “reskinning” a monster, in other words.

Boons and Grandmaster Training

The “alternative rewards”… i.e., itemless magic items.

Boons work almost exactly the same as magic items, except that they’re tied to worthy deeds. They either “expire” or level up after five levels… the same timeframe during which a magic item would grow obsolete. They are generally slightly weaker than a magic item in that they never give enhancement bonuses (there’s no “boon +1, boon +2″); the bonuses they do give are frequently typed as “item bonuses”, though, so as not to stack with each other and with side bonuses given by other items. When they include a Daily Power, it counts as an item power. Under the default rules, they cannot be bought or “crafted” and they take the place of a found magic item.

Grandmaster Training is similar to Boons, except as the name suggests it represents techniques that you learn from a teacher. Again, they function as “notional items”.

So, once again, Wizards’ designers have added a nifty dimension to the game without drastically altering the balance. This tendency of allowing players to “sub out” normal parts of their character’s advancement for other options is an interesting approach, but one that’s shown some pretty awesome possibilities so far.

Throwing Boons, Grandmaster Training, and magic items together into one campaign helps increase variety and let you stick to your character concept. If you don’t see your character as much of a “tool user” or someone who would rely on magic, you’ve now got ways to keep up at higher levels.

And if your campaign world just doesn’t mesh with the assumptions of frequent magic items, you can ditch them entirely and use Boons and Grandmaster Training.

The idea of existing items spontaneously gaining/revealing magical properties instead of new magic items being found is also revisited briefly in this section.

I had a moment right before I opened the book where I thought to myself, “Isn’t it a little bit weird that they’d put these in a DMG when magic items are all in player content books now?” Then I opened it and found that rather than giving exhaustive lists, there were simply some sample ones and discussion of how to make new ones and how to work them into your campaign. I expect that now that the concept has been introduced, we will be seeing Boons and Grandmaster Trainings showing up as appropriate in packaged adventures (they do work really well as story-specific things) and also that this will probably be a key feature of the next Adventurer’s Vault.

The samples did include one level three divine boon for each generic non-evil deity, which might just be the most portable player crunch to show up in a DM’s book in the new edition yet. I plan on making those ones available as standard options to characters in my campaigns… it’s like a delicious cherry on top of everything in Divine Power.

Advanced combat stuff.

A lot of the advice on running combats is the same stuff that seemed obvious and intuitive to me, including things like breaking big combats up into waves and granting what I’ll term “mini-milestones” at certain points in the midst of them. I’ve been doing that in my tabletop games since I started DMing, since I like big combats.

They also have come out with the idea of “terrain powers”, which basically amounts to formalizing the more interesting possibilities of stunts players could come up with from the terrain in a given fight and writing up a power card for it so you don’t have to stop and adjudicate it on the fly. They have generic examples: dropping chandeliers, swinging vines/ropes, triggerable avalanches/wall collapses, etc.

Companion Characters

The part of this that sounded the most intriguing from the preview… the mention of “picking a feature” to add to the character… turned out to be remarkably straightforward. Basically, you just decide if you’re turning the monster into a PC-style Defender, Controller, Leader, or Striker, and then they get a generic version of the basic class feature (healing surge trigger twice per encounter for Leader, extra damage on combat advantage for Striker, etc.) It sounded like there was going to be a list. Oh, well. It’s not like it would be hard to take the Rogue-style Striker feature and change it to something more Ranger-style if that’s what I wanted to do.

Actually, that’s a side point, but compared to previous releases, there seems to be a lot more “we trust you to fill in the blanks” in this book. Not that the previous books didn’t actively encourage DM customization and experimentation, but I think that between this book’s focus on mid-tier play and the fact that there are so many published examples of everything by this point, they expect DMs to be comfortable and confident with it.

Skill Challenges

The section on Skill Challenges is so… damned… good. The potential that was obviously there in the first DMG is fully developed. Things that were only implied or else not really fully fleshed out are explained in detail. There’s a lot of really good advice in it, basically.

Campaign Stuff

I’m going to echo at least one review I read somewhere and say I would have had more detail in the campaign section in place of the hurried write-up on Sigil: The City of Doors and accompanying adventure. They deal with different types of campaigns that are of an appropriate scope for Paragon-level characters: political, planar, etc., but they deal with it in passing.

There is a sense that they’re trusting that DMs who take on Paragon level play to understand this stuff which is kind of nice, but I think they should have tried to find a middle ground behind the hand-holding of the first DMG and this hands-off approach.

Anyway, that’s just an overview, based on a quick read-through. There’s more stuff in the book than that, including more practical things (loads of traps and interesting terrain stats, trap building, monster building 2.0, etc.), stuff on collaborative storytelling (they take it to extremes I wouldn’t be comfortable with in a game I run, but I approve of the theory), interesting sidebars, etc.

It’s definitely going to be a good buy, when money allows.

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Two quick hits from DDI material.

So, the Assassin is being released as a Dragon Magazine exclusive, which means we don’t have to wait for a future Player’s Handbook release to get the full power set… just two more weeks, as they’re doing one tier a week in the current Dragon. The Heroic Tier stuff is up right now… interesting stuff.

Shadow Powers are apparently being called “Hexes”, which seems like a good term. Here it helps emphasize the fact that Assassin-As-Class is specifically a shadow magic using “True Assassin”, as opposed to someone who simply is a hired killer.

The Assassin’s “Striker Power” is a shadowy shroud they can overlay on a target once per turn, piling them up to four deep. They can be cashed in for an extra 1d6 damage per attack but they must be declared before the attack is made, unlike Hunter’s Quarry or other similar abilities… they also do damage on a miss, with a “one shroud” penalty. Either way, they’re expended when used. So, it’s a similar benefit to most Strikers, but with different considerations involved.

The “Striker Mobility” power is impressive: Shadow Step. It’s an at-will teleport power that lets the Assassin move from a square adjacent to one creature to a square adjacent to another, up to three squares away. In keeping with 4E’s philosophy of easy adjudication, the description is that the Assassin is using the metaphysical shadow, the connection all beings have to the Shadowfell, to travel rather than stepping through a literal physical shadow.

I imagine a lot of people are going to be inclined to view a character with an at-will teleport even with those limitations as being an example of power creep, but in combat the action economy takes care of most of the concerns: the Assassin is still spending a move action to do this. Having one member of the party who can blip up to 15 feet with two other living beings to bridge the gap might simplify some chasm-crossing logistics, but only slightly.

Their Encounter Power class feature, Shade Form, will probably actually see more use as an out-of-combat utility power, as it allows the Assassin to essentially take advantage of the pre-errata Stealth rules (where you only needed basic cover or concealment to hide, and allies grant cover) and it can be sustained as long as the Assassin doesn’t attack. Essentially it allows the Assassin to flit around the edges of combat until the moment is right to strike… especially if combined with a feat that lets the Assassin lay shrouds without the target’s awareness as long as there’s cover.

The ki focuses work as previously described… not terribly surprising, given that the character is being released now and not in a long-distant book publication. Since I’m a fan of ki focuses, there’s no complaints here. The one thing I don’t think I touched on when I wrote about the Assassin before is their other implement possibility: any weapon in which the character is proficient… not just the fairly versatile list the class is proficient with to begin with. I think this is an awesome approach for two reasons. One is that it ties into the same idea as the ki focus: if you’re an Assassin, you can use anything to deadly effect. The other is that if there’s a particular weapon you want to use as a signature, a simple Weapon Proficiency or Weapon Mastery Feat is enough to let you channel your implement powers through it.

The last Dungeon Master 2 excerpt is up today, as well… the article on Paragon level campaigns. I predicted that if strongholds came up, this would be where it would be. To judge by the excerpt, the topic is dealt with only glancingly. Paragon Tier is where the designers assume that PCs will start dealing with castles and armies and politics, but they’re far more concerned with how that will affect adventure opportunities, potential quests, and roleplaying than they are with calculating the cost of a tower with crenelated battlements. I wholeheartedly approve of this tack.

With the last excerpt posted for DMG2 and the book coming out on Tuesday, this means that we’ll soon be seeing excerpts from Primal Power… once again I have to commend WOTC on their marketing model. With a steady release of new features on DDI and a steady stream of new books that have useful and interesting content, they’ve got a pretty good assurance of a continued income stream. I’d say I have concerns about how long they can keep it up, but the fact is that the books they come out with keep getting better speaks well for the immediate future.

4E at launch was a better designed game than 3E, and the things that needed fixing (Skill Challenges and Stealth rules) were patched pretty quickly… since then, they’ve focused not just on coming up with new and more powerful things for characters to do within the game system but on extending the system and making it better. The result is they’ve got a lot of really fertile ground left to explore.

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Well, they can’t all be gold…

…but even when they aren’t, they’re still pretty good.

The latest excerpt for DMG 2 to come out is on the monster customizing section. There’s the promising promise of updated guidelines for working with minions, solos, and elites… the original DMG’s rules were mainly focused on working with standard monsters, with rules for fudging them into solos or elites. Taking an existing monster and turning it into a higher level minion version… a useful way of keeping up with monsters that PCs have upgraded and one that was embraced by the Monster Manual in spots… was left up to DMs to puzzle out. So hopefully that will be better.

That’s a highlight among the highlights, but it’s in the “would be considered an omission if not included” category. The potential wow factor is themes:

Each monster theme provides a suite of powers you can draw upon to add to existing monsters or use when you create new monsters. You then create thematic links across encounters, even when using monsters that might not normally be associated with each other. The section also details nine themes drawn from D&D lore.

It would have been really cool if they’d included one such theme as the actual content sample… that would give us all some idea what to expect. Instead, they simply revisit templates, mentioning that templates can be tied into themes, and give us a new one: Beast of Demogorgon.

Now, I care even less about the default D&D pantheons of demons and devils than I do about the default gods… the default gods are convenient because they tie into player tools, but by the time PCs are fighting epic level threats there’s little excuse for using off-the-shelf stuff if you aren’t utterly wowed by the selection, and I’ve never been wowed by their “named villains”.

But still, when you cut the fluff, “Beast of Demogorgon” is a very useful template, as it lets you take any beast and make a rage-filled two-headed version of it. No, it doesn’t actually take all that much work to copy and paste a “double attack” power and also give the standard multiheaded resistance to stun… well, they’ve actually done less than that. The double bite power basically just says, “Make two standard bite attacks off one action.” and fills in a generic bite attack for those templates that don’t have one. There is nothing more to reflect the practical side-effects of having two brains… which is sad, in that a standard template that lets a beast shake off a stun would be another way of underlining out the holes in the “orbizards own” theory.

So all in all, tantalizing but underwhelming. The book comes out in a couple of weeks and I’m sure by now they figure that everybody who’s going to get it is has already made up their mind and they’re probably right. I’m sure that at some level they’ve got the formula down of making sure that there are enough tantalizing things mentioned in passing to give the customers a sense of urgency about the purchase.

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D&D 4E keeps getting better…

I was already really looking forward to the PHB 3 on the basis of the full publication version of the Hybrid rules alone. I could have been blah about any of the classes and races in it (and in fact, I kind of am, at least on the announced ones… I want the Monk to be full canon just because of the richness that an unarmed fighting class could add with the Hybrid and Multiclass rules) and still think it would be a great buy for those alone.

But now the first new Dragon article of the month is out, and it’s a doozy.

Skill Powers.

At each utility power level, you can now choose instead to gain a power based on using a skill you have in combat/moment-by-moment action circumstances. They have a sampling of three for each skill. I hope that’s just a sampling and there’s more. I’d hope that at every skill would have multiple selections at each utility level, but I doubt it will go that far since you already have the choice between your class utility powers and whatever skill powers there are. Even one skill power for every skill for every utility level would be a good start.

Heck, if it turns out that the three examples they list in this article are actually all that there is, it’ll still be a welcome addition to the game, though it’d be weird that some skills have their powers entirely within the heroic tier and some of them are mid-paragon.

But this is an awesome thing. It allows you to make your skill choices stand out more in how your character plays. It gives you yet another way to make sure your Dragonborn Charisma Paladin is not the same as that other Dragonborn Charisma Paladin over there. It gives you another way to add definition/resolution/shading to your character.

And you folks know I’m all for that.

Some of them are pretty clever, too. While a lot of them build on existing uses for skills… Rapid Escape lets you take Combat Advantage against an enemy you escape from using an Acrobatics check… some of them come up with entirely new ones.

There’s an Arcana Skill Power called “Arcane Mutterings” that lets you substitute an Arcana check for Bluff, Diplomacy, or Intimidate situation… picture an Artificer pointing a rod at a bottle of brandy and telling everyone to stand back because he’s triplicated its flammability.

Along similar cross-skill lines, there’s a Bluff Skill Power… a daily… that lets you cut the cost of any non-item-makey ritual in half and substitute your Bluff skill in place of the ritual’s actual skill. It’s the John Constantine school of wizardry!

The other two listed Bluff powers are also good. One is an entirely predictable feinting power… predictable in the sense that it’s such an obvious choice it would have stood out as a omission if it weren’t included. The other is Confusing Blather, which might as well have been called “Hello, I’m a kender.” Your speech leave your enemies in a close burst 1 too bemused to take opportunity attacks for the turn.

The Heal powers are pretty straightforward, but are a blessed boon to anybody who wants to make their character a trained healer without dipping into a leader class. There’s a designer’s note that if you’re already a leader, you’re likely giving up a choice of a better healing power to take them, but they’re good for anybody else who wants the healing.

The Intimidate powers listed are all pretty much what you’d expect, but there’s one stand out: a 10th level utility that lets you grant an ally a saving throw from a mental state like stun or domination. Is that not a perfect way to round out your “OH, GO WALK IT OFF!”-style Warlord?

There are History powers that let you substitute historical knowledge for Intelligence checks, or use the same to nudge an ally’s knowledge check in a positive direction, as well as an “Ah, this is just like when the General Whom I Didn’t Just Make Up used the Jargonite Maneuver at the Battle of Plot Contrivance” power that lets you respond to an enemy’s tactical movement by repositioning an ally away from them and granting a defense bonus.

There’s a Nature Daily level 2 encounter power that lets you substitute a Nature check for an Initiative roll when in a suitable setting, and gives everybody a defense bonus for one round. Another one is used for mounting and dismounting quickly… I really hope there are more dealing with animals. Man, I hadn’t even thought of it until I got this far in the article, but this… this is just what the game needed for me, for Rangers. More ways to connect a Ranger character back to nature.

Heh… forward observer type Perception skill that lets you direct an ally’s attack to target Reflex instead of AC, as well as a Far Sight one that lets you ignore range penalties and regular concealment and cover for one turn. Dang… that’s the same level as the Nature Sense power. Choices, choices!

Oh, yes, yes, yes… I just got to Religion (I made it halfway through the article before I started writing this post, so my responses from Intimidation onward are kind of live blogging) and they are all minor prayers. The Arcana Skill Powers presented are more practical demonstrations of arcane knowledge rather than actual magical stuff, which is fine… Wizardy types can already do plenty of magic in this edition. But these are sorely needed. Ways to invoke the gods without using up a Channel Divinity. Faith Healing goes under the heading of “not as good a healing power as a Leader could have), as it simply lets one creature you touch spend a surge, but any healing surge in a storm. Conviction lets you grant yourself a +5 to save as a minor action… very nice.

Hee, there’s a Stealth encounter that lets you grab cover from a ranged attack by using adjacent enemies. If the attack misses you, the attacker has to reroll the attack against a covering enemy.

There’s a note that Streetwise was the hardest skill to write powers for because it’s not conducive to combat uses. Looking at the powers, I think it’s clear they solved the problem by watching Disney’s Aladdin. The first one is even called “City Rat”.

First Thievery power is an at-will that lets you do an item manipulation as a free action once per round. There are a lot of items that let you draw specific items quickly, but this is more general use power. Damn. I’m going to end up with a character whose Utility slots are all full of level 2 Skill Powers. Well, I think that’s a sign of good design… since you never outgrow your utility powers, even level 2 ones should be useful at level 30.

Overall reactions:

There are no prerequisites for these powers except valid skill training, and every character has like between three and a million of those at level one. You don’t have to take the Skill Training Multiclass Feat to get these. I think this is a step in the right direction, as a lot of the previous ways they’ve added of diversifying/specializing a character had a double cost: spend a feat and trade in a class power. But the cost of having a Skill Power is simply not having something else.

These elements serve a lot of the same purposes that my Maneuvers idea did, though they do it by slotting into the existing power structure rather than adding it, which means that the game balance should remain about the same. I’m going to call that a plus. While my system would have altered the balance, it would be sloppy for a core game product to do so. They’re showing what can be done within the existing system.

Along those lines, I have to say that PHB3 is really going to be when the full potential of D&D 4E is shown. PHB3 is going to mark the “3.5″ moment of 4E in some ways… 4E in 2010 will be the same basic game as we had in 2008, but soooooo much better. And since 4E wasn’t broken to begin with, just missing some possibilities, it should be an incredible experience.

While Utility Powers are all formulated with the idea that they will be usable and useful in combat, many of them carry out-of-combat utility and even hints of characterization and character specialization that players and DMs alike could pick up on. A character with the Nature Sense power (the outdoor initiative one) could be expected to act more in tune with nature than someone who had the same Wisdom modifier and Nature training… and it wouldn’t be entirely out of the question for the DM to occasionally reflect that specialization in small ways. The Fast Hands Thievery power just changes what action type certain things are in combat, but out of combat, I think a character that has it would be justified attempting feats of legerdemain that would otherwise be impossible. The hand is quicker than the eye, indeed. The Snap Out Of It Intimidate power… well, I have only three words to say about that, and the first and last one are the same: SIR, YES, SIR!

I’ll no doubt find ideas to mine for A Wilder World here, even though a lot of what they’ve done overlaps with my own ideas. Also, because I like these, I might at some point try running a 4E campaign with the following houserule: At each level below a Utility Power level, you pick a Skill Power of up to the next highest level (so at level one, you get one.) At the normal Utility Power levels, you can either pick a class utility power or a skill power.

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