Sunday, Sunday, Sunday!

After a three week absence, the Sunday game is ready to resume tonight at 8 o’clock Central. Screen Monkey server is online for anyone who wants to test their connection out early… your characters are still saved, though, so there’s no need.

If you happen to be online reading this, please give a shout to let me know you’ll be there. I already know one person who is not going to be able to make it, so I’d like to get an idea of the crowd.

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Wednesday game is online.

If you’re lurking in late, give me a holler on Skype and I’ll add you to the conference call.

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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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Wednesday Roll Call?

Just a reminder to everybody in the Wednesday group that tonight I’m back and ready to resume play. If you’re in the Wednesday group and happen to be checking the site today, please comment and let me know that you’re around.

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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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Sunday Game Cancellation

Unfortunately I’m having some problems with my desktop (I think it’s time to find out if Screen Monkey can run in Ubuntu) that I might have time to fix, except I’ve just been reminded of a family event I can’t miss.

So, I’m afraid there’s no Sunday game this week. And as I’m going to be away from my computer the next two Sundays, that means the next game will be on September 1920th. I should have a working computer solution by then.

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Shock & Aww

The ideas keep coming. The heroic adventure game now has a name: A Wilder World, or AWW, because every fantasy roleplaying game needs a catchy acronym.

Awwwwwwwwwwwwwwwwww…

Formerly I was thinking of just calling it Heroic Adventure Game, so that people could call it HAG… but as the idea morphed from making a generic/modular fantasy game to making something actually interesting, that seemed less and less compelling.

What shifted me from thinking about a generic adventure game to a more colorful one was coming up with races. I started with what has been established as the “iconic” fantasy races, but I started taking them in different directions from their roots in order to differentiate them from D&D and other fantasy games.

For instance, while I love the Eladrin and Gnome designs in D&D for making “fey races” actually mean something, I obviously didn’t want to make a race of teleporting elves… so I decided to make the signature ability of Elves being the ability to put on a glamour. This decision led me to the interesting idea of making it so that the “High Elf/Wood Elf” divide exists purely in the mind of common human folk who have seen elves in both their somewhat short, rustic-looking natural appearance and the tall, haughty, dazzlingly beautiful glamour form.

This decision along with other interpretations of races began to suggest the shape of a world, especially as I started reaching out to add other archetypes that D&D had missed.

One of the original (though it owes as much intellectual debt to the same lender as our now-traditional Elves and Dwarves do) races I came up with is briefly detailed below. I’ve left out the stat minutiae, as it’s not anything like finalized and would require more explanation.

The Exemplar Talent is not something possessed by every member of the race… it’s a Talent selection that exists only for the race in question. Someone who takes it


Ancients

Magic flows freely around the edges of the Wilder World, wrapping around it like the ocean encircles an island. From time to time, a consciousness that inhabits this vast ocean will grow curious or bored and put on mortal flesh for a few years or a few eons. The forms these timeless beings adopt invariably reflect their nature, appearing to be quite old but retaining the spryness and energy of youth.

The wise old hermit who lives on top of the mountain, the wandering meddler with the wide-brimmed hat and the staff, and the stoop-backed crone who is said to haunt the woods all may be such spirits made flesh.

Luminous Being: When an Ancient is reduced to 0 HP, they may choose to cast off their damaged flesh, vanishing back into the ether from whence they came. This can be done even if the wound would otherwise have been fatal, but in any case it must be done when HP first drops below 1. An Ancient who makes the decision to linger in hopes of being healed or making a recovery is trapped in the flesh and in danger of dying with it.

An Ancient who vanishes in such a fashion may re-enter the mortal world at any point up to twenty-four hours later, reappearing either at the place that holds the fondest attraction for them in the mortal world (i.e., home) or in the presence of a person who means a great deal to them and longs for their presence… for example, a loved one or a fellow adventurer who really wishes they had their semi-immortal wizardy friend back before they run into something really nasty.

Once an Ancient has returned to the land of the living in this fashion, they cannot do so again unless their spirit is guided back using the same means that mortals can sometimes make use of to recall their departed friends. The vanished Ancient is diffusely omnipresent, so a resurrection ritual can be done anywhere.

As an alternative to returning or resurrection, a vanished Ancient can be remade as a Spirit Being. The “new” character has the knowledge and memories and personality of the “old” character, as they are both one and the same. The Spirit Being character should be of the same level that any new character rolled up for the game would be, and can either use the same Talents and Abilities or new ones. Whether the Spirit Being can ever again resume flesh as an Ancient again depends entirely on the GM’s fondness for revolving doors.

Ancient Aura: Once per turn the Ancient may spend an action to radiate an aura. By doing this every turn, the Ancient can maintain the aura as a continual presence. The aura either helps allies or hinders enemies, depending on its type. At level one, the Ancient can radiate one type of Aura. Other types are gained at various experience levels.

Some examples of the choices:

Aura of Calm: Within the aura, clear heads prevail. This aura can be used to mitigate angry responses (from a diplomatic faux pas, for instance). In combat, allies within three squares who have not yet attacked during the combat gain a +3 to all defenses. Allies who have attacked but do not attack on their turn can gain a +1 to defenses until the start of their next turn.

Aura of Flame: Within the aura, allies are warmed and natural fire is protected from the wind and rain. In combat, any normal damage suffered by enemies within three squares becomes fire damage.

Aura of Majesty: In combat, any hostile action against the Ancient by an enemy within three squares who has not been attacked by the Ancient since its last turn takes a penalty of -3 if the enemy is adjacent, -2 if the enemy is two squares away, and -1 if the enemy is three squares away.

Ancient Exemplar Talent: Because an Ancient’s body is formed of their spirit and that spirit is magic, Ancient Exemplars enjoy a certain flexibility that mortal races don’t. When making a melee attack, casting a Spell, or using an Invocation, Ancients can use the highest number from among their Body, Spirit, and Magic scores in place of any of the other three. For all other purposes, the attributes retain their separate uses. Taking the Ancient Exemplar Talent qualifies you for Natural, Holy, and Magical Abilities.


Note: “Spirit Being” is another race that can be used to represent a ghost or something like the 4E Shaman’s Spirit Companion… a spirit with visible and somewhat substantial presence. In theory, any character that dies could be remade as a Spirit Being, especially if they have some great task to fulfill that would keep them around. It just seems like a particularly obvious transition for an Ancient.

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More on the heroic adventure game.

The nebulous (less nebulous now, especially after a somewhat connection-impaired Skype conversation with Gamingdragon) roleplaying game for which I conceived of the d12 mechanic I described below didn’t actually start with a combat mechanic… it started with some thoughts on character generation.

Of all the things I didn’t like about 4E at first glance, Rangers and Rogues stood out quite a bit… Rangers especially. Rogues hadn’t been called “Thieves” since two and a half editions before, and at least Rogues had numerous utility and attack powers that tied into the old school “Thief Skills”, but it bugged me that they and to a greater extent Rangers were now defined entirely by fighting styles.

Sure, all Rangers were trained in one of the two environment/survival skills, and Rangers could pick a small amount of utility powers that fit the wise/cranky mentor archetype, but the essence of a Ranger had been altered from any sort of connection to nature to “uncommonly good with a bow” or “with apologies to R.A. Salvatore“. There was no room for a character who’s a peerless tracker and outdoor survival expert but who uses a longsword and a shield.

Of course, there sort of is: make a Fighter, take training in Nature. The Background system makes this easier, as you don’t even have to spend a feat: declare that your character grew up in the forest and now you can take Nature as a class skill. Oh, yeah, you still need Perception for tracking. Well, take Perception off your Background and then take Warrior of the Wild feat. Fighters can already get plenty of synergy from a decent Wisdom, so it’s not like you’re going to suck at these skills, and now that you’ve got Warrior of the Wild you can scoop up any Ranger feats or Paragon Paths that help round out your character.

Of course, that all goes back to the point I’ve made before, that 4E lets you make a wider array of characters than a first glance reveals, though sometimes it’s a matter of sticking to your concept and treating the class names as metagame labels. If your concept of a Ranger is more like Beorn than Aragorn and you miss the nature spells, play a Druid and call yourself a Ranger.

Hybrid rules compound the choices and make actual class names matter less.

But at first, this really bothered me… and even after I got my head around it, I was still sort of philosophical about it. Prior to falling in love with 4E, I was a fan of classless systems… point-based ones like GURPS. With a flexible enough mind and a flexible enough GM, you could make a GURPS character who can do all the neat stuff that a 4E Wizard or Warlock or Warden or Druid or Swordmage can do, and a lot of other stuff besides. But it takes longer to make characters in a free form system like GURPS, and with the cool stuff not spelled out or defined for you… well, I never would have thought to make someone quite like the Warden in a fantasy setting, myself, but now that I’ve seen the concept I’m intrigued by it. Likewise the Swordmage… I mean, the basic idea of someone who channels magic through a sword is pretty obvious, but the specific execution…

It’s nice having pre-made things, is my point.

It’s also way easier to get a whole group of people moving on D&D characters, and if they’re not already fully conversant with the system it’s easier for them to understand what they can do in terms of making a character and what that character can then do in the game.

So at some point, before the Hybrid rules were out, I started thinking about ways to split the difference, and after sitting down and thinking about all the different things that “Ranger” and “Paladin” can embody, I came up with the idea of a game system where you would pick three “paths” (as I called them at that point) that would be roughly analogous to D&D 4E’s Class Features, and these would be attached to ability trees like the class power levels in 4E.

Over time of bouncing around in my head, this basic idea morphed quite a bit. Paths became Talents (it always bothered me, the idea that you were moving on three separate paths at once.)

The ability-trees-tied-to-talents changed quite a bit, becoming a list of powers in three tiers and relating to the three types of Talents instead of directly depending on specific ones. The three types being Natural, Magic, and Holy (yes, my roots are showing there, but it’s a natural and sensible division… D&D is the first fantasy roleplaying game, and the original three classes were Fighting Man, Magic-User, and Cleric).

If you have any Natural Talents, you can choose Natural Maneuvers for your Active Abilities. If you have any Magic Talents, you can choose Magic Spells for your Active Abilities. If you have any Holy Talents, you can choose Holy Invocations for your Active Abilities.

I’ve broken from D&D 4E’s idea that all powers use the same mechanics regardless of the source… using Spells are one step more complicated than using Maneuvers, and Invocations are simpler than both of them.

I started compiling lists of Talents and Active Abilities (and Passive Abilities, analogous to D&D’s feats… apart from not wanting to bite D&D’s naming style, the name “feat” bothers me since so few of them in 4E are actually things that you accomplish/do), first as hypothetical “this would be a good way to represent archetype x” and “this would be a good thing to have”, and then with actual tentative mechanical descriptions. My post about a Maneuvers system for D&D actually fed into this quite a bit. A lot of what I compiled for that was around the general power level I’d want for Simple Maneuvers, Spells, and Invocations.

If you wanted to make a sword-and-board fighter whose abilities all come from skill and strength of arm and equipment, you could take the very simple and straightforward Armor Talent, Weapon Talent, and Shield Talent. If you don’t picture your character using heavy armor and giant shields, you could trade those talents for Mobile Combat Talent and Defensive Fighter Talent, to make a character who’s more about maneuvering and parrying/dodging. You could trade any one of those Talents for a bit of magical flavor or divine favor… and while Armor, Shield, and Weapon Talent all give appreciable bonuses to using those types of equipment, they aren’t prerequisites for anything, so if you want to make a holy warrior and it takes more than one Holy Talent to fit your vision, that doesn’t mean you can’t also use a sword and heavy armor.

Each race in the game has a main special ability that’s broadly equal to a Talent (except Humans, who get to pick a fourth one) plus some small and flavorful bonuses, and an optional Racial Exemplar (Elven Exemplar, Dwarven Exemplar) Talent that turns their vestigial bonuses into something more substantial if they choose to take it. Just as with D&D 4E plethora of racial feats, there will also be racial-linked Passive Abilities you can pick to represent that your racial abilities are more pronounced or better developed.

You would gain more Talents as you gain in experience, not every level but at regular intervals. As I currently see it, you’d eventually end up with 3 more than you started with… the same number I originally arrived at for what it takes to bring a decent character concept/archetype to life. Thus, you can truly “doubleclass” if you want, having your sword and board fighter turn into a competent wizard. Or you can develop your original concept further. Or you can go for a total jack-of-many-trades.

Active Abilities, as I previously said, fall into three tiers, which I’m dubbing Simple, Complex, and Heroic. They are roughly analogous to D&D’s At-Will, Encounter, and Daily Powers, though with different conditions on their use, especially for Heroic ones vs. Daily Powers. You start out by picking 3/2/1, and you do gain more of each of them as you level. Under the current scheme I see, the eventual total you’ll have is 6/12/6. You gain new Complex Abilities faster because you pull them out a lot more often than you will Heroic abilities, and I see the fact that they have more limited uses (both in the sense that you can use them less frequently and that more of them are situational) compared to Simples meaning that a large number won’t be overwhelming or wasted because you keep using the same one or two over and over again.

The accumulation of Active Abilities and the ability to use Complex and Heroic ones more often would be a large part of your character’s power growth as you gain in experience… the math of the system won’t change all that much, but your character will be able to do more stuff more often.

Then there are the Passive Abilities, which are like 4E’s feats, and just like them, they exist to shade in your character a little bit more… modify an ability in a particular direction, add a bit of flavor, give you a small bonus in line with your chosen concept. They can help add “resolution” to your Talent choices.

The weakness in this system is the number of choices you have to make… that’s a strength for some people, of course, but I’m sure it’ll seem daunting to some when it’s all laid out, especially as this hasn’t even gotten into non-combat stuff, or the specifics of attributes (though they’re pretty simple.) After discussing it with Gamingdragon, though, I think that the essentials are pretty easy to grasp, my long-winded rambling notwithstanding. I further think that when it’s all laid out in an organized fashion, the choices you make at each step will help suggest where to go next… your mix of Talent types will limit which Abilities you look at, and further they’ll help suggest certain ones. Any distribution of this system would also include a guide to making the common fantasy archetypes, giving pre-generated characters that could easily be customized.

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