Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts

Saturday, August 18, 2012

Menzo"bore"nzan

Nice art work, nice artwork, not much else. The new Menzoberranzan book was very disappointing to me. As one of the few 4e releases I had  hopes. Splat books used to come with new monsters, new magic items, and least a feat or two, this does even have a theme. I skimmed the whole thing and didn't even spot a stat block. This book has: pages and pages of Drow households detailing the usual Drow depravities; Little thumbnail capsules of the districts without any adventure hooks; a Michelin guide to the shops and taverns of Menzoberranzan in case you are playing "silver and shopping"; a thumbnail guide to the underdark (this is almost interesting, but again no adventure hooks); and how to play a Drow (as you if wanted to play a boot licking, snivelling, conniving bastard, under the thumb of the murderous bitches of Loth and didn't know how [they've even got a card deck, sold separately of course, in case your not chaotic and treacherous enough on you own]).The old Menzoberranzan boxed set was reasonably good, if you want to know about Menzoberranzan get that one, or just read the Drizzt Do'Urden novels.

DON'T GET THIS ONE

GET THIS ONE
Menzoberranzan

P.S. Note to WoTC: If you want to sell stuff from your website don't bury the new releases four clicks down. Putting a link to the Menzoberranzan book on your Rise of the Underdark "Everything Drow" page might be smart also.

Saturday, July 21, 2012

Classes, Skills,Feats and Powers an analysis

Classes, Skills, Feats and Powers, Fourth edition Dungeons and Dragons has included all of these, and its beginning to look like fifth edition will also. Therefore, I thought it might be a good time for for discussion of their origins and purposes.

Class is of course the oldest showing up in 0e D&D. It for the most part a simple and straight forward way of distinguishing roles within the party. Chose a class and you have chosen your role. I feel many people turn to OSR rules to retrieve this simplicity. However, to me it has always felt arbitrary (of course I was always notorious for my 2nd edition Fighter/Magic-user/Thief characters). 3rd edition byzantine labyrinth of classes, prestige classes and subclasses I did not enjoy.

Skills are the next to show up, first as an augment to class in Empire of the Petal Throne, then as the only distinguisher in Runequest. I have always admired Runequest's skills only approach to character building, although starting skills and skill advancement proved challenging for me in actual play. The min-max'ers I played with made a total farce of Runequest, by trying to spot and dodge everything, and switching through a Swiss army array of weapons during combat to maximize their chances of advancement. Many online roleplaying games seem skill based as well (although tracking actual skill usage in computer games is much easier than than a table top game). I do like the Elder Scrolls Morrowwinds combing of class and skill by giving each particular grouping of skills a cool class name. Skills begin to creep into D&D with the late edition Advanced Dungeon and Dragons supplements Dungeoneers Survival Guide and Wilderness Survival Guide non-weapon proficiencies (people always have a bad reaction to these supplements, I always thought they plugged some holes which needed filling and were much better than the gamebreaking classes {*cough* cavalier} introduced in the prior Unearthed Arcana). 3rd edition of course has baroque plethora of skills with weird and arbitrary restrictions on which classes can take which skills (Pathfinder does not seem to fix this). 4th edition does a brilliant job of skill simplification reducing down to 17 skills, although they retain the arbitrary class restrictions. However in 4th edition I miss both the craft and profession skills for making stuff, and think the four social skills (bluff, diplomacy. intimidate, and streetwise) a bit redundant (especially since they are all charisma based).

Feats, although foreshadowed in point buy systems such as the Fantasy Trip and Fantasy Hero, come into full bloom in 3rd edition. At first glance they just seem like a extra something that is reasonably harmless. However with hundreds of them, some are so poorly written that they are just the loophole required to turn a cleverly min-maxed character into to a total game wrecker, things like a sixth level bard with +30 diplomacy, or a druid capable of turning into a Stoper and ripping the arms off of Bluespawn Godslayers (O.K. it was an 18 level druid). 4th edition the feats are a little more controlled, but still remain the pry bar for total game wreckage. I also see everyone taking the exact same feats, so as something to act as a distinguisher between characters (I believe that was their original purpose) they are a total failure. If I was writing 5th edition they would go away.

Power are new with 4th edition, although they were certainly foreshadowed in computer games, and bear a strong kinship with spells which have been around since the beginning. It is perfect solution to the inequality power between the exponentially increasing power of 0e spellcasters, and the linear power increase of the 0e fighters. Now rather than waiting around while the spellcasters mow down the ravening hordes, the melee specialists have some explosive fireworks of their own. I do have some problems with 4th edition turning down the room clearing powers of prior edition spellcasters (this is usually downplayed by making the monsters come at the players in evenly paired groups, but does make the hundred orc rushes of 0e to 3e {usually manned by my warhammer fantasy army} a thing of the past). All in all powers (I like to think of them as fighter spells) were a decent addition to the game (I mean why should magic users have all the fun?).

In summary: Classes good for their time but obsolete, Skills good in small quantities with strict controls, Feats no thank you!, Powers good but need to be balanced. So my ideal game is a game of skills and powers (with perhaps cool class names for different mixes). Since 5th edition seems unlikely to head in this direction I guess I'll have to write my own.

Sunday, April 8, 2012

H is Halls of Undermountain

O.K. so I am not really doing the alphabet thing, I am lucky to to post once a week let alone 26 posts in a month (By the way I did think the Tekumal project was doing an awsome job with their alphabet post introduction to the world of Empire of the Petal Throne, but then they have a big weatlh of marterial to draw from). I wanted to instead post my review of the new 4th edition supplement "Halls of Undermountain". One might think that this yet another attempt by WoTC to cash in on past glories by slapping the name of some old favorite on random shlock to boost sales (Witness the re-release of "The Tomb of Horrors", yes the tomb is in there but its EMPTY!?). However  "Halls of Undermountain" is actually pretty good and somewhat true to the end-of-first edition orginal . It contains the entire first level of Undermoutain and 79 keyed rooms for encounters (unlike the little tiny piece of undermountain detailed in the 3.5 edtion "Return to Undermountain). It even has RANDOM TABLES to fill the rooms which are not keyed. Although I have not yet pulled out the old first edition boxed to do a room by room comparision, the new encounters do include many mysticaly wacky but deadly tricks and traps that are characteristic of the first edition. Unfortunately it also contains some of the "no, you can't dissamble the trap and rebuild to use it against montser, because it only works in this room, Why? because the DM says so." I found so objectionable in the first edition. It has also gone back to a old school format for presenting the encounters, by simply giving a page reference in the monster vault for each monster in the encounter (thank God, if they had tried to lay out 79 enounters with a battle map and detailed stat block for everyone this book would be 500+ pages and weigh a ton). For those who like plot there are three adventures strung together. However, these plots are accomplished by roaming the dungeon, and there is very little to keep the players from wandering off on their own. Unfortunately once they hit fifth level their ability to wander down to the 2nd level is limited, because this supplement only cantains level one. Given WoTC production schedule, I will have to wait a least six months for 2nd level, and probably and enternity for the twisted caverns of level 4 (I have been waiting for the twisted caverns ever since they decided to jump to 5th level in the second boxed set, I suppose I could write my own twisted caverns since there is actually part of a map in "Return to Undermountain", but I have always wondered what Ed Greenwood put in his.) All in all I think that "Halls of Undermountain" is one the best 4th edtion supplements I own, and I am eagerly awaiting the chance to try it out on some unsupecting victims er. I mean players ;)

Thursday, October 14, 2010

Death 4e Style

Well it actually happened! I actually killed a character in 4e, and not some low level but a 15th level wizard. Here's how how it happened:

For some weird reason all my friends highest level characters seem to be wizards. So here they are running through one of the new second season Living Forgotten Realms high level modules (to those unfamiliar with LFR it seems after getting their feet wet with softball mods the LFR writers have stepped it up a notch with killer mods) with a party composed of three wizards and a druid/assassin. They are in the last encounter fighting a solo elite with a couple throw-away 100 hit pointers (against the wizards 100 hits will last about a round and a half). Luckily the solo elite has a few trick up his sleeve, like an interrupt that teleports players attacking allies next to him, a recharge on a 4,5,6 6d10 encounter attack, and a +4 vicious weapon that does an extra 4d12 on crits and action points (Trust me an actual 15th level player swordmage is going to have all this and more). So after the wizard attacks one of the 100 pointers, the elite solo whip the wizard out to the center doing a bit of damage, and hits the wizard on his turn with the encounter, at which point the wizard is down to 2 hit points. Being the kind of DM I am and having played 4e long enough to know that most players can come back from 2 hit point to maximum in a single round, what do I do? I action point. What do I roll 20!? Well the wizards not dead until minus -42 so there's still a chance as crits base damage is only 36, but then the extra 4d12 get rolled 1 point, 2 points O.K. so far but then a 9 and a 12 for a total of 60 points. Game over! Of course 4e players are not used to death so the player storms out of the room complaining about viscous DMs, Evil adventure writers, and claiming he's selling all his 4e books on e-bay never playing again, before his fellow adventures can explain they have a scroll in their pocket that will bring him fully back, or the druid/assassin can crank out three 100 point crits in a row to bring the elite soldier down.

I think I played the encounter as the rules allow and the writer intended, but having angry players always leaves a sour taste in my mouth. So what do you think? Should I play the dice as rolled , or fudge the damage so he is at -41 unconscious but still alive, or not have used the action point in the first place? She-who-must-be-obeyed points out that since a mere 3 points would taken him out the crit would have been far better spent putting 60 points on the druid/assassin and represents a total waste of 57 points, but that's just the way she rolls.

P.S. Due to the fact that this is the weekend for Con-on-the-Cob, level 1 of the Ruins of Thetra Mage college may not appear until next Friday.

Saturday, November 21, 2009

Welcome to the Jungle

Well here goes! After reading reading numerous blogs and forums I have decided to start my own blog. This blog is dedicated to role playing games, their mechanics, ideas for DMs, and whatever else I decide to post. Current role playing games I am playing include Dungeons and Dragons (both 3.5 and 4e) as well torchlight, Ultima Underworld and Ultima Online on the computer. I have been playing Dungeons and Dragons since my Senior year in high school. I have been DMing Dungeons and Dragons since the little white box in the plain brown wrapper came in the mail from Lake Geneva. Strangely enough I was first introduced to Dungeons and Dragons by a computer game (not the one you think, it was called pedit5 [google that for a blast from the past]). Over the coming weeks I'll try and post some of my wisdom from my years of DMing; Notes and Strategies from the games I am running currently (An ongoing intermittent campaign with folk I have been DMing since 1985, and a monthly rotation running Living Forgotten Realms at the local game store) and games I am playing (Living Forgotten Realms and two different post apocalyptic 4e edition games of grim futures [what is it with kids these days? I don't remember being that gloomy]), I'll also be reviewing games and modules from my extensive collection (Including both Palace of the Vampire Queen and a first edition pre TSR Pharaoh). I'd continue to ramble further but she-who-must-be-obeyed reminds me it is time to do the imbuing (Ultima Online skill leveling work is never done). I'll be back soon
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