Author Archive

the coming crisis: D&D edition

Tuesday, September 21st, 2010

Christoph at Free Spacer has a post wondering if technical aids (iPad apps, for instance) will lead to sprawling game rules. In general, my optimism is almost Pollyanna-ish, but I agree that this is something worth considering.

Pencil and paper RPG rules have opposed forces acting on them:

an urge towards simulation creates complicated rules, and
irritation with recordkeeping pares them down.

This iterative process (theoretically) removes dud rules that don’t pull their weight. It’s responsible for a lot of the evolution of the D&D ruleset. (Of course, “dud” is relative: some may argue that the 1e harlot table added to the depth of the game world, and the pared-down 4e skill list doesn’t provide enough scope for epic-level rope use.)
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Mazes and Monsters retro clone 7: beware of the sacrilege!

Monday, September 20th, 2010
This entry is part 7 of 34 in the series Mazes and Monsters

We last left off with Tom Hanks and his friends in the middle of a new, LARP-enhanced version of Mazes and Monsters. They just encountered a skeleton, so we should finally get a chance to see how they’ll handle combat so we can find out how that mechanic works, and… oh. Oh. They’re not going to fight the skeleton. They’re going to talk to each other. Roleplay.

Girl: Perhaps there is a clue hidden in the skull!
Hanks: (in a squeaky, panicked voice) Beware of the sacrilege!
Girl: Glacia the fighter is not afraid.

As Glacia the fighter approaches the skeleton, it is suddenly pulled up, out of the shot; presumably by a system of ropes and pulleys rigged up by Jay Jay, who, in addition to free run of the Theater Department and Anatomy Skeleton Department, apparently has the key to the Ropes and Pulleys Department. Either things are invisible when they are on the ceiling, or the characters can only see things in-frame, or Jay Jay’s system of ropes and pulleys pulls the skeleton down the tunnel and around the bend, because the skeleton, mouth flashlight and all, is now gone.

Showing bizarre and amazing lumination-location memory, Blondie says, “Look! where the light was pointing!”

Look! Where the light was pointing!


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D&Doubloons

Friday, September 17th, 2010

The last page of Heroes of the Fallen Lands is an ad for D&D Encounters. There are lots of D&D props lying around: candles, maps, gold idols… and Spanish doubloons!

D&D Encounters

Spanish doubloons

My guess is that this is paving the way for the next official campaign setting: 16th century Spain! What D&D player hasn’t dreamed of playing Don Quixote, or Pablos from Quevedo’s El Buscon, or Mendoza from Mysterious Cities of Gold.

And, as there are no more pages, we’re done blogging Heroes of the Fallen Lands! Back to one post a day for us.

More Essentials thoughts…

common magic items

Friday, September 17th, 2010

Here’s the list of common magic items in Heroes of the Fallen Lands:

Black Iron Armor
Magic Armor
Sylvan Armor
Veteran’s Armor
Defensive Weapon
Magic Weapon
Vicious Weapon
Magic Orb/Staff/Wand
Bracers of Mighty Striking
Shield of Deflection
Boots of Striding
Burglar’s Gloves
Diadem of Acuity
Goggles of Night
Helm of Battle
Amulet of Protection
Elven Cloak
Safewing Amulet
Belt of Vigor
Potions of healing/life/recovery/vitality

It’s not a bad list of simple magic items, although I think that the Vicious Weapon, which has one of the better weapon powers, will overshadow a lot of Uncommon weapons.

This is not the complete list of 4e Common items, by the way: the complete list, along with other Essentials rule changes, is here.

Uncommon Items

Also included (for fun?) are a handful of Uncommon items, which players can’t get except from DM loot drops. I’m not sure why they’re included in this book.

Orb of Insurmountable Force
Earthroot Staff
Wand of the Hunting Hound
Gauntlets of Blood

I guess these are in here so that wizards, rogues, and fighters can have something to salivate over. The cleric is playing a cleric, so he’s used to disappointment.

More Essentials thoughts…

friends don’t disintegrate each other

Thursday, September 16th, 2010

This level 2 wizard utility power from HotFL is a pretty faithful 4e interpretation of Charm Person, which has been missing from the edition so far. It doesn’t have 1e’s sliding duration based on the target’s Intelligence, which is sad, but on the other hand, it is explicit about what happens when the charm wears off. That’s something that always puzzled me ever since Bargle first Charmed me in the Red Box.

Instant Friends is kooky in that it doesn’t use an attack roll to judge success, but a saving throw. That’s fun because it gives a level-1 wizard a chance (although a small one) to make a friend of a level 27 Storm Titan. What the heck, why not give it a try? (Don’t bother with Orcus, though; he get a +5 on saving throws.)

Wow, a pretty potent utility power for level 2. This seems too fun not to take, especially since a wizard can hide this in their spellbook and bust it out when they aren’t planning to get into a lot of fights that day. I’m not sure how I feel about this; I get nervous when spells become available that risk trivializing skills (i.e. diplomacy), but then again the saving throw does make this pretty risky (though spell focus, as always, throws a monkey wrench into things).

Disintegrate

Yeah, but ONCE PER DAY, Emirikol. That’s a daily power. Let’s not go crazy disintegrating these townspeople.

More Essentials thoughts…

character sheet

Thursday, September 16th, 2010

Here’s the horizontal character sheet from Heroes of the Fallen Lands (click for a larger version):

Essentials character sheet

The character sheet can fit on one page, which is great. It will require you to write pretty small, though.

There are 26 lines for Powers and Feats, which includes Race Features and Class/Path/Destiny Features too, I guess, since there is no section set aside for those. The PHB character sheet had something like 70 lines for all that information, and it sometimes got crowded at that.

There’s no place to write down your Paragon Path and Epic Destiny.

There is quite a generous allotment of space for your Character Sketch, however! Hooray!

More Essentials thoughts…

cantrips

Wednesday, September 15th, 2010

First of all, I’m glad to see that, after a Red Box panic, Prestidigitation is among the Heroes of the Fallen Lands mage cantrips.

Second, I see that all mages get a new cantrip, Suggestion:

That seems like the sort of nonsense a mage of the Enchantment school would get up to, but apparently all mages are kind of skeevy like that. And wizards wonder why people don’t like them.

Apparently, once per encounter people like them quite a bit. While I like the flavor of suggestion and would definitely rub my hands together giddily at the idea of getting my hands on it virtually for free as a wizard, it does give me some pause.

Already, arcane characters have a lot of amazing ways to use arcana to substitute for many skill checks:

  • Arcane Muttering: A level 2 skill power that lets you make an arcana check in place of a bluff, diplomacy, or intimidate check.
  • Sorcerous Vision: A level 11 sorceror feat (that a wizard could multiclass into if they were so inclined) that allows you to substitute arcana for an insight for perception check.
  • Knock: A ritual that lets you use arcana +5  in place of thievery to open locked doors for the price of 35GP and 1 healing surge.
  • Seek Rumor: A ritual that lets you use arcana in place of streetwise to gather information at a +5 difficulty.

Each of these abilities makes me a little nervous, because while I recognize that skills aren’t the biggest focus in D&D, I like the idea of each character having a moment to shine with them (i.e. the rogue opening the crucial lock to break into the house, the ranger spotting an enemy hiding in the shadows, the bard making a clever bluff). It’s kind of annoying to imagine that with a few feats, powers, and rituals an Arcana-heavy wizard or sorceror could be AMAZING at common uses for no less than 8 skills (when you include arcana).

More Essentials thoughts…

nimble fingers

Wednesday, September 15th, 2010

A level 10 Rogue utility power from Heroes of the Fallen Lands:

Nimble Fingers
Minor action, Melee 1.
Prerequisite: You must have training in thievery.
Target: One creature
Effect: You draw one weapon that is sheathed or worn (but not held) by the target, stow a single item on the target, or retrieve a single item the target has stowed. If you are hidden from the target, the target is not aware that you have used this power.

The phrase that grabs my fancy is stow a single item on the target. Offhand, I can’t think of a combat use for for stowing a single item on the target, but I’m itching to stow. Rather than a complete tactic, it seems to offer a tactical hint or puzzle – a tactical building block – like my beloved mage hand. I hope some Essentials thief makes Nimble Fingers the cornerstone of an extremely irritating career.

More Essentials thoughts…

the utility of skill training

Wednesday, September 15th, 2010

The HotFL martial builds (knight, slayer, and thief) have a common schtick for their utility powers: most require training in a specific skill. For instance, the level 2 Knight’s utilities Battle Leader, Glowering Threat, Minor Resurgence, and Push Forward require Diplomacy, Intimidate, Endurance, and Athletics respectively.

I like this idea: it makes my skill choices feel a little less meaningless. Honestly, my dwarven fighter’s Endurance check does not come up that much. I chose it to match my character concept. It’s nice that it might get me an extra utility choice.

Some of the utility choices are executed better than others. Among the level 6 thief utilities, Hidden Blade has a Thievery prerequisite and Slip Aside requires Stealth. All rogues get Thievery and Stealth for free, so this isn’t much of a prerequisite.

Here’s a game: Guess the skill prerequisites for the level 6 Knight utilities, just based on their names. (To see the answers, highlight the section or hit Ctl+A.)

Knight’s Challenge intimidate
Helping Hands healing
Rapid Advance athletics
Dauntless Endurance endurance, good job!

More Essentials thoughts…

in Essentials, it’s a dominant gene

Tuesday, September 14th, 2010

Each class chapter is illustrated with some new iconic heroes.

Take a look at the iconics from the Fighter chapter: Lyriel, the elf knight, Fargrim, the dwarf slayer, and Shara, the human slayer. They all have something in common:
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