Archive for the ‘4e D&D’ Category

Feather boat, leveled

Wednesday, January 25th, 2012
This entry is part 9 of 13 in the series wondrous items, leveled

Raven Feather Boat: if a dead person is put at the helm and the boat is sent adrift down a river, it will, after several hours, take all inhabitants to the shadowfell.

This feather boat’s power is discovered only when the PCs find the one black feather on the swan boat’s body.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but we don’t yet have lots of examples.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

Feather Boat of the Northern Mists: While the feather boat is in motion, the boat’s steersman may use a minor action to render the boat and all its passengers invisible. If the boat stops, or any of the boat’s occupants make an attack, it becomes visible for the next five minutes.

The northern barbarians know the secret test which must be performed to unlock this special power.

Swanmay boat: Besides a feather token and a boat, the token can also take on its true form once a day for up to an hour: a swanmay, a fey woman with swan wings. The swanmay can fly, has defenses of 26, and, if hit, returns to token form. In swanmay form, the token is under no obligation to follow orders, but may help the PCs if she trusts them. In swanmay or boat form, this token can speak elven and common.

The boat’s swanmay form is discovered only when the swanmay first chooses to show herself.

hybrid roll and pointbuy

Monday, January 23rd, 2012

4e expects you to have around an 18 in your best attribute, and a decent secondary attribute. This is very predictably achieved with point buy. 4e is big on not having a single bad roll torpedo your character.

On the other hand, point buy usually leads to your non-class stats being predictably bad. Every single barbarian has a low Intelligence. That means D&D cannot properly render Conan the Barbarian. In a game like Dungeons and Dragons, that’s just about as big a failure as I can imagine.

4e point buy generally gives you a 20, a 16, and a bunch of 10s. You know what’s boring? A bunch of 10s. For the most part, non-class stats aren’t very important for power and balance, but they are important for roleplaying variety.

I really like the 4e Gamma World approach, where your main 2 stats are 18 and 16, and you roll 3d6 down the line for your other stats. Sure, they’ll probably all be pretty close to 10 or 11: but the door is open for the occasional pleasant surprise or hilarious disability.

So here’s my proposal: it introduces a little power creep, but hey, we’re late in the edition here.

Interestingly, the following two stat arrays have the same point cost:
a) 18, 14, 10, 10, 10, 8
b) 17, 16, 10, 10, 10, 8

So, to let’s do this for starting characters: take either
a) 18 in your primary class attribute and 14 in your secondary attribute: roll 3d6 straight down the other attributes; or
b) 17 in your primary class attribute and 16 in your secondary attribute: roll 3d6 for the rest

Now you might just end up with a strong, tough, dextrous, canny barbarian like Conan; or you might get a Raistlin wizard with a hilariously weak Constitution. You probably won’t. You’ll probably roll a bunch of 10s and 11s. But here’s hoping.

5e Playtest Report Generator

Friday, January 20th, 2012

enworld posted one-sentence playtest reports from designers Monte Cook and Bruce Cordell:

  • “Playtesting in the Lost Caverns of Tsojcanth. My dwarf just slew a lurker with a well-timed crit to save the swallowed paladin.” – Monte Cook.

  • “Playtested in the Lost Caverns of Tsojcanth. My cleric burned several downed trolls before they could finish off the unconscious paladin.” – Bruce Cordell.

  • One of the posters at enworld, 1Mac, noticed that these sound suspiciously like a Mad-Libs-style 5e playtest tweet generator.

    Inasmuch as I have a wheelhouse, random generators are my wheelhouse, so behold the

    Playtest Report Generator

    Repeat until the new edition is completely pieced together!

    changes for clerics in 5e

    Thursday, January 19th, 2012

    Now that we’re sure about 5e, the dark mutterings from Mearls and Cook’s Design and Development columns seem more fraught with meaning.

    Here are some interesting passages from Mike Mearls’s The Problem of Clerics:

    The party needs healing, only the cleric can provide it, therefore someone must play a character they might otherwise prefer to avoid. The simplest, though perhaps most difficult, solution is to make healing no longer mandatory.

    … Such a change would require a substantial examination of almost every facet of the game. Something like 4E’s second wind starts to point in a direction you could go, but you’d also have to look at monster damage, character attacks and spells, and the structure of a typical adventure. …The key to this change lies in making healing optional, so that players can embrace whatever role or class they like best.

    That’s pretty much the same as what Rodney Thompson said later:

    I don’t think ‘requiring someone to be a healer’ is a sacred cow, but having healers in the game is. I wouldn’t want to see D&D do away with healing, but I don’t think there’s anything keeping us from exploring a version of D&D where players can simply play anything they want, ignoring concepts like role and function when putting together their party. To do so, we would need to take a serious look at the way player resources are allocated in D&D, and make some adjustments to the assumptions behind the design of everything from adventures to encounters to monsters.

    From this, it seems to me that the D&D guys already have an idea for making healing optional, and “something like 4E’s second wind starts to point in a direction you could go.”

    Possible solutions that fit this bill:
    a) everyone gets all the second winds they want: if you want to spend your turn healing, you lose a turn (thus, healing has an opportunity cost). Clerics heal other characters, so they don’t provide extra hit points: they manage the opportunity costs.
    b) D&D finally separates wound points and barely-avoiding-calamity points into two separate pools. Maybe clerics are required to heal wound points, but everyone can recharge their own luck points.

    It’s interesting that both Mike’s and Rodney’s quotes talk about reexamining (and changing) fundamental assumptions about D&D. It sounds like the designers have their hands on a New Idea. That doesn’t sound like the Old Editions Simulator that some of the other 5e PR is promising.

    The other possibility is that the designers are just wrong about having a fix for healing, the way the 4e designers were wrong about solving the five-minute workday.

    the dwarf class in 5e

    Sunday, January 15th, 2012

    My guess: D&D Next will reintroduce “dwarf”, “elf” and “halfling” as classes, along with wizard, rogue, fighter, and cleric, so we’ll have the same stable of 7 classes that we had in Basic D&D.

    Legends and Lore seems to be where Mearls floats 5e ideas. Check out this passage from the Legends and Lore article Head of the Class:

    You could even collapse race down into the core options: The dwarf could be expressed as a core class, a fighter progression that focuses on durability, defense, and expertise with an axe or hammer. The core elf uses the multiclass rules to combine fighter and wizard, and the core halfling uses a preset rogue advancement chart. Choosing race could be part of the advanced rules…

    It could be that this was just Mike hypothesizing about the advantages of a “core” and “advanced” section of the rules. However, it could also suggest that, at least at some time in 5e development, the 5e “core” contained class races.

    My other rather wild speculation about “core” is that it will be released under an OGL-type license, while the “advanced” rules might not be. This would let third parties make 5e-compatible products while making Wizards IP lawyers happy.

    Cool dungeons in books

    Friday, January 13th, 2012

    The Frost Dungeon

    They descended for a long while. The stair spiraled down with no terminus in sight. The light seemed to lead them. The walls grew damp, cold, colder, coming to be covered with a fine patina of frost figures.
    Roger Zelazny – Dilvish, the Damned

    I like the idea of sensory details, like temperature, informing a dungeon, and there are a lot of dungeon tricks that can be done with ice, especially if one of the PC is a fireball-toting wizard. Furthermore, if the PCs are defeated in an ice dungeon, they’re sure to wake up hanging upside down from the ceiling just as a Wampa beast shows up for dinner.

    The Star Labyrinth

    “As for myself, in my early years I beamed through the star-labyrinth many times. Why, once I accompanied Priestess Poogli all the way to–”
    Emil Petaja – The Nets of Space

    Just as the ocean is a dungeon, space can be a dungeon. Let’s say that each star leads only to 2-3 other stars (because of stargates, distance, spice, or some other such nonsense). The PC’s space ship, spelljammer, or astral kayak is essentially plying a space dungeon, with planetary systems as rooms and navigation routes as corridors.

    “The Star Labyrinth” is also a cool name. As cool as Princess Poogli? Hard to say.

    The Drowned City

    Riding along the fringes of this wild place, Orisian could see, faint in its misty heart, the ruined towers of old Kan Avor. The broken turrets and spires of the drowned city rose above the waters like a ghostly ship on the sea’s horizon.
    -Brian Ruckley – Godless World: Winterbirth

    A half-submerged city is not a completely unique adventure locale: many platformer video games have a water dungeon where you have to pull levers to change the water level. It’s still a cool spot, and if the PCs have to do some dangerous diving to get to the entrance of a half-submerged tower, you can give them some interesting challenges on the way up the tower: a time limit based on holding your breath, for instance. Another fun aspect of amphibious adventuring is that swimming PCs can easily escape water-only enemies, like sharks, and air-only enemies, like birds. You can use this to introduce some difficult puzzle enemies: if the fight is impossible, the PCs can easily submerge, or emerge, to safety.

    5 Things I Want From 5th Edition D&D

    Tuesday, January 10th, 2012

    If 5th edition has cool dragons like that, sign me up!

    So in case you’ve been asleep the last 24 hours or so, Wizards of the Coast announced that they are working on a new edition of D&D. Now, unlike about 90% of the blog posts I’ve read concerning this, I actually really liked 4th edition D&D. I would say it’s not only my favorite edition of D&D, but really my favorite overall RPG (if I were forced to choose!), and that’s saying a fair bit since I own and have played dozens of them.

    However, that doesn’t mean I don’t think 4th edition is without its flaws. I just think they are a bit less structural or extreme than many of the other bloggers out there. So with that in mind, here are 5 things I’d like to see from the 5th edition of D&D:

    1. Less Reliance on Magic Items: Others have said it, and I will too. I don’t want receiving magic items to feel like fulfilling a boring power curve. I don’t want to hit level 6 and have to start wondering where my +2 sword is already. I think the key to making magic items cool and magical and not intimately connected to the overall balance of the game is to remove the enhancement bonuses entirely (or restrict them to only a +1) and give them other cool qualities. So maybe I can get a cool flaming sword that lets me do fire damage or a piece of armor that let’s me negate damage once per encounter. These types of qualities could be quite powerful, and I am fine with the game assuming that you should tend to have, say, 3 magic items of X power by level 10, but I don’t want to feel like I HAVE to have them to keep up with the math as I level, and I do want to feel like they’re special, which probably also means fewer magic items overall. In short, it would be awesome if there were no “slot” that I absolutely felt required to fill.
    2. Faster Combats: I love the nitty gritty of choosing powers and optimizing my turns in combat. 4th edition combat is a blast in that regard. But it’s too damn long. 4+ hour combats are not uncommon, in my experience, which means an entire session can go by in one combat. I’ve made house rule changes in my games to lower monster HP and increase damage, which has helped speed up combat A LOT, and I would love to see something similar reflect in the rules of the next edition. At the same time, I don’t want to see the kill-fests of 3.5. I remember combats in 3.5 that took an hour or two to resolve and yet somehow were still over in the course of a couple of rounds. I think the ideal combat would be 5-10 rounds, present plenty of interesting tactical decisions, and be over in an hour or so. I would be open to something more radical, like a system for handling different types of combats: super fast combats that take 15 minutes or less to resolve (and yet still have a sense of danger) and longer “boss style” combat that take an hour or two and are reserved for climactic battles. (more…)

    Dust of Appearance, leveled

    Wednesday, January 4th, 2012
    This entry is part 8 of 13 in the series wondrous items, leveled

    Cullen’s Dust of Appearance Any creature who enters the Dust of Appearance’s zone will sparkle. invisibility will be impossible, stealth will be at -5, and removing the sparkles requires either a wash or an extended rest. While sparkly, subjects leave a glittery trail that can be easily followed.

    My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but we don’t yet have lots of examples.

    While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

    Adso of Melk’s Dust of Appearance of True Thoughts
    When you sprinkle this dust on a page of text, handwriting appears in the margin, annotating the author’s true thoughts as he or she wrote the page. The new text is in the author’s handwriting, in a different color of ink. If the document was written in good faith, no new writing appears.

    If the author is alive, you must make a wisdom, intelligence, or charisma attack against their will in order to see their thoughts appear on the page.

    Adso’s dust is especially handy on diplomatic treaties and self-serving revisionist histories.

    Dust of False Appearance
    When this dust is sprinkled in a zone, in addition to its other effects, 1-3 illusionary monsters, of random type, are “revealed”. With a minor action, the dust’s owner may grant move actions to all the monsters. The monsters disappear if they are attacked or leave the zone, or at the end of five minutes.

    rituals and alchemy as daily powers

    Monday, January 2nd, 2012

    Using money to restrict the use of rituals and alchemical items doesn’t work particularly well: the D&D designers have admitted this and aren’t exploring the ritual/alchemy design space much these days.

    Here’s how I intend to fix the issues in my game:

    1) Rituals and alchemical recipes are daily powers. You get one free use of each ritual/alchemical recipe you know. You automatically prepare the ritual, potion, or whatever during each extended rest.

    During the extended rest, you can decide to prepare more than one use of the ritual or item: each extra use will cost you the item’s normal cost.

    2) Rituals and alchemical recipes are given as treasures. Just as most magic items aren’t sold in magic shops, most rituals and recipes are long-lost prizes awaiting brave adventurers. Low-level parties will have access to only a few, while high-level parties, with access to lots of rituals and consumable items, will have a lot of versatility.

    Rituals and alchemical recipes will be sharable among anyone who meets the requirement for using them. Knowing a recipe lets you create any version of that item of your level and lower: for instance, if a level 7 character knows the recipe for alchemist’s fire, he or she can create level 1 or level 6 alchemist’s fire.

    3) There will be some common rituals and recipes. Just as characters can buy Common magic items like +1 swords, they will be able to buy well-known rituals and alchemical compounds.

    Common rituals:
    -All level 1 rituals
    -Enchant Magic Item
    -Brew Potion
    -Linked Portal
    -Raise Dead

    Common alchemical items:
    -All level 1 items
    -tanglefoot bag
    -alchemical silver

    And for fun, here’s a new alchemical item:

    Glowgas: Glowgas is stored in a vial, and thrown at enemies the same way holy water is. It has the same cost, range, and attack bonuses as holy water. It can also be applied to objects.

    On a hit, the target takes no damage, but is surrounded by a swirling golden light. The target casts dim illumination within two squares, and has a -2 penalty to Stealth checks and all defenses. A creature or object in a glowgas cloud can be seen even inside a zone of darkness.

    Once a turn, the target may spend a minor action to try to dissipate the gas: this allows a saving throw. Otherwise, the gas does not disperse until the next rest.

    The glowgas recipe is used by dwarven drow hunters, and is only shared with those who prove themselves enemies of the drow.

    7 feasts and 6 fasts

    Friday, December 16th, 2011


    “Did you not know that Lord Dillan is also a healer? He has taken the Inner Path, been a disciple of the Forest, with the Seven Feasts and Six Fasts behind him these many years.”
    -Andre Norton, Star Gate (1958)

    When I saw this as a descriptor of someone’s rank in a religious organization, I thought, “If he underwent a feast or fast every time he leveled up, that would put him at level 14 or higher.” Level 14 is pretty high in any edition: it’s around the time when someone should be world-famous.

    The “Seven Feasts and Six Fasts” has a nicely ritualistic sound to it, and it dovetails with D&D spell lists, which already contain Heroes’ Feast and Traveller’s Feast. We just need a couple more feasts and fasts and we have some nice rite-of-passage flavor for clerics: and we have an in-game way for people to describe character level.

    You might be able to base a cleric build around this – someone who gets a little class feature every level based on the feast/fast undergone. The actual ability might be on a fixed schedule, or shuffled, so that one cleric gets the Feast of St. Cuthbert ability at level 1 (maces can be used as holy symbols) while another doesn’t get it till level 10.

    Holiday project: Come up with some feasts and fasts, along with the mini-power they grant!