Rogue At-Wills

September 1st, 2010

With the Red Box, there are two new rogue at-will attacks and three exciting at-will utilities. I’m not entirely clear on how one gets the utilities since they don’t have a level requirement. In the red box, you get one automatically and get one of the other ones based on the general path you go down when making choices, so it’s unclear if non essentials builds will be able to grab them. Which is a shame for them maybe, because they are pretty neat!

Attacks first:

  • Bump and Run:This at-will is a lot of fun to use and seems reasonably powerful. Aside from normal damage, it allows you to push 1 on a hit. But it also has an effect (happens on a hit or a miss!) that allows you to move half your speed, making it a tempting option even on a miss for those halfling artful dodger rogues who are nigh impossible to hit with an opportunity attack. A good at-will that delivers always useful mobility!
  • Defensive Strike: This at-will doesn’t really excite me, but with an effect that gives a +1 power bonus to all defenses I can’t criticize it too much. Still, I can’t see using this too much over, say, piercing strike, which usually nets a +2-3 bonus to hit since it targets reflex. Then again, there aren’t a ton of rogue powers I would routinely choose over piercing strike anyway!

Utilities:

  • Nimble Positioning: Both the rogue builds from the Red Box get this power, which is great, because it’s awesome. A very simple power, this allows you to shift 2 if you are adjacent to an enemy to another square adjacent to an enemy. Perfect for setting up flanks if your ally is anywhere adjacent to the enemy.
  • Athletic Advance: This allows you to move up to Strength +1 squares, ignore difficult terrain, and gain a +5 bonus to athletics checks as part of the move. In the red box, sadly, this generally means moving 1-2 squares because most rogue builds aren’t going to have super high strength, making this of dubious quality. At higher levels with a Str/Dex rogue, I could see this being another handy at-will for a rogue’s arsenal and also one of this things players will always be trying to somehow sneak into a skill challenge! “I activate Athletic Advance again to make ANOTHER Athletics check with a +5 bonus!”
  • Acrobatic Maneuver: Similar to Athletic Advance, this allows the rogue to move Strength +1 squares, gain a +4 bonus to all defenses for the move, and enter enemy spaces for the move. Entering enemy spaces is fun, and since this is basically free for those rogues who choose this build, this is definitely a power I can see coming up from time to time and being fun to use. On the other hand, exposing yourself to an OA sucks even with a +4 bonus and tends not to be something players look forward to, so that will limit its use to when it’s really needed or can help with a crucial flank, I suspect.

More Red Box thoughts…

character sheets

September 1st, 2010

The Essentials Red Box comes with 4 character sheets. The sheets fit on one one-sided piece of paper! It’s roomy enough that almost 1/3 of the sheet is devoted to “character notes”. The last time an official character sheet was presented so tidily was, I think, the 1983 Mentzer Red Box?

It’s definitely a starter character sheet; you couldn’t get a 30th level character on a single page. There’s only 12 lines for “Powers and feats” and 9 for “Equipment and Magic Items”. Granted, a lot of powers and items might be offloaded onto cards, but still, a 30th level character has, what, 18 or 19 feats?

Also, there’s no place explicitly set aside for “Character Sketch or Symbol”? A TRAVESTY!

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Cleric At-Wills

September 1st, 2010

Clerics get some nice at-wills with essentials. Granted two of them are for Constitution based clerics, but let’s look at them anyway!

  • Storm Hammer: I almost passed this one over because it seemed like a lousy power that just does thunder damage and can be used with a charge. Then I realized that it targets Fort! Dude, it’s arguably better than the Rogue at-will power Piercing Strike! Even though Fort is more likely to be higher than Reflex or Will, this is still a great power to have available for use against skirmishers, controllers, and artillery. Plus, offering a wisdom cleric a decent way to charge is pretty nice too.
    Storm Hammer is also the keystone of the Thor cleric build, which is the only way I’d be excited about being a cleric.

  • Blessing of Battle: This power gives resist equal to the cleric’s Con modifier to the cleric or an ally w/in 5 on a hit. Resist is very nice to be able to throw down on a sticky defender that routinely marks 2 or more enemies, something that virtually all defenders can do these days.
  • Blessing of Wrath: On a hit, this gives an ally w/in 5 a power bonus to damage rolls against the target equal to the cleric’s Constitution, making it yet another power that works well with two weapon rangers and those itching to pop an Action Point. Good times.

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magic item cards

September 1st, 2010

Every magic item in the D&D Essentials starter adventure comes with a power card. Or a magic item card, I guess: none of the magic items (lifedrinker greataxe, darkleaf leather armor, magic staff, chainmail armor, bag of holding, amulet of health, 2 potions) actually have a power. None of the cards are marked Common, Uncommon, or Rare, either.

Would it be convenient to have a card for every magic item? I guess it would be fun to get cards as part of getting treasure. Also, returning cards to the DM is a good way of tracking the use of expendable items. Still, sometimes my party goes into a dungeon loaded for bear: everyone buys, like, 5 potions. Where are we going to get 20 potion cards? (Hmm, 10 Essentials Starter sets, only $130 on Amazon!)

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Wizard At-Wills

September 1st, 2010

I was looking over the Wizard at-wills, and some of them are pretty powerful! Paul already talked about Hypnotism, so I’ll focus on the others:

Wizard!:

  • Stone Blood + Freezing Burst: I’m surprised it took so long for the wizard to get one of these. It’s been something WotC has talked about since the release of the PHB II and the invoker power Vanguard’s Lightning, which went a step beyond Scorching Burst by adding a minor effect to an area burst 1 w/in 10 power beyond just a die + ability modifier. Stone Blood and Freezing Burst slow and slide 1 respectively, as well as doing 1d6 + intelligence damage! Both very solid effects that beef up the wizards at-will arsenal.
  • Phantasmal Force: I love rogues even while admitting they aren’t the most powerful of the strikers (though making the daggermaster crit only work on rogue powers certainly helps). Phantasmal Force provides a very nice way to give a rogue combat advantage, with a nice side effect (no OAs) AND does a very nice 1d10+ Int damage! And it targets Will (no surprise, considering the name). A very powerful and fun single target at-will.
  • Magic Missile: This is no surprise since the errata has been around for a while, and it was mentioned in the preview. The card says it can target 1 or 2 creatures, which is clearly pretty broken and probably a misprint! With a maxed Intelligence level 1 wizard that would be a guaranteed 14 damage a round split between two targets! Making it 1 target cuts the power down a lot, obviously, but it will still have its place for when the DM describes the target as “on its last legs, barely standing” and that sort of thing, something I do as DM quite a bit. Also, savvy players often figure out a monsters rough HP from tracking when it becomes bloodied, which can make this a great choice for dealing the death blow with no fuss. Finally, it never hurts to have a ranged 20 spell to fall back on when your enemy is across a huge chasm or just not in range of your other spells yet!
  • Hypnotism: Screw it; I’ll talk about Hypnotism. I like the flavor, but I’m not super impressed with the mechanics. Still, a good slide spell is always nice for when the DM dangles a huge pit in front of the players. Even with the successful attack roll and only 45% chance to slide the monster over, spells like these can be worth it when success means killing a near full HP elite outright! The melee attack is not super impressive on account of the two attack rolls needed to hit, but it never hurts to have it as an option when some crazy elite or solo has some totally badass basic melee attack!

The more I think about it, the more I think that Hypnotism should have been something like “Effect: an enemy makes a melee basic attack” or “Hit: an enemy makes a melee basic attack, which always hits”. That would significantly increase its power, letting the wizard do as much damage as the most powerful enemy, but it would still be situational. Hypnotism is only powerful when the enemy brute is adjacent to allies, and it doesn’t give the wizard as much choice over target as do most attacks. My fix would also eliminate a die roll: over the course of a wizard’s career, trimming a die roll off an at-will attack will save a lot of mileage.

Also, am I wrong, or is a critical hit on Hypnotism’s first attack roll absolutely meaningless? That’s something I’d work hard to avoid.

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power cards

September 1st, 2010

I’ve finished reading the Essentials Player’s Book and DM’s Book. Others have taken pictures of the power cards and tokens, so you can get more complete spoilers there. I do have a couple of power-card powers that I’d like to call out.

Hypnotism is a very flavorful wizard at-will. On a hit, you force the target to make a basic attack against an adjacent creature with a +4 bonus. Even with the bonus, this attack requires two hit rolls before it does any damage, so it may be on the weak side. I think I might play a Hypnotism wizard anyway, because it feels like a different kind of character – like a Commander’s Strike warlord, someone who never personally makes attacks.

Backstab: Once again, the rogue preview differs from the Starter version. The preview version of Backstab gives +3 to an attack and +1d6 to damage. The Starter backstab just gives +3 to attack.

We thought you was a toad!Slimy Transmutation is a hilarious wizard daily power. “A billowing cloud of greenish fog surrounds your foe. When the fog dissipates, your enemy is gone, and an ugly toad stands in its place.” Hit or miss, the “target turns into a Tiny toad.” You’ve been TOADED! It’s Save Ends, not permanent, but never before has Baleful Polymorph been available to a 1st level wizard.

I’d like to see Slimy Transmutation used as a utility spell. There could be occasions where you want to make yourself or an ally Tiny for a few turns.

I’m disappointed that there is no power card for the Prestidigitation cantrip. How will I clean up to 1 cubic foot of materials, WOTC? How will I make a smell? HOW??

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meet the kobolds

September 1st, 2010

Of the three kobolds in the Essentials DM’s book, two (kobold tunneler, a level 1 minion and kobold quickblade, a level 1 skirmisher) are new. The Kobold Slinger is updated from the MM1.

The Kobold Slinger’s attacks have been made more accurate, and damage has been slightly fiddled with, but the big change is that Special Shot is now a random effect. Instead of the type being chosen by the DM, Special Shot now requires a d6 roll: on a 1-2 it’s a Stinkpot, 3-4 Firepot, 5-6 Gluepot.

Someone at Wizards is going back through old rules and adding random die rolls!

Do you think his name is Mike Mearls? I do! But maybe I’m wrong!

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rogue Weapon Finesse

September 1st, 2010

According to the Essentials Red Box rules for leveling up, rogues get the Weapon Finesse class feature at level 2. That gives them +1 to attack and damage with light blades, light crossbows, short bows, and slings.

According to the Thief preview from the WOTC site, Weapon Finesse is granted at level 1. It’s not explained in the preview article. Not sure which source is right.

Also according to that article, a feature called “Improved Weapon Finesse” is granted at level 9. I have a theory about what that feature gives you, and my theory involves the modifier +2.

Go thou and play a level 9 thief!

Interesting! Dagger will probably take a backseat to short sword as the defacto rogue weapon for thieves! Though I suppose trading a range 5/10 weapon for a +1 to weapon damage is a legitimate dilemma.

If Improved Weapon Finesse does give an additional +1 to hit and damage, it will be pretty darn powerful (+2 attack and damage over most other classes!), and I’ll have a lot of respect for the thief class in terms of pure power. Should be interesting to see if that’s the case.

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official 4e random treasure table

September 1st, 2010

In Encounter 6 in the Essentials Red Box adventure, we get the first random treasure generation table that I’ve seen in D&D 4th edition:

Each character who spends time searching through the [crate of] supplies for something useful or valuable can make a DC 12 Perception check. For each character that makes a successful check, roll a d8 to determine what the character found:

1 50 feet of rope
2 3 days of edible trail rations
3 a dozen candles
4 10 feet of chain
5 5 gallons of fresh water
6 3 pints of lamp oil
7 5 silver pieces (sp)
8 1 gold piece (gp)

Not only are these hilarious things to give treasure-hungry PCs, this entire chart could be sung to the tune of “The 12 Days of Christmas” with moderate success.

Also: D&D Essentials: Start to Crate: 67 pages.

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warning: dungeon contains dragon

September 1st, 2010

Encounter 2 of the Essentials Red Box adventure features 8 Kobold Tunnelers and a Fledgling White Dragon, a level 1 solo. As far as I know, Fledgling is a new category: Draconomicon introduces Wyrmlings, which are low-level Elites, but this Fledgling is a solo dragon.

I know this is an unpopular viewpoint, but I’m not a huge fan of killing babies. I don’t feel like a Real Man killing a dragon until it is at least an adult. Still, kudos to WOTC for managing to pack a dragon into the Dungeons and Dragons starter set. It’s in the name. It’s on the cover art. It’s nice to have one in the Red Box.

Dragons weren’t in the Mentzer Red Box solo adventure, but they were in the bestiary, and they were TOUGH. Too tough, I’m sure, for a level-3 party.

This encounter, too, is billed as a difficult one: “By itself, without any help from the kobolds, the dragon would be a tough opponent. […] If there’s any question, feel free to tell the players that their characters should be afraid of this deadly creature.” If the PCs are smart, they’ll talk to the dragon; that will lead to a skill challenge on the next page. Hopefully they’re not smart, because then they’ll get to FIGHT A DRAGON. Badass. If they win, they’ll pick up some money and a set of +1 darkleaf leather armor.

The white dragon fledgling looks like a pretty standard white dragon, except that it has a cool ability, Savage Blood: “While the dragon is bloodied, it scores a critical hit on a roll of 17-20.” The kobold tunnelers are standard kobold minions, with an immediate interrupt that gives them a saving throw to avoid close and area attacks.

On, by the way: best detail that will never make its way into actual play: “Each altar has two magical candles burning atop it, despite the kobolds’ continual efforts to extinguish them.” Hijinx!

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