Author Archives: mxyzplk

4e Excerpt: Minions

In the newest D&D Fourth Edition excerpt, “Minions,” D&D uptakes the old concept of the “mook”. I’m not sure if Feng Shui, a HK action movie game by Robin Laws, was the first game to use mooks, but it certainly popularized them. A minion, or mook, is an opponent designed to be one of those guys that goes down like tenpins in the movies.

And you know, they did a good job here! I know you’re getting used to me squealing like someone’s poking red hot nails through my nutsack at each of these 4e excerpts, but that’s only when they deserve it.

A minion is of a power level equivalent to any other monster except it has only one hit point. So it can still have a good to hit, a big attack, etc., but one hit takes it out.

Goodman Games has a Wicked Fantasy Factory line of D&D adventures where they had mook rules and “finishing moves” and other cool stuff. But actually these mook rules are better, because the point of mooks is little to no record keeping. In WFF, mooks still had hit points.

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WotC Finally “In” on Gen Con Indy

After a good bit of dithering, today Gen Con announced that Wizards will be co-sponsoring as usual.  Yay.  Of course, all the events are already taken and all the local hotel rooms too.  Bah.  I had considered going this year to help with Pathfinder if nothing else, but the signs were too hazy until now, and now it’s too late.  Get your acts together earlier next year guys!

4e Excerpt: The Quest’s the Thing

In the last excerpt for this week, “The Quest’s the Thing,” Wizards talks about questing in the new Dungeons & Dragons 4th Edition.

This is another area in which gamism has been enshrined in the place of a realistic game world, and also where they had a laudable design goal that they then screwed the pooch on in implementation. The two repeated themes of 4e, sadly.

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4e Excerpt: You And Your Magic Items

You and Your Magic Items” discusses the very real problem of how much gear makes the PC in D&D 3e. In earlier editions, you might have a boss magical item or two but the majority of your ability in a given area was from the character, not from magic plusses.  3e/3.5e reverses that to where at high levels the gear is what makes a character effective.

They say that they’ve fixed this in 4e – but that “only three magic items are important for your attacks and defenses to keep up with the escalating power of the monsters you face.” Frankly, I disagree with a design that requires any magic items to be competitive at your level. Anyway, the three are weapon, armor, and neck slot items. (Ah, how did we get along for 20 frickin’ years in D&D without official ‘item slots’?  Oh, that’s right, just fine.) So basically your attack, armor class, and saves (“defenses,” in 4e-speak). In other words, everything except skills – sigh. It’s so frustrating to me that their design goals for 4e are so right, and their implementations are so wrong. It’s not worse than 3e but why squander an opportunity to improve it, especially when you clearly see what needs improving? 3/5.

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Fifth Runelords “Stone Giants” Session Summary Posted

Come and hearken to the last installment of the Fortress of the Stone Giants from Paizo’s Rise of the Runelords Adventure Path.  We slay Mokmurien and shed some dim light on the next leg of the plot!

Do you want headless giant necromancers?  Hounds of Tindalos?  Dwarven boogeymen?  Then this is the session summary for you!

In the end, our brave heroes retire to Fort Ranek with loot, freed prisoners, Ravno’s missing sister, and some new scars in tow!

4e Excerpt: Economy & Reward

Today’s D&D 4e excerpt, “Economy & Reward,” is emblematic of the core ethic behind 4e that makes it hateful to me.

Their new theory on giving out treasure is even more obsessed with everyone getting the same stuff than previous editions. So rather than random treasure, or DM-placed treasure without doing math (God forbid) to make sure every 5th-level PC’s net worth is identical, the DMG has a “fifth level treasure parcel,” containing everything a good little group of adventurers should get while they’re fifth level. It’s broken up into ten chunks, and you just place the chunks in encounters where you think they should go. So they’re guaranteed to get the planned cash. Because any 5th level character not having the exact same amount of treasure is wrong.

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Even Yet More D&D 4e Previews

This time, we review epic destinies, orcs, and giants!

Epic Destinies. As we know from previous excerpts, in D&D 4e there are three tiers of play – Heroic (levels 1-10), Paragon (levels 11-20), and Epic (levels 21-30). Epic play ends with fulfilling your “epic destiny” and immortality (and character retirement). In other words, you can “win D&D.”

Several thoughts on this.

One, I started D&D with the Basic Set, so the progression from Basic to Expert to Companion to Master to Immortal isn’t unfamiliar to me, nothing wrong with it per se.

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Sinister Tidings

Nick Logue has started his own imprint, Sinister Adventures, and has a cool looking lineup of OGL adventures and supplements planned.  “Dark Vistas” will be D&D 3.5, True20, etc. compatible and Dark Horizons will be sci-fi (OGL Future, for example) based.  They look awesome!

Pimpin’ Pathfinder News

As the Pathfinder RPG, Paizo Publishing‘s open gaming 3.5e based D&D variant, nears its open beta stage after a lively open alpha, some awesome news appears.  Monte Cook has joined the team as a “rules consultant!” Monte’s been innovating great stuff with 3e-based mechanics well after 3.5e went into the weeds.  This is great news and a real feather in Paizo’s cap.   All indications are that the Pathfinder RPG is going to rock on ice!

Still More D&D 4e Previews

Along the lines of the last ones…  Weapons and Skill Challenges!

Weapons. They kept simple/martial/exotic categories but renamed them simple/military/superior because different is good in D&D 4e. Although I’d be hard pressed to call some of the exotic weapons that exist “superior” really… But let’s not pick nits. You can wield two weapons but that doesn’t give you any extra attacks unless you have a power for it. Weapons are broken up into groups, which is fine (e.g. axe, spear…). And what would it be like without a bunch of fiddly modifiers for each weapon, like reach, versatile, high crit, etc. They handle different sizes of characters and weapons as badly as every previous edition, by adding a “Small” descriptor to e.g. a shortbow indicating that though it’s two handed a Small character can use it. But does a normal longsword become “versatile” (you can use it two-handed if you want) to a small character? I suspect no. 3/5 just because D&D has always sucked in this arena and it doesn’t seem any worse than 3.5e.

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Redeemers Campaign Summaries Posted

I finally got around to posting all the summaries and my commentary on my Mutants & Masterminds 1e campaign set in Freedom City, The Redeemers.  It went 8 sessions and collapsed.  Why?  You’ll just have to go read about it!

Fourth Runelords “Stone Giants” Session Summary Posted

We are plumbing the depths of the Fortress of the Stone Giants in Paizo’s Rise of the Runelords Adventure Path. Having snuck in via some underground caves, the combat with the giants, ogres, trolls, and other freakier creatures is getting more intense.

My character Valgrim the Summoner is really able to unload on the bad guys now, at least when our fearless monk and/or dragon shaman don’t just charge up into melee before he gets to go. I bet if our enemies were confused or blinded you wouldn’t be taking 100 points of damage in the first round boys!!! And you should hear them complain about my demon monkey slave. He teleports them around all day and then when he starts flinging just a little poo they get all snotty.

All of this and more awaits you – here’s the newest summary!

Oh, and check out Yenneck Grumman at level 10, fresh with a level of Warblade. We’re excited, Bruce seems to take a perverse pleasure in designing suboptimal characters up till now. He’s steppin’ out!