Tag Archives: D&D

4e PHB Readthrough – Chapters 1-3

As I read through the 4e PHB, I bring to you a play by play commentary. I’m trying to wipe what I already think I know and just take the book as it comes.

First Impressions. The layout is decent, though unexceptional – you’d think the RPG with the most money thrown at it would look the best. I am not sure I like the art style – it’s too “busy” for me, and all the characters look stiff or stilted, not natural. But for the record I didn’t really groove on the 3e “spiky partial pencil sketch” model either. So that’s a wash.

Chapter 1 – How to Play. Part of this chapter is the usual intro to roleplaying for newbies complete with the de rigeur “children’s game of make-believe” comparison. The couple interesting bits are “A Fantastic World,” where they set the stage for their “points of light” setting. I don’t really think D&D needed a default setting more hardcoded into its pages, but I reckon it’s not too hard to ignore it and swap it out. The other interesting part is in the description of the DM, where they’re careful not to say that the DM sets the rules. He builds the adventures, plays the monsters, and “referees” how to apply the rules when it’s unclear. That concerns me a little, the “DM is at the mercy of the rules” thing was previously limited to the pages of Knights of the Dinner Table.

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4e Hitting the Streets

Some preorders have accidentally shipped early, so 4e books are already showing up. And the core books are already available as torrents on all your favorite torrent sites. Be advised! Fly from evil!  (S. John Ross, if the phrase “fly from evil” somehow attracts your attention via the power of the Interwebs – finish the damn game!!!)

Order of the Stick “Not Converting” to 4e

In an interesting post, Order of the Stick creator Rich Burlew says that the popular webcomic won’t be converting to 4e – kinda.  He’ll transition to making 4e jokes as they occur to him, but he’s been using rules less and story more.  And he notes that a lot of the specific fundamental shifts in core races, classes, etc. would cause too much story disruption to incorporate.  (That’s one of my 4e gripes – existing campaigns, campaign settings, etc. can only adapt with significant self-violation…)

Another Batch of 4e Excerpts

I let the new D&D Fourth Edition excerpts on the Wizards of the Coast site gather up this time since the first couple weren’t too notable.

Fallcrest is the new “default starting town” in the 4e DMG.  It’s fine, it’s a generic small town, D&D style.  I still wonder why they felt they needed to so totally cut bait with all the rich legacy of older editions.  Why not Hommlet?  Why not Saltmarsh, they revamped it and put it in the 3.5e DMG2 after all.  But, whatever.  3/5.

Rituals are the new way you cast ‘big spells’ in D&D.  Crafting magic items and raising the dead are rituals, not spells or feats.  Rituals come in scrolls and books, which work like magic scrolls and books (one use vs reusable).  Actually, as I read on – rituals have been used to replace any spell with a permanent effect, or even an effect that lasts more than a couple rounds.  Cure Disease, Detect Secret Doors, Silence, Endure Elements, Water Breathing, and Knock are now rituals, not spells.  Basically anything you wouldn’t normally cast in combat (well actually, a lot of the above I would normally cast in combat).

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Another Worthy Runelords Campaign

If you’re enjoying our Rise of the Runelords campaign session writeups, I must confess I’ve found a campaign funnier than ours -the All Goblin Runelords Campaign!  Check it out!

First Runelords “Sins of the Saviors” Session Summary Posted

At long last, we begin Sins of the Saviors, the fifth chapter in the Rise of the Runelords Adventure Path. We have to save Sandpoint from yet another subterranean threat – did these guys look around for ancient Indian burial grounds to put their town on top of or what? Anyway, we take on a crazy and mighty high level cleric of Lamashtu and his two pet glabrezus this time. High impact! Check out the full summary:

4e Excerpt: Swarms

The latest D&D 4e excerpt, swarms, doesn’t bear much comment.  It’s swarms, same as they were in 3e.  They talk a lot about their “research” and “insights,” but pretty much a swarm is the same with a 4e statblock.

They do “clarify” that you can’t bull rush a swarm, which I must say has never come up for me, because you don’t need to write down rules for things that are blazingly obvious.

The one thing I don’t like is how fast swarms move.  One of the ‘signature’ aspects of swarms in the movies is that they kinda mill about a lot and though an individual component is fast, the whole swarm doesn’t really move super fast, due to the need of staying together and just being kinda dumb.  These swarms shoot straight at someone like an arrow, eat ’em, and shoot at the next guy like an arrow, which would be fine for some special swarm but not for all of them. 3/5.

4e Excerpt: Archons

The newest excerpt from D&D 4th Edition, “Archons“, is kinda uninspiring. Some ice dudes. And some fire dudes. The thing I find the most humorous is that they brag, “Now that we’ve (thankfully!) separated the word “elemental” in the D&D sense from the classical Greek elements of earth, fire, air, and water, there’s plenty of room for archons of your own design.”

Apparently they haven’t changed it too much – in this excerpt and in Worlds & Monsters they show earth, air, fire, and water archons. Yay to their oft-repeated goal of “moving away from bogus parallelism.” Anyway, it’s hard to take them too much to task because I don’t mind the classical elements, it’s just funny to have such a trivial example of a common problem in 4e – how their design goals sound good but their implementation leaves you going “WTF?”.

Anyway, they have a page of PDF from the Monster Manual with two ice archons. As is usual for the new MM, it goes with their new weird super-trademarkey stat block format and little to no useful fluff. The archons aren’t bad, just “elemental soldiers,” but they’re certainly not groundbreaking. 3/5.

Pathfinder RPG Alpha 3 Available!

Paizo Publishing continues their open playtest of the Pathfinder RPG rules, a “fixed” version of D&D 3.5e, with the release of Alpha 3, the last version before the printed beta.  More than 17,000 people have downloaded it, dwarfing the D&D 4e playtester base.

If you’re trying to figure out how to download the darn thing, they are doing it through their store.  You go to http://paizo.com/pathfinderRPG, scroll down to see the “Alpha Release” PDF (free), click on it, click on “Click here to get the PDF” to add it to your cart, then you personalize, download, and unzip.  A bit of a hassle but what the heck.  Note that if you’ve gotten earlier alphas this one supersedes them even though all the text etc. just says “Alpha” not “Alpha 1,” “2,” etc.  Re-download, it’s the new one.

Also look at the links above the icons – there’s a character sheet for download!

More once I have a shot at reading it…

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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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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