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Dungeons and Dragons 4.0: News from the Front!

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10:22 am
September 29, 2010


Lynceus

Bourbonnais, IL

Worker Bee

posts 23

Hello, my name is James, and I'm a Gamer.  Without any games to play, I finally bit the bullet and jumped into the new edition of DnD.  I'm still a bit annoyed at WotC's presumption at presenting us with a whole new game we didn't ask for, but hey, time heals all wounds, and it's been 2 years.

So, first I'm going to talk about games.  I'm in two…or three at the moment.  I'm not really sure!

 

The first is a strange little game called The Rejects (or was that The Misfits…no wait, that's a band).  The premise is a good one, and I wish I'd had more system mastery when I started playing.  Basically, if you haven't heard about it, the idea is that everyone is supposed to play AGAINST type.

By which, for example, my character Serge is a Warforged Sorcerer.  No, not Dragon.  Not even Cosmic.  Storm.

He has a Strength of 10 and a Con of 12, and you know what?  He's not optimized, I'm not even sure if he's remotely GOOD, but he's playable, which says a lot of good things about the system.  I actually despaired that people would ever take off choices for characters with the plethora of good races out there, but I've since found out that even the most bizarre choices can have unusually good Feat support.

The game is as odd as it's premise, with the current section of the campaign being devoted to fairy tales and nursery rhymes.  Toss in a very dysfunctional party dynamic (is there any other kind?) and you'll soon be having an insanely fun time!

 

Next up is the Chaos Scar.  That's Keep on the Borderlands for all you old school types.  The Caves of Chaos are back, and more dangerous than ever!  Again, faulty system mastery caused me to create Tony Jaa (for some reason, all the characters are named for martial artists, and who am I to break with tradition?), a Razorclaw Shifter Avenger of Kord.

I'm not saying Tony is bad, but he's flawed, because I made a fault assumption when I built him.  I assumed that, by giving myself a 20 Dex and Unarmored Agility, I'd present enemies with a Catch-22; they can't easily hurt Tony, while he can definitely hurt them, thanks to a big pick and his Oath of Emnity.  But if they wander off, that big +5 damage will come to haunt them real quick!

So where did I go wrong?  Simple; enemies don't run away!  Well, at least, undead sure don't!  That having been said, however, his mighty 22 AC (at 2nd-level, mind you) let him pretend to be a Defender the old-fashioned way, before we had all these fancy aggro mechanics.  That is, he hurts you, and he just won't die!

I'm serious, as a Razorclaw, the guy gets even harder to kill when you bloody him, and despite several waves of enemies and a Con of 11, it just never happened!  Oh and I should mention; we had the worst die rolls ever!  I even used my Divine Channeling to hand out a re-roll to an ally, and he still missed!

But we survived, if bloodied (or not), and I for one enjoyed myself immensely. 

 

As an aside, I've since come up with another, much more effective Avenger build, that I call, The Almighty Wise Guy, that I can't wait to play sometime.  Deva Unity Avenger of Ioun, using Power of Skill to get Overwhelming Strike as a melee basic (screw you, Melee Training Essentials Nerf!*) for at-will Deadly Draw shenanigans..and the sheer fun of beating people up in melee with 16 Int+20 Wis-powered divine nerdrage!

I know, I'm weird like that.  Just how I roll, people!

 

And lastly, Scales of War.  This is my first Paragon game, and I'm not even supposed to be part of it; I thought we were just going to have a night of board gaming.  Ha! 

But never let it be said that I game with non-cool people; I was allowed to belly up to the table at the last minute.  Sadly, my only paragon character is Bonesnap, the Bugbear Rogue.  Why is this bad, you ask? 

Well, Bonesnap was designed to try and ease up the burden on the party Defender, by abusing the hell out of Rattling powers and other sources of attack penalties.  By sacrificing some damage, he slaps you upside the head with psychic damage (thanks to Githyanki Silver Sword cheese…mmm, so yummy), marks you, and gives you an additional -6 to your next attack!  And that's just the beginning…

Tim sure thought it was a good character.  The problem?  Well, the Scales game has two other characters capable of Marking enemies, and they can do a lot more with their Marks than some Rogue with an oversized bastard sword!  Plus, this group is made to put the hurt on people; the Minotaur Dragon Sorceress used her turn 1 nova to dish out something like 200+ damage to our Solo, a Remorhaz!

If you've been following the game for awhile, all I can say is Lasting Frost+Wintertouched+Demon-Soul Bolts.  Right there you got +5 to hit on top of three attack full of frozen thundery goodness, and that's not counting the rest of the build!

So yeah, I don't think I'm a good fit for this group, but we'll see.  It might be a one-off.

(Continued in next post)

11:08 am
September 29, 2010


Lynceus

Bourbonnais, IL

Worker Bee

posts 23

Despite easily besting their encounters, the game was fun, and I'm sure the DM has a few dirty tricks up his sleeve for next time.  Still, as they were trouncing their foes, I turned to Tim and said “this is time for a World of Cardboard speech.”

If you don't know that this, you don't know Trope.  : )

So, what would I do differently to fit in with this group?  Hard to say; to my mind, they're missing a good old-fashioned controller.  Wizard is still best, since if built right, they can still bring the pain.  I could do a Genasi Stormsoul Thunder Wizard and call it a day, but nobody likes a showoff.  There's this Sorcerer build I've been working on that I call “Mr. Catch-22″ who would also do quite well at Paragon, but I'm saving that for a rainy day; it's not polite to make a DM's head explode on the first date!

Despite horrible support, a Deva Force Wizard would be my best bet.  The +15 damage is kind of lackluster for this group, even with Destructive Wizardry- Force has terrible support.  But solid control and wacky tricks let you be helpful and FUN at the same time.  I love the Wizard Utilities, they call to me in my dreams…

 

Now I'm known as a Mechanics guy.  What makes a game tick has always fascinated me; I've studied game design and philosophy for some time now.  In the beginning, I was a role play over rules guy; my first few games were more 'rule of cool' than anything else.  And they quickly spiralled out of control.

I usually give R.J. credit for making me into the gamer I am today; like me, he loves insane, off-the-wall builds.  Unlike me, he seems to really enjoy making a DM's head explode (ok, I do too, but I try to harness my darker nature for good!).  This usually involves some crazy half-baked plan that has as much to do with rolling a 20 on your 'Fast Talk DM' check as anything else.

Don't get me wrong though, this is your go-to guy if you ever want to kill your party off; he makes the guys at Flying Buffalo (of Grimtooth's Traps infamy) look like choirboys!  In his opinion, S1 and S2 are “tame”, and he could dream up better death traps in his sleep.  I believe it!

Anyways, I'd try to tell my story, and he'd try to catch me up with the rules.  This got on my nerves, so I decided to put my primary skill set into play; I cracked open the book and read it.  Everywhere.  At home.  At school.  On the bus.  In class (yeah, I got wretched grades in school), at the library.

Not to brag, but my reading retention is something like 99%, I was at a college level of reading in freaking Elementary school, so when I set down to read something, I do it right.  And suddenly, everything changed.  No longer was I spouting off weird house rules every session.  No longer did obscure sections of the rules bother me.  Heck, even my MATH improved, something years of standardized schooling couldn't do.  Gygax = 1, Public Schools = 0!

Anyways, it should come as no surprise that I'm quickly attaining the system mastery I lacked coming into this new game.  Part and parcel of my training involved going to the lowest levels of The Abyss..the Official Forums.

I used to post heavily there, until I got tired of being belittled by people who couldn't be bothered to actually READ a book.  I mean, I quickly discovered a Psionics + Tome of Battle loophole for nearly limitless actions, only to have none other than Tempest Stormwind (of Stormwind Fallacy 'fame') tell me I was out of my mind!

Two weeks later, the build was posted on the CharOp forums to much amazement.  Bah. 

I should have known better.  In DnD-speak, “Psionics” = fight waiting to happen.  And “Tome of Battle” (well, actually, Tome of Anything) was a pretty sharp divide as well, since it directly lead to the game we have now.

 

Now, the funny part about the things you find on forums, especially Optimization forums, are people who staunchly defend the 'core rules' and come up with crazy thought exercises that prove the game is fundamentally “broken”.  I have NEVER seen any of this in a live game!

If I sat down at a table and single-handedly took out a solo of my level without even touching my dailies, I'd be thrown out of the house!  And rightly so; the game is 1) about having fun.  And 2) it's about having fun with FRIENDS.  DnD is a team game, and always has been.  Ok, granted, sometimes you have to beat players over the head to get them to acknowlege that fact, but there it is.

If you're going to make a cool, flavorful, and powerful build, that's fine.  Just remember, if you break the game, you quickly won't have a game to play in!  And making your fellow gamers feel impotent is not a good way to keep your gaming circle healthy!

 

That having been said, there's nothing wrong with using a few dirty tricks here and there.  The DM always has more monsters, after all!  : )

The things people argue about and discuss on forums still makes me shake my head.  Here's some high points:

-In the PHB 3, it was stated that adding damage of a particular type adds the appropriate keyword to an attack.  This isn't rocket science, and, it appears this was always the intent, but WotC took their time spelling it out to people.  No shock there. 

So ok, if I want to turn all my spells into Cold (for, say, Lasting Frost+Wintertouched), instead of trying to Arcane Admixture everything, or relying on a list of so-so powers, you can just wield an enchanted Weapon/Implement; in this case, a Frost Weapon!  It's got it's upsides, but there's downsides too.  Like, having to have a Weapon/Implement (no Orb for you!), and passing on some of the cooler caster enchants (goodbye, Staff of Ruin!).  And of course, all your spells may be Frost, but they're still whatever they normally are as well.  The Red Dragon is not amused by your Cold-infused Fireball, believe me!

 

Alright, so there's not much argument about this.  Or is there?  The Rules Compendium goes on to state that if a power has a Keyword, all of the damage it does matches that keyword.  I know what you're saying “wait a minute, what about Prismatic…?”.  Go load your character builder.  What's this?  The keyword is now Variable where once it would say Fire/Lightning/Acid/whatever! 

So what does this mean?  Well, the debate goes thusly.  One camp says this is a simplification for the game, in line with their new Essentials philosophy.  If you add 2 cold damage to your Fireball with a Whetstone, it's now a Cold/Fire Fireball and ALL of it's damage is Cold and Fire.  QED.

The other school of thought says that's rubbish, anyone with a brain knows that 18 fire +2 cold isn't 20 fire/cold! 

WotC, typically, refuses to comment….

 

*Or here's another one for you.  Melee Training is a feat that lets you base your Melee Base Attack off of some stat besides Strength.  For most classes, this isn't a big deal; if you're going to be in close combat, you're either already Strength based, or have some power that says “this counts as a melee base attack”.  Now granted, giving your 10 Strength Wizard the ability to make MBA's with his 24 Int seems a bit uber for a Feat.  “Dude, he just got +7 to hit and damage!”.  But remember, this is an MBA.  Only a crackpot like, say, myself, would load up his Storm Sorcerer with Melee Training on the off-chance he needs to make an AoO or is granted a free attack.

However, some classes which are NOT Strength-based do need a way to charge or deliver AoO's effectively.  One of the big poster children here is The Avenger.  Now he does get a few powers that can be used to charge, but without a very specialized Feat, he has to rely on his Strength alone for his opportunity and Leader-granted attacks.

That's a real problem for the Pursuit Avenger, who's all about trying to con enemies into walking way from them!  And it should be noted that Avengers are WISDOM-based, and out of three builds, only one even uses a physical stat at all, and that's Dex!

Now you may recall Tony Jaa, my 20 Dex Avenger.  Thanks to Melee Training, his Melee Basic is better than his At-Wills!  Which is just fine, if a little strange.

So what's the problem?  Well, The Essentials Design team has apparently decided that, while Encounter and Daily Powers work well for casters, they don't make a lot of sense for Martial characters.  Uh, welcome to two years ago, guys.

So, they decided that the new Thief-Rogue and Slayer-Fighter should use melee basic attacks, and simply add cool bonuses to them.  You know, so that every turn, they make the same action.  Again.  And again.  And again…

I know, weird, but hey, some people will like it.  And that's fine.  The problem is, this opens up a strange possibility.  One could actually make an Essentials Fighter WITHOUT Strength, simply by giving them Melee Training!  So when Essentials hits the character generator, poor Tony will lose some damage, as now Melee Training only gives you HALF your modifier in damage.  I guess it's fair, the Feat still does a lot, but it does weaken some pre-Essentials Striker builds.  And the reason is “well, we can't have our new Essentials classes become too strong with old Feats!”.

Thanks Wizards!  Love you too!

(To be Continued)

11:36 am
September 29, 2010


Lynceus

Bourbonnais, IL

Worker Bee

posts 23

Which now brings us properly to the Elephant in the room.  Essentials.  What is it, and why should we care?

Gaming companies are a lot like paleontologists.  Publish or die is the maxim.  Yes, that's the reason why we get all-new dinosaurs every few months, each cooler than the last.  Now, I take WotC (and the Evil Corporate Overlords of Hasbro) to task for 3.5 and 4.0, but the truth is, a lot of work goes into making a book.

And once you stray from 'core' products, you need to work to sell fringe books.  Oh sure, the diehard gamers will want every book, but unfortunately, as someone who has picked up several books of my own over the past few weeks, WotC has kind of shot themselves in the foot.

You see, Wizards figured out that having a strong online community is the way to go for their product.  And they realized that a gaming group really only needs one copy of a given book to function.  Oh sure, maybe each player will get their own PHB, or whatever books their character uses, but ultimately, only one out of every 5-6 gamers is going to buy a DMG, or example.  So they created DnD Insider.  At first, people weren't happy about paying for errata and articles, but Wizards brought the goods.  For a low monthly fee, you get all the rules updates, all the new stuff, and most everything you could ever want for your game, without needing to buy the books!

Which is good, really, since they publish errata FAST!  The character builder, in general, is pretty much the heart and soul of every game; people tend to stick to the core rules and not houserule much, because the character builder does it for you automatically!  And I won't lie, it's a fun toy to play with.

Unfortunately, that puts them in a bind.  They can't justify upping their fees without producing a LOT more content (news flash: servers are not as expensive to maintain as people think they are.  So just think about that the next time you pony up 30 bucks for some more WoW time).  Sure they can crank out new books every few months, but over time, they've filled up a lot of design space.

Sure you can crank out more classes, but unless you fundamentally change how classes work, you have another problem.  Sameness.  When I first saw the PHB two years ago, I was struck by how similar all the classes seemed to one another.

There's a reason that the Psionic classes brought the Augment mechanic to the table, otherwise, the Psion might look a lot like his buddy, The Wizard!

So we have the solution.  A new paradigm!

Essentials is the new direction of the game.  I'm not saying the books you have now will turn into vaporware overnight, or that we won't continue to see support for the existing classes.  But Essentials is going to take the Lion's share of WotC's creative output from here on out.

By re-examining each class and role, and redesigining them, they can justify many new books, and, they hope, allow them to repeat the past two years without seeing a sales dip.  Good for them!

But is it good for you?  Well, that's a difficult question to answer at this point.  On the one hand, the Essentials classes will likely work with the games you're playing now.  They'll continue to use old Feats, and there may be a few bones here and there for the old classes.

But races are changing to match Essentials, and some of the Essentials design decisions (pre-set Paragon Paths, melee basic attacks for martial classes, loot**) are going to take time to get used to.  Assuming you WANT to get used to them, naturally.

Wait, you ask, why should we care?  We can ignore this new stuff if we want to, right?

Ah ha, but that's where they have you.  Now, we might luck out, and the character builder might get some nice new filters, but all they really have to do is update the thing with all the Essentials rules, and unless you want building characters to get a lot harder, you're going to have Essentials concepts in your game.

I don't doubt there's good that will come out of this, but there's also going to be problems.  Your characters will change, and not just in a “broken build gets nerfed, haha!” way.  I'm talking about things like your Dwarven Warden suddenly finding that his Second Wind is only a minor action THE FIRST TIME IT IS USED!  That's right, even if he gets granted a “Third Wind”, he has to take a Standard Action for it.

Some might say that's fair, since it's not quite right that Dwarves are such awesome Wardens compared to other races, but I think most people who play Dwarves are going to find it a little invasive. 

And then there's the loot.  Some items have become so necessary that everyone has to have them.  There are options to fix this, like Inherent Bonuses, which eliminate the need to go out and get a new weapon/armor/neck at each tier, but that doesn't solve all the problems.

Ask any melee guy;  You want Iron Armbands of Power.  You just do.  And worse, there are items that are actually required to make some builds work!

Up until now, WotC treated the acquisition of treasure as just another way to mod out your character.  You need a level 15 weapon to turn all your damage into Radiant for your Paragon Path to work?  No problem, your DM should make it happen!

The idea that Santa Claus delivers loot to happy adventurers like in the Narnia books bugs some people, of course, and a lot of DM's bristle at the idea that they have to let their players shop at Mage Mart.  But that's the easiest way to play the game.

But wait!  What if some items were deliberately RARE?  That is to say, the stuff you need you can get the same as always, but that crazy niche stuff, like Githyanki Silver Swords, only shows up if the DM wants you to find it?

Brilliant!  Epic!  We are geniuses!

But some people are happy with letting items be just another level of customization, and they won't be happy with this change.  Especially if the char builder goes live treating your favorite items as Rare..


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