Are D&D Essential Classes Really Simpler?
Today we got our first look at the Cleric from the upcoming D&D Essentials product line. The build presented is a Warpriest, a divine leader that gets up close and personal with the enemies.
The impression I got from the new D&D Essentials line of products is that they will be simple and back to the basics. I read through the article, but it doesn't really look simpler to me, in fact maybe even more complicated as they are adding a "domain" system. Clerics choose from the "storm domain" or the "sun domain" and depending on their choice, get different class features and powers. It is very interesting and I would still like to see more of the powers associated with the domains, otherwise is seems just like a new class "build"
Check out the article over here and let me know what you think. Are they simpler, more complicated, or pretty much the same?
New D&D Class: The Psion
If you are a D&D Insider, today you got a great treat with the release of the 4E Psion class from the upcoming Player's Handbook 3. They released a fully detailed PDF and the Character Builder was updated with all 30 levels of the Telepathy Focus build.
The PDF is a very interesting read as it also contains developer commentary on the creation of this new class, almost like a behind the scenes feature on DVDs. This was a great idea by WotC and I hope we see more of this type of material as they plan to release even more material leading up to next year.
The Psion is a new controller class that uses the psionic energy of the mind to mentally affect your enemies, by either blasting them with telepathy energy or tossing enemies around the battlefield. This preview only details the Telepathic Focus build and I like what I see, but I really can't wait to see the other build that focuses more on force-based powers when PHB 3 comes out in March 2010.
At-Will and Power Point Level Chart
The Psion class introduces a new concept for powers, called Psionic Augmentation. Instead of encounter powers, Psions have access to at-will attack powers that they can beef up or augment with Power Points. You start with 2 power points at first level and gain more at various levels (see chart). You can spend your power points on your augmentable at-will powers, most of which have 2 levels of augmentation. Then, just like encounter powers, you regain use of power points when you take a short or extended rest. I absolutely love this concept, because when you dig down into it, they are just as limiting as encounter powers, but it gives the class a whole new feel to combat as you strategize on how and when to spend your power points and on which powers.
Psions also have access to a Discipline Focus, similar to Wizard cantrips, that give you cool, useful powers. The two detailed in the Telepathy Focus are distract and send thoughts, which give you the ability to either distract an enemy or communicate telepathically with someone.
A Psions' powers focus on ranged and area attacks that mainly target Will defense. As an example a level one at-will called Memory Hole allows you to assault a creature's mind and rip out their memory of you, effectively making you invisible to them. Other psion powers apply penalties to an enemy's attack while or you can force them to attack their allies. We also get a preview of two of the Psion's Paragon Paths. The Cerulean Adept is a order of protectors that are in constant vigilance against the aberrant threat of the Far Realm, which mechanically gives you extra will defense and the ability to use 1 power point for free when you spend an action point. The second path called Uncarnate, focuses on freeing your mind from your body allowing you to become temporarily insubstantial.
Overall, I am really excited to play around with a Psion and this type of content only available to D&D Insider subscribers is exactly what I am paying for. Keep it up WotC.
Player’s Handbook Heroes Set 1 Review and Gallery
The new format for D&D miniatures has been released and the first set we have are Hero miniatures for use with PCs in your game. There are six packs with three heroes each, two male and one female. Each character comes with a card that is a new power for that class. Each pack retails for $10.99 and includes 2 martial hero packs, 2 arcane, 1 divine and 1 primal pack.
I have to admit I was a little disappointed in the new set of hero miniatures from Wizards of the Coast for several different reasons. First of all, I would guess that most players are only playing in one game and therefore only need one of the miniatures. That makes it a $10 miniature and you have two extra minis that you may never use. The next big selling point is the power cards. I really like the idea and for some people they are useful, but for anyone who subscribes to D&D Insider and has the Character Builder, all of these powers are in the program. So for me that isn't a selling point anymore.
Second, and I know I might take flak for this from some people, but 1/3 of the figures are female and I don't think this matches up close to D&D's demographic. I only have my personal experiences to draw from on this but I also saw a large number of D&D games last year at Gen Con and I would say that out of the 6 games and 36 PCs, only 3 were females players or males playing females. That's only 8% out of a small section, but even looking around at other tables, there weren't many female players, maybe 10-15% would be a generous estimate. So when a third of the minis are female, although nice to look at, aren't a selling point. I understand that WotC needs to be "PC" but maybe 1 female out of two packs would be a better idea. And I'm not just upset because the only dragonborn is female
What I do like are the sculpts and paint jobs. They have really brought up the quality. So overall, I would only recommend buying them if you really want a certain character, or want the power cards, or are a completist
Or you could be like me and just buy the individual minis you want online.
Adventurer’s Vault 2 Preview
Today Wizards of the Coast released a playtest for the next Adventurer's Vault due out late next year and we get a look at two new types of items, Magical Tattoos and Orbs of Sequestered Conflict.
Magical tattoos grant a variety of different bonuses but generally react when you use action points, healing surges or become bloodied. For example, the Backlash Tattoo allows you to make a basic attack the first time you are bloodied as an immediate reaction. The Escape Tattoo allows you to teleport three squares after being damaged by a critical hit. I find these types of items very interesting and can have lots of fun with them as a DM. Imagine instead of opening a chest and finding treasure, a bright light flashes and the PC who opened it is branded with this tattoo. You could even develop some nasty ones that cause negative effects (insert evil DM laugh here) until the tattoo is removed through a disenchant ritual.
The next type of item is called a Orb of Sequestered Conflict and allows the PCs to teleport all nearby creatures into the orb, either to battle or converse in seclusion. This could possibly ruin an encounter that you painstakingly created the environment for, so as a DM you need to be careful about handing these out or place restrictions on their usage. Maybe by having the orb glow softly in a situation it can be used, this would allow you to "turn it off" in special situations. Currently these orbs are detailed in the preview with specific terrain features and they are accompanied by crude drawings of what the terrain should look like. I sure hope these are just temporary and are replaced by real map drawings.
That's about it for this preview/playtest, two new interesting types of items and dozen or so examples. Give them a try and report back to WotC to offer feedback and suggestions. Overall what do you think of these items?




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