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Videos: Take One For The Team

by dither on May 15, 2012 at 10:00 am
Posted In: Scales of War, Start in a Tavern

It’s been a nightmare working with Blip this morning. I’m used to the upload times by now, I mean, it didn’t even take that long, but there was some serious lag on the site for Who Even Knows Why. Anyway, it’s online now, but as we speak, I’m waiting for the video to buffer so I can pick a better thumbnail. Because it needs a better one.

Here’s a warning to anyone who isn’t into the numbers game of Fourth Edition: a significant portion of this episode is dedicated to just that. However, if you want to see numerous combat strategies blossom and die before ever reaching fruition through the veritable I-Max experience that is my face, this is the episode for you.

I watched the video as it uploaded. I thought through more approaches than I vocalized, but if you know what to look for, you can count them on my face.

Enjoy it while it lasts. Spoiler alert: the battle goes downhill from here.

The original module called for an eighth-level ogre brute with some pretty nasty hit points and attack powers, and for sanity’s sake I reduced it to a fourth-level brute. Which may not have been enough. Tune in next week for the next exciting episode in the series! Vandal takes lots of damage and stuff! There’s fire and explosions!

└ Tags: roleplaying, Vandal Udirkol, videos
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Soapbox: Current Encounters Season

by dither on May 18, 2012 at 3:30 pm
Posted In: Fourth Edition, Start in a Tavern

I’m not running DnD Encounters this season, and now that I’ve had an opportunity to look at the new material available to players, I’m really, really glad. To give you a heads’ up about what I’m looking at — it isn’t the Encounters themselves, because I don’t have access to them. No, just the DnD Compendium updates.

First of all, the new Character Themes all suck. I don’t care what their higher-level powers and bonuses do, and I don’t really care how advantageous their non-combat and utility powers are. They suck. Wizards should know by now that a Theme that doesn’t grant an attack power or a beast companion isn’t worth anyone’s time.

Seriously, and I don’t think I can stress this enough — there are maybe a half-dozen Character Themes worth your time. Fey Beast Tamer is one of them, maybe even the only one, depending on how you feel about extra heals and attack powers, simply because it gives you a reusable beast companion and damage sponge.

Next, this season introduces Goblins, Kobolds, and Svirfneblin to the race pool for players to pick from. “Why?” You might ask. Probably because WotC has no love for any of the other races they created for the Player’s Handbook 2 or 3. I’m not sure exactly. Goliaths? Minotaurs? I have no idea. Gnomes? Oh, you mean Svirfneblin.

Don’t get me wrong, I’m glad they finally addressed Kobolds as a playable race. You know, right before they throw Fourth Edition out and move on to Fifth Edition. It’s too little, too late. Now I’m just annoyed because they’re cashing in — Goblins, too. Seriously? Oh, and where are Hobgoblins and Bugbears?

There are no new classes. So, to summarize: no classes, no races, and no themes worth using. Thanks DnD Encounters! For nothing to remember this season!

Well, that isn’t entirely fair. Goblins have what may be the first-ever at-will Racial power, and that’s worth noting. Also, Svirfneblin have a Racial power that heals (temporary hit point-style) in addition to granting them Partial Concealment. The Svirfneblin also get a rare racial bonus to Wisdom. That’s a hard one to get.

So! Look forward to seeing a lot of Goblin thieves and Svirfneblin warpriests these encounters! And then lots more of the same guys you saw last season!

└ Tags: DnD, gaming, soapbox
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Companions, Cohorts, Minions, Etc

by dither on May 18, 2012 at 9:30 am
Posted In: Create Expectations

For some time, I’ve been trying to figure out how to incorporate animal companions, allies, summons, minions, and familiars into a game without breaking its balance. If you look at how Third Edition Dungeons & Dragons handled animal companions, you could easily have a Druid’s bear outstrip the party’s Fighter. That just isn’t cool.

Fourth Edition alleviated this strain somewhat by having a Ranger share actions with his beast companion. The same is true for the Sentinel (druid), and I really think that’s probably the best way to handle such a thing. Really, the more pieces you put on the battlefield, the more complicate things get. But it shouldn’t have to be that way.

I brought this up to cookiemonger last night, and I remarked that classes like the Ranger were set up to enhance a beast companion, whereas the Wizard basically used a familiar as another kind of implement (compare: wand, staff, orb, tome). The familiar is essentially useless unless the Wizard takes the right kind of powers.

But then, how powerful should a companion be? I don’t think it’s unreasonable to say that a companion should be basically worth the same number of hit points a character could otherwise heal themselves for during a fight, because any sort of companion is basically a damage sponge. I think that much is fair to say. But what of actions?

I made a list yesterday that helped me put things together. While working on my Wednesday-night DnD campaign, I began implementing a number of my new ideas about monster creation and stat manipulation, and that included the streamlining of Elite monsters. My list put Elites, Solos, Minions, and Standard monsters in a row.

“Below” Minions, I added a space for Swarms and Mobs. My thinking was that if four to six Minions were worth one Standard creature, then it would take about the same number of Swarm-lings to affect a Minion. And then actions came into it. Why does each Minion get a full turn? That didn’t make sense to me.

I thought, Mob-lings must get in each others’ way. Minions should too. I think, if you start with a mess of Minions (you must always have four to six to constitute one group of Minions), then they should share actions, like beast companions, summons, or familiars. You have a “Gang” that has two turns, for all its remaining members.

If you “bloody” a Gang of minions (reduce its numbers to half or less), it is effectively Dazed, gets no Opportunity Attacks, and receives only two Standard actions per round instead of the full complement of six (Standard, Move, Minor). That might not mean a lot to a swarm necessarily, but it makes maneuvering more difficult.

This idea of sharing and trading actions and such, I think could be expanded to encompass the entire spectrum of creatures, from Minions to Solos, making all monsters (and perhaps players) more effective across the board.

└ Tags: cookiemonger, DnD, game design
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Gaming: The Bloodthirsty Thief

by dither on May 17, 2012 at 9:30 am
Posted In: Fourth Edition, Start in a Tavern

Last night was the first session in the new Fourth Edition Dungeons & Dragons I’m running with a local group in Sugarhouse. We’re playing at a sweet little game shop where I’d been running the D&D Encounters for the duration of The Elder Elemental Eye campaign season. I think things got off to a fantastic start.

Everybody showed up on time and prepared, which is always nice. We’ve been trying to work out a slightly earlier meet time (a difference of about half an hour), but I have my email password configured to expire every seventy-two days, and it’s customary that it temporarily shut down my email at the worst possible time, every time.

Rather than starting the party together already, the characters were all visiting the town of Haliartos for the Pandemoniad, a festival honoring Athena. During the week of the Pandemoniad, the masters become slaves and the slaves become masters. There are numerous feasts and competitions, and everyone from all walks is allowed to join.

At least two of our adventurers were former slaves, so the festival particularly resonated with them — I laid out the events of the next few days of the festival, starting with a music and poetry competition that the characters were all waiting for the start.

With a party-wide Perception check, I alerted the party to a couple things — someone in the crowd started shouting “murder!” and another, “thief!” Two of the PCs saw the guys who robbed them, everyone noticed their money missing, and they all saw a bloodthirsty thief standing over a fallen man in the crowd.

To kick off all the dice-rolling and such, I gave the party a Skill Challenge to pursue the thieves across the town. They first had to navigate the crowd, then chase the thieves through an area of market stalls, there was a short, mad sprint through an open area, and the chase concluded in a rundown part of town — the thieves’ hangout.

Once cornered, the thieves turned on the characters, and everyone had a chance to try out their new powers and abilities in a claustrophobic melee. Notably, the group’s warden suffered two near-fatal backstab attacks, and took well over fifty points of damage over the course of the fight, mitigated by the shaman’s bear spirit.

└ Tags: DnD, gaming
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Projects: Mid-May Progress Report

by dither on May 16, 2012 at 11:05 am
Posted In: Create Expectations

Posting has been sparse the last couple weeks, as I’ve been hard at work on dueling projects. First of course, there’s the new Fourth Edition Dungeons & Dragons campaign I’m running on Wednesday evenings. The campaign follows in the wake of DnD Encounters that I’ve been running since March. Good times.

But it means I’ve been spending a lot of time in Super Research Mode lately. I’ve been poring over information about Mythical Boeotia, corroborating maps and myths to try and paint a picture of the region so the players can run around causing all the mischief they want. But! It’s also where I’m basing the board game!

Yesterday I came up with the most marvelous starter adventure, full of murder and intrigue. Well, mostly murder, but depending the point at which the players enter, there could be quite a bit of intrigue. I’ve created a timeline of events, so if they drag their heels, the plot will unfold without them. Kind of like a “Dynamic Event Chain.”

On the Assassin’s Creed front, I completed the Carnevale sequence and I just finished planting mercenaries through the district so I can go and assassinate the dude who’s holed up in his fortress. Looking forward to that part, ’cause those assassinations are what you play this series for, after all. Right? Am I right?

Incidentally, Assassin’s Creed 2 has informed a lot of the side-quest and region stuff I’ve worked on recently. I’m trying to streamline “guilds” so they can be interacted with on a really basic level, like hiring mercs, thieves, or courtesans, or taking on more involved stuff, like, “missions” and stuff. It’s all based on “scope.”

This morning, I made some thieves (both standard and elite), and outlined a sweet Skill Challenge to introduce the players to the town. I will admit now the whole thing borrows heavily from pickpockets / Borgia couriers in AC2.

└ Tags: gaming, projects
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