Critical Hits

The Journal of Gamer Culture

4th Edition D&D: Beyond Level 30

EpicLevelHandbookCharacter level is one of the core concepts behind many roleplaying games, and it has been at the core of D&D from the very beginning as an indication of a character’s abilities, power, and influence in the world.  Back in Original D&D they were so distinguished that each level had a different name depending on your class – a Fighter became a Veteran, Warrior, Swordsman, Hero, and eventually Myrmidon, Champion, and finally a Lord.

OD&D in the beginning had a level range from 1 to 11, with only the Magic-User able to reach the highest level after becoming an Enchanter, Warlock, Sorcerer, Necromancer, and finally a Wizard.  The first Basic Set only included rules to take characters from levels 1-3, which was then added on to with the Expert Set which expanded the range with levels 4-14.  Next in the early 80′s the “Companion Rules” were released which allowed adventurers to play level 15 all the way up through level 25, the “Master Rules” which included levels 26-36, and the “Immortal Rules” which let characters go beyond level 36 effectively transcending the level system.

It was with Advanced Dungeons & Dragons 2nd Edition that level 20 became the standard maximum level for all races and classes, with some different rules for humans/demi-humans and what level they could achieve.  3rd Edition D&D continued the trend by presenting a clear chart of levels 1 through 20 for every character in the core rules, and was expanded upon with the Epic Level Handbook that let characters progress through levels 21 and up.  4th Edition combined the epic levels into the core rules and allows characters to progress from levels 1 through 30, which is supposedly the first time since the “Master Rules” of classic D&D that the core rules included progression beyond level 20.

I haven’t heard of many people playing 4E who want to progress beyond level 30, which is understandable because 30 levels is a long time to be playing a character and the Epic Destinies that carry your character from level 21-30 set up a story for how the character ends their adventuring career.  However, even with the first Monster Manual we saw Orcus as a threat higher than level 30 and with the subsequent release of more products we’ve seen Tiamat, Vecna, and many dangerous primordials reach up to level 35.  When I first saw that a solo monster was equivalent to 235,000 xp I started to wonder exactly how many epic level characters would be needed for this to not be a ridiculously hard fight, so a while ago I put these numbers together as inferred from the existing 4E rules assuming they follow the same progression. [Read the rest of this article]

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Chatty's Gen Con Plans

There’s an unexpected  hole in my Guest post schedule, my Gen Con prep is finally done and I miss talking to you all, so I thought I’d share my convention plans.

This is going to be my second attendance in as many years.  Last time I came to the Con thinking I was a nobody and I left it feeling like a Rock Star and I took home some great lessons.  This year, I’ve almost finished making my transition from ‘blogger’ to ‘industry freelancer’.  I say almost because my Goodman Games adventure has been pushed back to November. Boo!  That means that I come to Gen Con with different objectives than last year: that of networking with industry professionals and look for people willing to buy into my crazy D&D ideas.

Oh and have fun too!

So here’s a hodge podge list of what I have planned for the Convention.

Drunken D&D

Oh yeah, we’re so doing this.  On Wednesday night, a group of friends (mostly bloggers who co-founded the RPGblogger’s network) and a very special guest are going to play a cross between a drinking game and D&D.

The adventure, conceptualized by myself and written by the highly talented John Richter (of South Africa), is a heavily modified version of the Dungeon Reality Show: Dungeonball adventure.  We created a High School Comedy/drama called ‘Saved by the Grell’ where students of St-Tequilus high School play a Dungeonball game against their rivals of Wandering Monsters High School.

You can be sure that we’ll talk about the game once we return from Gen Con and the adventure will be available for download.

DCC tournament

I’ll be spending a lot of my time over at the Crowne Plaza, DMing Goodman Games Dungeon Crawl Classic tournament.  This year the 4e adventure is called the Scroll of Ruin and it is a paragon-tier romp in a sunken desert dungeon.  You can find the adventure’s backstory here.

I’m curious to see how different DMing an organized play adventure (Paizo’s Pathfinder Chronicles) will be from DMing a tournament.

Blogging Panels

I’ll be participating on 2 panels this year.  At 4h PM on Thursday, I’ll be on the RPGbloggers panel along with my co-founder friends to discuss the network, our future plans for it and how it came to be.  This is the perfect time to meet with the network’s bloggers.

I’ll also be on the ‘So you want to be a RPG blogger’ panel on Saturday at 9h00 AM, where we’ll discuss our experiences in this wonderful little niche of ours.

Come if you are there!

Magic the Gathering

Last year, I narrowly beat Dave the Game in a Magic Draft and I ended up splitting the 1st prize with another player because we ran out of time.  This year, I intend to repeat my performance with Dave and take the 1st prize.  He he he.  I haven’t played competitive magic since last year; we’ll see if I lost my touch.

Beercon

As a Goodman Games DM and author, I got invited to a party called Beercon.  The list of potential invitees seems to cover most of the spectrum of the industry.  I can’t want to see how it turns out.

The Ennies

I missed the Ennies last year because I was DMing in a 125 player Paizo event.  This year I’ll be there to support my good friends from Critical Hits as well as my other friends and designers such as Wolfgang Baur and Monte Cook.

More beer

After the Ennies, I’ll be off to grab a few beers with some WotC developpers and freelance writers.  I’ll meet up with them to discuss my D&D for kids adventure concept and I hope we’ll just relax and swap war stories.

Oh and my liver is going to kill me… so much booze!

Tracy Hickman’s Killer Breakfast

If time allows, I’ll go and meet Tracy Hickman at his killer breatfast to meet him face to face.  He was kind enough to provide me with a copy of his X-DM book and I’ll go and thank him in person. I’ll also post a review soon enough.

Late Night with Chgowiz

I got invited to a late night Sword&Sorcery game, DMed by Chgowiz.  I can’t wait to try one of the rare versions of D&D I never played.  I don’t know what class I’ll play.  I guess I’ll have to see what I roll up.

Meet with D&D Developers

I’ve been offered some face time with D&D developers and I’ve asked to discuss two things:

  • Have a walk through of the latest D&D insider tools and discuss how far WotC has gone since I wrote my Open Letter to them, decrying their horrible track record with Software.
  • Discuss with developers what’s in store for DMs in the upcoming year.  Get an preview of the cool things that will make running this game easier and more fun.

If you have any particular questions you’d like me to ask them, I’d be happy to oblige.

As you can see I’m going to have a busy Gen Con, but that’s all right, that’s how I like it.

I’ll also be live blogging a bit, if I can find some time and some cheap WiFi.

Talk to you later!

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Monster Manual 2 – In Depth #4

kenkuContinuing a series of posts I did in May, I take a more in depth look at each monster entry in the 4th Edition Monster Manual 2!

Kenku – The Kenku are a great additional humanoid for the early heroic tier, with the obvious uniqueness that they are bird-men to set them apart from all the rest.  Their most interesting aspects are an emphasis on stealth and deception with the Mimicry ability that lets them immitate sounds and voices, plus Flock Effect which grants a kenku +3 to hit with combat advantage and when aiding another instead of the normal +2.  The varieties presented in the book are each very interesting, with focuses on fighting as a group and avian themed spells (including one that lets the Kenku Wing Mage fly for the rest of the encounter).

Krenshar – A very odd monster, the Krenshar is a catlike creature that can peel back the skin on its face to scare its enemies.  The normal Krenshar is an interesting level 4 controller with a roar that dazes and weakens enemies or a unnerving skull attack that gives heroes a -2 penalty to attack rolls.  It also has a fearsome visage aura that gives those within it a -2 penalty to saving throws against fear effects which can make for some really intense status effect driven battles.

Lizardfolk – The new additions to the lizardfolk monster entry are all of the Poisonscale variety.  Like the kenku the new lizardfolk are a great addition to the lower heroic tier, with a lot of good encounter combinations possible amongst them.  The Poisonscale Magus can do lots of poison damage and ongoing poison damage, but perhaps most deadly is the poison barrage area attack that makes targets vulnerable 5 to poison.  The Poisonscale Slitherer is not pictured but I imagine them more like snakes than humanoids, they use javelins and have stability that makes them impossible to knock prone or be forced to move.

The Poisonscale Savage is particularly vicious with an aura of poison that gives enemies a -2 to saving throws versus ongoing poison damage, in addition to two attacks that can cause ongoing poison damage on its own.  The Poisonscale Collector and Poisonscale Myrmidon round out their brethren with the Poison Strike ability that gives them a +2 bonus to damage rolls against enemies suffering from ongoing poison damage!

Lycanthrope - Here we have three new varieties of Lycanthrope, the first is the level 6 brute Wereboar who can infect PCs with Moontusk Fever and has one hell of a maul attack.  The Weretiger on the other hand is a quicker and more subtle foe as an level 11 elite skirmisher, with a choice between two high crit katar attacks a round or a pounce attack that does lots of damage, pushes you one square, and knocks you prone.  Weretigers also have a slashing recoil that means if you miss them with an attack they get to immediately strike back and shift two squares away.  The last new addition might be the coolest, the Werewolf Lord is an level 13 elite bruter (leader) that has a Blood Moon aura which gives it and its allies a bonus to hit and a huge bonus to damage against bloodied targets.  Like the Weretiger, the Werewolf Lord can also make two attacks in a round but with a falchion instead, he also gets the vicious Speed of the Wolf ability which lets him shift 6 squares and make a bite attack in wolf form and a Savage Howl that heals its allies and allows them each to make a free bite attack!  Each of them is vulnerable to silver, of course, so you should have no problems taking care of them….right?

Mammoth – This normal animal entry almost seems out of place in the book, but the single creature presented is actually very cool – the Nyfellar Mammoth.  This level 17 brute, whom I shall call “Stampy”, naturally has a standard mammoth gore and stamp attacks but can also use a slew of interesting abilities that will tear your party to pieces.  Blizzard Trample, which recharges when the mammoth becomes bloodied OR when it takes cold damage, lets it shift 8 squares through enemy spaces and make one stamp attack against each enemy it walks over!  Tusk Toss is definitely one of the most interesting abilities that I’ve seen so far, it’s a reach 2 attack that does 1d10+5 damage but also launches the target up to 30 feet (yes 4E actually uses feet first sometimes) into the air until they land 5 squares away and take falling damage.  Oh, I almost forgot to mention that this elemental beasty is a mount and when mounted it can use blizzard trample OR tusk toss while charging.

Marut – Here we see three curious new additions to this immortal monster entry, the Marut Castigator (level 21 skirmisher), the Marut Prosecutor (level 21 controller-leader), and the Marut Executioner (level 22 brute).  The Castigator wields a double sword and can teleport using Thunderbolt Strike to surprise PCs with double sword attacks.  The Prosecutor is one of the few monsters in the MM2 that attempts to take the ‘non-combat’ monster approach, using its Dictum power to immobilize foes and (I kid you not) a power called Biting Testimony that does psychic damage along with giving a -2 penalty to attack rolls, skill checks, and ability checks.  Lastly the Executioner is like the Castigator except uses he uses a double axe, has a power that if it drops a PC to zero hitpoints the marut gains an action point, and an Executioner’s Call that pulls all creatures in a close blast 5 adjacent to him.

Myconid – Finally our fungal friends make an appearnace, unfortunately the Myconid only get three entries in this book and all of them are in the low heroic tier.  The Myconid Rotpriest is a fey plant creature with regeneration that does not function if it takes radiant damage (I thought plants liked the light?) and has a power called Decomposing Spray.  Each of the Myconids has the Roots of the Colony ability that lets them split damage they take half and half with a myconid ally within 5 squares.  While the Myconid Soveriegn can boss other plants around, the Myconid Guard can use Pacification Spores to deal poison damage and prevent enemies from taking standard actions for one turn.

Neogi – The first sentence of this monster entry should pretty well sum things up, “Neogi see the world in terms of ownership.”  What we have here is the Neogi Slaver (level 10 controller-leader) who has a bite attack that does on going poison damage and on a failed save slows the target.  He also uses a Charm Bolt that gives a penalty to attacks and on a failed save makes the slaver invisible to the target, and  a close blast 3 power called Psychis Shackle that dazes targets for one round…is anyone else really not looking forward to fighting these guys yet?  Oh and the power Thrall Goad that lets all allies within 6 squares make a saving throw with a +5 bonus.  The Neogi Spawn Swarm is a swarm that mostly just bites and screams…and the Neogi Great Old Master is just gruesome.  For starters it has a Thrall Field aura 1 that gives enemies a -4 penalty to saving throws (now think back to the slaver and all the saves he was making you fail), next up is the Enslaving Bolt power which slows, then on a failed save a penalty to attack rolls, on a second failed save you are dominated, and finally on a third failed save if you are bloodied then you are dominated by the Neogi until you take an extended rest (not that you get to choose when).

nothicNothic – These creepy one-eyed abberant baddies are not to be messed with casually, and will definitely make great additions to the backrow of any paragon level encounter.  The Nothic Cackler (level 15 artillery) can use its ranged Mind Rot power to deal psychic damage and slide a target 6 squares followed by the target making a melee basic attack against a target of the Nothic’s choice.  It can do that power at-will.  It’s other at-will ranged attack is Rotting Gaze which can target up to three creatures, does necrotic damage, and inflicts a -2 penalty to all defenses (save ends).  It’s Maddening Cackle is a close burst 3 that does psychic damage and pushes targets 2 squares and then another 2 squares at the start of the target’s next turn.

The Nothic Mindblight (level 19 controller) has an aura that lets it slide creatures that start their turns within it, and it has an Eye of Insanity attack that dominates foes.  Perhaps more dangerous is its Mesmerizing Visage ranged power that gives targets a -1 penalty to saving throws, and if failed then grants a -3 penalty to saving throws!  The last variety is the delightful sounding Nothic Eye of Vecna (level 22 lurker-leader), whose aura lets undead make free attacks if they start their turns within it and it can make a mobile melee attack which immobilizes targets and gives them a -2 penalty to saving throws.  Its main eye attack is Eye Rot which only makes one attack roll versus all enemies in a close burt 10 and on a hit it becomes invisible to them (save ends), which works great in combination with its Invisible Advantage that causes an ally to attack targets that it hits who can’t see it.  As you can probably tell, all three of these Nothics are sure to drive PCs insane in record time.

Oni – The first Monster Manual provided us with two interesting types of japanese-ghosts, now we have three more to add to the group all of which can change their appearance in dasterly ways.  The Oni Devourer is a medium-sized level 7 soldier that claws and devours (which gives a -5 penalty to saving throws) in addition to its Hypnotic Glare that pulls and dazes targets.  The Oni Overlord (level 12 elite brute-leader) is a large oni that has an aura that boosts its allies damage but also hurts them if they miss with all of their attacks.  It wields a greatclub and can make enemies vulnerable to poison and necrotic damage, but it also boosts allies with the Violent Reward immediate reaction at-will which gives an ally 5 temporary hit points whenever they damage an enemy.  The last new monster in this entry is the Onie Thunderer (level 22 skirmisher) that wields a spiked chain to grab and pull foes towards it, then it uses Thunderclap Portal to attack everything in close burst 2 and teleport 8 squares away.  As if its not bad enough that one of its move forms is teleport 8, it also teleports 3 squares as a reaction to being hit by attacks.

Ooze – While WotC was smart enough to put the gelatinous cube in the first MM, there were still several classic entries in the Ooze category that were missing.  While Abolethic Skum wasn’t necessarily one of those, it is pretty damn cool having a level 18 minion brute ooze to throw at a group of PCs, these bad boys have a small aura that makes opponents vulnerable to psychic damage.  Black Pudding is the star of the show this time though, a level 8 elite brute that can engulf opponents with a close blast 3 power and splits off Black Pudding Spawn (level 8 minion brute) whenever it is hit by a weapon attack.  The Gray Ooze (level 2 skirmisher) is a devious threat for low level adventurers with a stench aura that gives a penalty to attack rolls and the Bone Melt basica attack which gives a target a cumulative -2 penalty to Fortitude for each time it hits with an attack.  The last new ooze presented here is the Green Slime (level 4 lurker) which uses its main attack to engulf a foe and split any future damage between itself and the target it has engulfed while it slowly dissolves them.

Phoelarch – The two types of monster presented here are actually described as stages in the same creature’s life cycle, a Phoelarch is a half-natural and half-elemental being that begin as humanoids with fire rippling over their skin and when they are slain a fiery bird called a Phoera emerges from the corpse to seek revenge.  A Phoerlarch Mage (level 12 artillery) has a damaging fire aura and when it dies it creates a zone of fire damage for the rest of the encounter that then summons a Phoera.  The Phoelarch Warrior (level 12 skirmisher) has the same abilities but with a focus on melee instead of ranged attacks, and the Phoera (level 12 skirmisher) that they both summon is an elemental flying bird that can do flyby attacks and cause a lot of ongoing fire damage.  When a Phoera is reduced to zero hit points it explodes in a death burst for a lot of fire damage and also creates a zone of damaging fire for the rest of the encounter.

Remorhaz – This monster would definitely place high in a competition of monsters whose names are insanely fun to say with funny accents.  Remorhaaaaaaaz!  This level 21 elite brute elemental insect-like beasty loves to live in arctic climates so much that it has a Blistering Heat aura that deals fire damage to nearby foes.  It really likes to grab you with its main bite attack, followed promptly (and as a minor action I might add) by the inevitable Swallow which causes the lovely restrained condition and ongoing 10 damage plus ongoing 10 fire damage just for funsies!  Thankfully if a swallowed creature deals a certain amount of damage to the beast it will regurgitate them into an adjacent square.  If its not busy eating you, it also has a trample attack that lets it move 6 squares and knock everyone it touches prone and several abilities that deal fire damage to creatures who are next to it or damaging it in melee.  Hooray!

retrieverRetriever – I don’t know what the Retriever did to lose its demon status, but I think it’s doing just fine as an elemental animate level 27 soldier.  As its name suggests, this creature excels in taking things as it can grab a target and move with them without ever making a strength attack.  It also follows the standard formula that eye rays make everything cooler, as it gets to use all four of its eye rays each against a different target on its first turn and then one random eye ray recharges each subsequent turn.  These consist of an Acid, Cold, Fire, and Thunder Ray each doing pretty much exactly what you’d expect them to do.  On top of the retrieving and the eye rays, it can also Self-Repair and use its Unerring Accuracy to sense the general location of the specific type of target it was tasked with sniffing out, and then teleport to within 10 squares of that target.  Yes, it even says, “the target need not be on the same plane as the retriever when it uses this power“.

Rust Monster – Quite possibly the most debated monster when it comes to 4th Edition, you’ll find no shortage of hatred for this iteration.  The Rust Monster comes to 4E as a level 6 skirmisher with a bite attack that instills the ‘rusting’ property on heavy armor which causes the item to take a cumulative -1 penalty to AC up to a maximum of -5.  This is the same as its Rusting Defense ability that targets an attackers weapon and causes the same property but with a penalty to damage rolls instead.  It can then use its Dissolve Metal ability to target any rusting item and completely destroy that item.  One of the big changes is that the Residuum of these items can be recovered from the monster’s body and is worth the full market value of the item rather than a percentage.  A new iteration of the monster is the Young Rust Monster Swarm (level 9 solder) which can rust a PCs armor and weapons but cannot dissolve them so they are more of a hindrance unless they are combined with other rust monsters.

The last new addition to this entry is the level 11 skirmisher Dweomer Eater, who functions exactly like the regular Rust Monster but specifically targets armor and weapons with magic enhancement bonuses and causes them to decay (and then eats them).  If you find yourself playing 4th Edition but longing for the days of the “more risky” Rust Monster than it’s an easy change for a DM to say that residuum can’t be recovered, or even to double the penalties it instills on items and let it eat multiple items per encounter.  That is, of course, assuming as a PC you like losing items and as a DM you like having a monster that your players plan on never even going near.

Shadar-kai – To compliment the four varieties of Shadar-kai from the first MM, we have four new kinds with a special new ability.  Each of these Shadar-kai have attacks that cause a target to be subject to a status called shrouded in gloom (always on a save ends basis).  Shrouded in Gloom causes a creature to take a -2 penalty on attack rolls and gain only half the benefit of healing effects.  The Shadar-Kai Blacksoul (level 14 controller) has a deadly ranged base attack power that shrouds enemies in gloom in addition to a ranged area power that does the same, but they can also Corrupt Soul a target effected by the gloom to dominate them.  The Shadar-Kai Dawnkiller (level 14 lurker) has melee attacks that cause the gloom and can also blind targets, which stacks with the Shadows of the Raven Queen ability which grants 2d6 extra necrotic damage against targets that can’t see the Dawnkiller.

The aptly named Shadar-Kai Gloom Lord (level 14 artillery) has the same ranged attacks as the Blacksoul, but instead of dominating the Gloom Lord has the Shadowcage power which targets a creature that is shrouded in gloom, deals necrotic damage, restrains the target, and they cannot see targets more than two squares away from them.  The last new entry is the Shadar-Kai Painbearer (level 15 skirmisher-leader), which is effectively a beefed up version of the original MM chainfighter.  The Painbearer can Shadow Dance to shift 7 squares and attack three targets with a shadow chain, with the second and third attacks dealing extra damage if the one before them hits in addition to blinding targets that are already shrouded in gloom.

Shark – Similar to the mammoth this entry stands out for being a normal animal entry, but the level 10 brute Fleshtearer Shark is no ordinary monster.  This aquatic terror is a perfect fit for the book featuring Demogorgon on the cover, with a damaging bite attack but the more fearsome power is Lockjaw Charge.  This attack lets the shark charge, make a basic attack, and grab the target (when the grab ends the target takes 5 ongoing damage too).  Once a creature is grabbed by the shark it uses Shredding Teeth which requires no attack roll and does 3d8+7 damage.  Thankfully it could be effected by a Feeding Frenzy which happens if it starts a turn within 5 squares of a bloodied creature then it drops a creature it has grabbed and makes an attack against an adjacent creature.  It also gets a natural Waterborne advantage of +2 damage against any creature in the water that does not have a swim speed.

Skeleton – The last monster entry for this in depth analysis, the two new additions to the very popular Skeleton listing.  The first is the Bonecrusher Skeleton (level 7 soldeir) which is a large minotaur undead monster that swings a greatclub and can use Crushing Blow to knock enemies prone, but its most dangerous ability is its Threatening Reach.  The next entry is rather curious, the level 3 skirmisher Skeletal Steed, can make mobile melee attacks and allow a rider to make attacks instead of its attack during the move.  It also has a Death Shriek that gives a penalty to attack rolls.  I assume this will become the favored mount for any low level bad guys that DMs choose to put a party up against, it should be a good filler until the villain can reach Nightmare mount status.

Monster Manual 2 – In Depth #1
Monster Manual 2 – In Depth #2
Monster Manual 2 – In Depth #3
Monster Manual 2 – In Depth #4
Monster Manual 2 – In Depth #5 (coming soon)

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Silly DM, minor quests are for players

About a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of “Are you kidding me? The DM is the narrator, end of story,” I realized that I already did some narrative sharing because I encouraged the players to describe their attacks during combat.

When I read Chatty’s article about using 4E action points to grant narrative control, I decided I needed to explore some additional ways to allow player narrative that I would be comfortable with. As I started preparing for the current 4E campaign I am DMing, it occurred to me that the minor quests mechanic might be an excellent method for sharing narrative control with my players.

Declaring your major and minor
Quests are a new mechanic in 4E Dungeons & Dragons. Well, “new” is a bit of a misnomer. Quests have been around forever in the form adventure hooks. They’ve just been given a little extra bling in 4E in the form of an XP award. This is an obvious nod to a principle CRPGs and MMOs put into practice long ago: reward the players for investing in the story.

There are two types of quests in 4E: major and minor. If you have seen any of the published 4E modules, you’ve noticed that major quests are the central goals of the adventure. Minor quests are subplots that don’t necessarily impact the outcome of a major quest. More importantly, minor quests are tied to individual characters. From page 103 of the 4E DMG:

Often, minor quests matter primarily to a particular character or perhaps a subset of the party. Such quests might be related to a character’s background, a player goal, or the ongoing events in the campaign relevant to one or more characters.

Major quests are pretty easy to implement. You come up with them when you are designing the adventure (or they are provided by the module if you are using published material). Minor quests can be a lot more work, even if, like me, you ask your players for information on their character’s background, beliefs, and goals. That kind of customization requires a lot of analysis and preparation on the part of the DM.

But they don’t have to. Toward the bottom of page 103 in the 4E DMG, there is a little paragraph about player-designed quests. Who better to come up with quests tied to their personal goals and background than the players?

A minor quest for narrative control
In our game, I hand out index cards for the major quests. To facilitate player-designed minor quests, I hand out 3 blank cards to each player. If a player thinks of a goal related to the current adventure that they would like to accomplish, they write it down and pass the card back to me. I then do my best to incorporate it into the adventure. When a player runs out of cards, I will give them another set of 3 blanks.

We had a successful implementation of this in our last game session. One of the PCs is an apprentice in the local mages’ guild. During an audience with the local lord (which produced a major quest), the player noticed the veiled disrespect for his master in some of the NPCs’ comments. He decided he wanted to investigate and uncover the reasons behind this behavior.

Before the party left town for their delve, I had the player roll a Diplomacy check and we did a little spotlight roleplaying where he reported back to his master about his observations. His check was successful, so he learned that the High Septarch of the guild had only just been an apprentice himself when the old guild was destroyed during the Bloodspear War. This, along with the fact that few other arcanists living near or passing though Fallcrest have seen reason to join the new guild, led many to hold the view that the High Septarch has a rather inflated opinion of his abilities.

Completing this quest earned the party an additional 100 XP at the end of the session, which broke down to 20 XP per player. This amount is less than half of what I used to give individual players as awards for good roleplaying back when we played 2E AD&D. More importantly, it gave the player who designed the minor quest a little bit of narrative control, and that’s really what I was hoping to achieve.

Kameron Franklin is a published fantasy fiction author and a 26-year RPG veteran. He is currently DMing his first 4E Dungeons & Dragons campaign, and blogging about it and other explorations of RPG play and design at pathsofadventure.com.

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YouTube Tuesday: I Am Super Lucky Golden Iron Man Edition

Test animation for an Iron Man anime, the final of which is to be written by Warren Ellis. Below, a similar test animation for the Wolverine anime, also to be written by Ellis, but that doesn’t look nearly as good. [Read the rest of this article]

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But my father was a blacksmith! – Crafting in 4E

Hi there.  My name is Rob, a.k.a. “A Hero”, from A Hero Twice A Month.  While I can be a chatty DM at times, I am not the ChattyDM.  Still, he was nice enough to let me post my thoughts about crafting items while he is off on his GenCon hiatus.

When the game designers at Wizards of the Coast decided to trim the skill list down from more than thirty-six skills in D&D 3E to a mere seventeen in D&D 4E, it was inevitable that many skills would not make the cut.  Most of them were simply rolled into more general skills, like Hide and Move Silently being combined into Stealth.  This makes sense to me since I always felt the skill list in D&D 3E was a bit bloated.

Notably absent from the D&D 4E skill list is the Craft skill.  To some extent this makes a lot of sense, since Craft was more of a background skill which rarely came up in adventuring (barring the occasional use of the Fabricate spell).  Still, I think it is a shame it is gone.  There is something nicely thematic about a dwarf forging his own weapons or an elf crafting additional arrows during the time between adventures.

The need for a crafting mechanic is even more necessary if you look at the creation of magical items.  According to the Player’s Handbook, Mountain Armor is created when “Dwarf armorsmiths combine the elemental earth of their mountain homes with other metals to craft this heavy armor.”  A wonderful bit of flavor text which adds a lot to the feel of the suit of armor.

If you look at how it would be created in game though, the process is somewhat disappointing.  Let’s say you want to create Warplate Mountain Armor +3.  First, you buy Plate Armor.  Then acquire 17,000 gold pieces worth of Alchemical Reagents or Residuum.  Cast the Enchant Magic Item Ritual and touch the item.  Presto, you now have Warplate Mountain Armor +3!

It is just not quite the same, is it?

I have found that skill challenges can be used to add a little of this flavor back without completely rewriting the rules.  While it may seem odd at first, skill challenges were created to determine the success or failure of non-combat situations.  So it helps to look at different types of crafting simply as different types of skill challenges.

So how do you go about creating an appropriate skill challenge for the item being crafted?  Like any skill challenge, it is just a matter of determining the Setup, Level, Complexity, Primary Skills, and Outcome.

Designing a Crafting Skill Challenge

Setup

To craft an item, the character needs the appropriate tools and raw materials.  Appropriate tools could be as simple as fletching knives to make a bow or could be as complex as needing access to a dwarven forge for the aforementioned Mountain Armor.  Raw materials have a cost equal to half the purchase price for mundane items.  Magic items still require the components for the Enchant Magical Item ritual.  However, the item is treated as two levels lower on the magic item price chart.

Level

Level is equal to the items level.  Mundane items are generally considered level one.

Complexity

  1. Horseshoes, Shovels, and other basic items.
  2. Simple Weapons, Military Weapons, Heroic Tier Armor, and most Heroic Tier magic items.
  3. Superior Weapons, Paragon Tier Armor, and most Paragon Tier magic items.
  4. Epic Tier Armor, and most Epic Tier magic items.
  5. DM’s discretion.  This level may be needed for exceptionally complex magic items like the Apparatus of Kwalish.

Suggested Primary Skills

Crafting Metal Armor/Weapons: Athletics, Endurance

Crafting Bows/Crossbows/Arrows: Nature, Perception

Crafting Cloth/Leather Armor: Nature, Endurance

Additional primary or secondary skills should be chosen based on what is being crafted.  For example, Eladrin armor would likely have Arcane as a secondary skill because of the Fey origin of Eladrin.

Outcome

Success allows you to craft the item for the reduced cost in materials listed above.  Failure causes you to waste half of the necessary materials.

Example: Crafting a Longbow

Setup

Appropriate bowyer tools and 15 GPs worth of materials.  Each roll requires one hour of time.

Level

As a mundane item, a longbow is level one.

Complexity

2 (Requires six successes before three failures)

Primary Skills: Nature, Perception

Nature (moderate DCs): Carving a bow requires insight into how to bring out both the strength and suppleness out of the wood.

Perception (moderate DCs): A flaw in the wood has been the downfall of many a bow.  Perception allows you to avoid these errors.  However, no more than half of your successes can come from perception.

Insight (hard DCs): Many elves believe that carving a bow is a spiritual matter.  If you make a successful insight roll at the beginning of the challenge, you can gain a +1 bonus to all rolls during this challenge.  This roll can only be made once.  If multiple people are assisting they can each make this roll, but it only applies to the rolls they make and does not stack with other characters bonuses.

Special (Elf): Once during the challenge, an elf may use his Elven Accuracy to reroll a skill check.  You must use the second roll, even if it is lower.  If multiple elves are assisting in the creation of the bow, they may each only use this ability once.

Success

The longbow is created at the reduced cost.

Failure

The longbow is ruined.  One-half of the materials are lost.

Example: Crafting Warplate Mountain Armor +3

Setup

Because of the nature of Warplate Mountain Armor, access to a dwarven forge within an appropriate mountain stronghold is required.  Raw Materials, Alchemical Reagents or Residuum equal to 9,000 GP are required.  Access to the Enchant Magical Item ritual is required, although it can be cast anytime after the armor is completed since the component cost is paid for by the crafting process.

Alternatively, the DM may allow the crafting of this armor by dwarves without the Enchant Magical Item ritual.  In this case I recommend dropping the cost by only one level on the chart to 13,000 GP.

Each roll requires one hour of time.

Level

Level thirteen

Complexity

3 (Requires eight successes before four failures)

Primary Skills: Athletics, Endurance

Athletics (moderate DCs): Strength of arm important at the forge.

Endurance (moderate DCs): Working at a forge requires a great deal of endurance.  At least two of the successes must come from an Endurance skill check.  However, if an Endurance skill check is failed, the next roll made for the skill challenge is at a -2 penalty.

Dungeoneering (hard DCs): Understanding the ways of the mountain are essential to creating mountain plate.  A successful Dungeoneering skill check adds a success and grants a +2 bonus to the next Athletics or Endurance Skill Check made for the skill challenge.

Arcane (hard DCs): By sensing the shifts in the elemental forces at work in creating mountain plate, you can cancel one failure incurred.  This may only be attempted once during the course of the skill challenge.

Special (Dwarf): Dwarves get a +2 racial bonus to the checks required in making Mountain Armor.

Success

The armor is created at the reduced cost.

Failure

Half of the raw material/component cost is lost and the armor is ruined.

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Handling A Legion Of Padded Supermen

Hi there everyone, this is Wyatt Salazar, the world’s only biological nuclear reactor (CAUTION CAUTION) from The Spirits of Eden and now also The Amusing Fantasy, standing in for the Chatty DM who’s currently questing for Gen Con, as you know. He still has plenty of healing surges and daily powers left and I wish him the best of luck on that boss battle. But enough about grids.

I’m Okay Guys, I Have 1 HP Left

D&D 4th Edition is my current de-facto choice for gaming. One of my favorite and least favorite additions to the game are the hit point and healing surge systems. There was something about D&D 3.5′s reliance on magic or money for healing that really bothered me, because I liked the rationalization of hit points that D&D 4th Edition uses now, and have always used it.

Losing buckets and buckets of blood and organs in a fight with an ogre only to have a cleric patch you up to lose that many buckets again in the next fight just did not make a lot of sense to me (yes, even with magic). I   liked the idea that hit points could represent things easier to recover, like morale or just manly grit. The punch to the face didn’t break your jaw and cause you to cough up your tongue. In fact, it might not have been a clean hit at all, despite the attack connecting and the hit points lost.

Might sound silly to you, but I love that sort of thing, rather than the idea that hit points represent, I don’t know, some esoteric amount of flesh and blood you’ve lost. I also happen to hate hit locations rules. That’s unrelated, but I just do. (Chatty DM: Wyatt, King of the non sequitur)

I like Healing Surges because they represent that ability to get back in the game, because the damage you’ve taken was not fatal. They also allow more than Clerics to heal reliably and potently. A martial character can “heal” himself or others also.

The Problem With This

Healing surges present an illusion of invincibility when looked at over a long term. A player or DM sees 10 healing surges on his Fighter and thinks of it this way: the Fighter can regenerate its full hp two and a half times today. This gives the player a sense of fearlessness and the DM a sense of dread. Your character can die three and a half times today, or become bloodied seven times today, and you’ll be back up in no time, just spend a healing surge and gain that 1/4 of your HP back.

Your instinct might be “well, if players can heal that much, and standard encounters aren’t hurting them, I should have really powerful monsters fight them that can deal a lot of damage, that’ll scare them!”

The problem with this is that it’s not really true – in the short term players can’t spend all their surges whenever they want unless they have enough surge outlets (powers and potions that can heal by spending surges) to cover them.

Second wind covers 1 surge each encounter, leader can do 2 each encounter with class feature powers and more with their other powers, non-leaders tend to have one or two outlets as well, and there’s potions. This may seem like a ton of things, but aside from leaders, I’ve not seen players picking healing powers highly over damaging or buffing powers.

So your super powerful monster may end up killing them all, not scaring them, and they may only be able to spend 2 or 3 healing surges in the process, unlike the grand 100% recoveries you imagined. Rather than add danger and lethality, you nailed the portrait to the wall with a bulldozer.

Usually the longing for gritty, difficult encounters and frail PCs is one that throws back to fantasy literature like Lord of the Rings, where you see heroes running from any enemy that seems too large and generally treating their mortality quite seriously. D&D 4e PCs might try to kill the Balrog and loot the body and that’s a state of mind not many people like.

So before trying to put a Level 15 Balrog analog in your Level 8 game to scare your players out of their metaphorical coat of invulnerability, try a couple of other things first and see how that works in ending the invincibility notion and adding some  element of danger (or at least, having your players act like there’s danger).

Wyattlutions To The Problem

So what do you do about this? How do you handle it? Here’s some of the things I do before I even send one enemy out.

•Ask Nicely?: Ask players to act more like regular people would in their situation instead of metagaming. Yes, you’re a legendary general who can make people move out of their turn, but you’d probably still be at least a bit frightened and wary of a 5 story dragon, not thinking about killing and looting it. Treat your character like the only one you’ll have, not an utterly disposable game avatar. Even if you’ve done all your HP math and you’ve realized that a string of balanced encounters probably won’t put a dent in you, don’t act like you own the world because of it. To your PC, healing surges don’t exist. It’s just him getting lucky.

•Tell Them Straight: I often tell my players that I will be presenting encounters that are unbalanced and that they should know this up front, all their metagame analysis will be mostly fruitless. I don’t say this with the intention of actually throwing an Oni at a bunch of level 3 players or to destroy the rules base as they know it. I do it to get them in the mindset that this is going to be my game, not the DMG’s balanced encounter guidelines that they’ve memorized. Even if it IS going to be the DMG’s balanced encounter guidelines in disguise, it can help cause a shift in attitude.

•Burn Surges: Wizard’s of the Coast has begun using this method to get PCs to spend resources. Newer skill challenges, for example, have consequences that require expenditure, or punish failure with the loss of, healing surges. Healing surges are entirely abstract, and if you feel like your players are riding too high and loose because of healing surges, you can now, quite within acceptable rules, find ways to get rid of some of them. Not only that, unless you run them entirely out of surges, this isn’t a highway to a total party kill like an over-leveled encounter might be, and still makes the players more wary.

But if you absolutely must have a high level, extremely dangerous and unbalanced encounter in your game to scare the bejeezus out of your players and make you feel all macho again as a DM, please consider doing the following things:

•Drop Potions Beforehand: The Potion of Vitality may say Level 15, but lets face it, at level 8 or so, the Potion of Healing is crap. 10 hit points per surge is a waste. If you want to have more difficult encounters but don’t want to massacre PCs, drop some of the next tier’s basic healing potion somewhere. This gives PCs a good, reliable healing surge outlet that can keep them from getting stomped, but it doesn’t do damage, doesn’t cripple the opponent, so it won’t downplay the difficulty.

•Have Escape Routes: Aragorn and company didn’t sit there fighting the Balrog, they ran. If your PCs don’t run immediately, give them the option to later. Most PCs playing D&D 4e, I’ve noticed, don’t think that running away is an option. They see it as losing XP because the encounter wasn’t completed. I know, I know, this mentality is unhealthy, trying to maximize the amount of XP you earn in the game isn’t a mindset I want in a PC. But if you give XP for running away, you encourage it as a viable option. Prepare a skill challenge for escaping one of your psycho overpowered combats and reward its successful completion. If they fail it, allow them to try it again, don’t just cut everything off and have them all get wiped by the monster. Show them that the world does have horribly powerful things that they can’t kill, and more importantly, that they don’t have to kill them.

•Add Houserules?: Most people hate house rules, I myself rather like them. I’ve collected a bunch. If you’re thinking of using overpowered encounters to make things gritty, but you also don’t want the players to just suffer endlessly at your grasp, you may be able to tweak the game to allow you to this. We’re moving out of known rules territory here, but it’s worth a look. I don’t think the rules intended for level 8 characters to fight level 15 monsters either, so you might as well break them a little more, no?

Well, that’s what I wanted to talk about today.

However, Chatty told me that I could “even post an anime picture” if I liked, and I’d been searching up and down for what screenshot I wanted to put up here. I decided to go with this animated one from K-On! after careful consideration, because it really illustrates how I view myself giving this information.

1f304823f9d2523131705beeff55887a

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Inq. of the Week: Non-RPG Content?

09nomineeSeveral readers commented on last week’s Inquisition to point out that the Eberron campaign setting for D&D doesn’t actually fit in that well to the Steampunk genre, but the results of our poll are an astounding majority (76%) of people who are interested in or like Steampunk.  Only 7% actively dislike the genre, while the remaining 17% are either indifferent or don’t know enough about the genre to make a decision.  Perhaps we should have some educational posts to enlight and convince that 17% to be more interested in the genre.

Well voting for the ENnies closed over the weekend, first and foremost I’d like to extend our thanks and appreciation to everyone who voted for us!  No matter what you ranked our site compared to the others, they all help and hopefully we will be pleasantly surprised at the ceremony during GenCon.  Being nominated for an RPG award for “Best Website” is an absolute honor for Dave, myself, and everyone else who contributes here.  During the first two years of this site (2005-2007) I always took some pride in the fact that I first added the “Videogames” category to the site and for that period of time it was our biggest category.  Since then RPGs has easily overtaken all of the other categories, which is not a surprise to us because 2007 is when we all started playing regular tabletop RPG campaigns again after several years of hit and miss attempts.

In an effort to always be looking and moving forward, this week I’d like to ask you all what kind of content you are most interested in seeing here at Critical Hits other than RPG and D&D related posts.  Each of these categories includes reviews, editorials, previews, and everything else related to the topic that we can think of but if you have something specific in mind please share it with us in the comments.  For example if you’d like to see weekly reviews of the coolest and best comic books each week (or month), then vote for comics in the poll and share the specifics with us in the comments.  The one stand alone entry in the poll is “Original Webcomic”, for the few of you that have been reading the site for long enough might remember that I used to do a webcomic and post every week called Random Encounters for a few months, if this is something you’d be interested to see more of please let us know!  You can vote for as many choices as you like, so feel free to vote for all of the categories you’d like to see us post more about in the future.

What kinds of non-RPG content do you most want to see on Critical Hits?

View Results

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Of course, if you can think of something new that you’d like us to cover here, vote for the “Other” option and let us know in the comments!

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Critical Bits for the week ending 2009-08-01

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Time is running out to vote for Critical Hits! Voting ends Saturday Night!

09nomineeYou only have until the end of Saturday, 8/1 to vote for us in the 2009 Ennie Awards for Best Website. (Remember, you don’t need to vote for any other category if you don’t want to, and 1 is best!) We just reached 1500 RSS feed subscribers today, and so if we got all of you (plus our regular readers who don’t subscribe to the feeds, plus some random passerbys) to vote for us, I think we’d have to a shot against our behemoth competitors.

We’ve already told you about all the endorsements we’ve gotten from game designers, bloggers, and even a celebrity. But I also prefer to let our work speak for itself: check out our interviews, reviews, news, gaming advice, and much more in our archives, as well as our About page that lists our “best of.” We’ve been running for nearly 4 years now (longer than any of the other nominees) so have tons of material for every RPG fan.

Additionally, we were one of the co-founding sites of the RPG Bloggers Network, and have toiled many, many hours to operate it and promote it, so a vote for us (as well as for Mad Brew Labs) is a vote for the Network and independent RPG blogging.

Finally, to lift from Geek’s Dream Girl’s list of three legitimate and three illegitimate reasons to vote for us, Bartoneus & Sucilaria have a puppy named Freyja:

freyja-300x225

If we don’t win, the puppy will be sad. You wouldn’t want to make the puppy sad, would you?

So please vote for us now and many, many thanks to those who have already done so. I promise, this is the last full post devoted to the Ennies (until we win or lose).

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