Articles by Dave Chalker
TheGame is Dave Chalker, a lifelong gamer, freelance game designer, Master of Arts, and son of Jack L. Chalker. Dave is the Editor-in-Chief of Critical Hits and so runs the place. He is the envy of geeks everywhere because he's dating e, the Geek's Dream Girl. (Email Dave or follow him on Twitter).
E11 – 4e Gritty Heroic Roleplay
This idea was fully inspired by a thread on ENWorld about adapting E6 to 4e. What is E6? You can find more about it in another thread on ENWorld or in the full PDF write-up, but the core idea is simple: for D&D 3e games, players stop gaining levels at level 6, and instead, gain new feats whenever they would level. This keeps the PCs right at the top edge of “gritty fantasy” and on the cusp of “heroic fantasy” while still allowing the characters to grow. Lower level bad guys (like Orcs) still remain threats in high numbers.
Well, I think this idea can be ported to 4e pretty easily. However, in 3e, feats were a big way in which characters changed. In 4e, some of the emphasis has been taken off feats and put into powers. Plus, the 1-20 vs. 1-30 level spread changes things a bit. Thus to accomodate it, here’s the rules I propose:
- Everything is normal until level 11, AKA the first paragon level. Paragon path is chosen as normal. Then advancement stops. Though you still level up, you do not increase HP, the half-level bonus (it’s always calculated as if level 11), do not gain further class abilities, and so on.
- At every even level, you gain a new feat.
- At every odd level, you upgrade your lowest level power to a higher level version of a level you do not possess, no matter what level that power is. For example, if you have level 1, 3, and 7 Encounter powers, you can upgrade your level 1 to a level 13 encounter power, since it is the same type (encounter) and the next jump is of a level you don’t possess (since you already have a 3 and 7). You can choose the powers of your paragon path in this way.
- Repeat forever.
There’s something that particularly tickles me about this idea, that you gain powers beyond your level. The powers system is pretty modular in this way, not being dependent on a specific ability score or something similar. That way your techniques in battle are getting improved, without ascending bonuses into godhood. Level 11 (or as I like to think of it with this system, “name level”) has a pretty good number of options for characters, and the DM still has plenty of options for monsters. This option might work better for campaigns focused on empire-building then those where you eventually ascend to god-like power. The system isn’t without issues: for instance, PCs will start to cherry-pick paragon paths based solely on what is granted for 11th level instead of what might balance throughout the whole progression, and the XP system might need to change. But I think it’s a good start.
I’m considering this for a Dark Sun game. What do you guys think?
March Fo(u)rth for GM’s Day Sale 2010
DriveThruRPG is having its annual March 4th sale, and extending it a few days after that. In case you didn’t get your fill from the Haiti bundle (and really, who could get their fill of RPG books?) there’s plenty of good stuff to be had on sale, whether you’re buying it for your awesome GM who lets you have that radiant weapon you’ve been seeking, or just stocking up for yourself. Plus, if you did buy the Haiti bundle, this is a chance to send some money back to the publishers who participated.
Some of my recommendations follow, in case you don’t want to flip through the literally hundred plus pages of discounted product:
- Doctor Who Time & Space Adventures, reviewed here
- Snows of an Early Winter, reviewed here
- Mouse Guard, discussed here and winner of an Origins Award for best RPG
- Shambles, a great game by A Terrible Idea where you play as a zombie (instead of against them)
- Starblazer Adventures. a gigantic science fiction RPG we hope to review soon
- Ptolus, the classic Malhavoc Press title easily adaptable to any version of D&D
- Savage Worlds core book, which was already darn cheap
- Deadlands Reloaded, the weird west setting for SW, which we talked about at DC Game Day
- Amethyst: Hearts of Chaos, which fans of 4th Power are going to want to check out
- Anything from Evil Hat… seriously, it’s all good
- And of course, lots, lots more… literally thousands of products
Check it out and let us know if there’s anything else that’s a “must purchase.”
Full press release below: [Read the rest of this article]
Critical Hits Podcast #19: 4e DMing Tips Seminar
Lead by Mike Shea of Sly Flourish, and joined by Matt James of Loremaster and Dave The Game (myself), the last seminar from synDCon 2010 was about tips for DMs, primarily for 4e D&D but also some help for GMs of all RPGs. The first part focuses on how to plan a game (and the creative process in general) and the last part talks about tips for running at the table, including ways to run initiative and track conditions.
Products mentioned: Masterplan Software, Dark Platypus Action Stands
4e DMing Tips Seminar (50 minutes, 23 MB)
[Download iPod version | Download MP3 version | Podcast Feed]
Critical Hits Podcast #18: Planning Your Campaign Using the 5×5 Method Seminar
I gave a talk at synDCon 2010 on how to use the 5×5 Method to plan a campaign arc. I took suggestions from the audience and walked through the process, and by the end, we had the structure to start planning.
This one is a bit more heavily edited, since it was a lot of audience participation and the recorder didn’t pick that up as well. Hopefully it still flows pretty well and you can follow along- be sure that you check out the table below to see the final 5×5 grid.
Planning Your Campaign Using the 5×5 Method Seminar (33 minutes, 14 MB)
[Download iPod version | Download MP3 version | Podcast Feed]
Critical Hits Podcast #17: Demolishing the Edition War – Roleplaying in 4e Seminar
Matt James of Loremaster, David Phillips, and myself gave a talk at synDCon 2010 about the origins of the Edition War in D&D, using skills for magical effects, why combat might be prevalent, tips for using skill challenges to increase roleplaying, and more.
Demolishing the Edition War – Roleplaying in 4e Seminar (25 minutes, 12 MB)
[Download iPod version | Download MP3 version | Podcast Feed]
Critical Hits Podcast #16: Creating Challenging Encounters Seminar
Matt James of Loremaster, Erik Nowak of Blackdirge Publishing/Goodman Games, and myself gave a talk at synDCon 2010 about creating challenging encounters in 4e. Everything from reverse skill challenges to Beholder tunnels to fighting Orcus at level 1 is covered.
Creating Challenging Encounters Seminar (54 minutes, 25 MB)
[Download iPod version | Download MP3 version | Podcast Feed]
Inq. of the Week: Age of Dragons
Last week, we asked about collectible elements in games and how they made you feel. Virtually deadlocked were those of you who can get into them depending on how awesome they are, and those of you who hate them with the fury of a thousand ever-burning suns. Not too far behind that were those of you who were indifferent or had mixed feelings. Not a great sign overall for those kinds of games, though clearly, people are buying them.
Last weekend, while at synDCon, I managed to get into some quick demos of the Dragon Age tabletop RPG run by Hal of Green Ronin. I left with boxed set in hand, so expect a full review coming sometime soon after I get a chance to pour over it, but suffice it to say we couldn’t help but swap some stories about playing the video game. [Read the rest of this article]
Inq. of the Week: Gotta Mutate ‘Em All
With Player’s Handbook 3 on the horizon and all the classes revealed in some way, Bartoneus asked which one you were most looking forward to. Everybody wants to be kung-fu fighting, those Monks are fast as lightning (even if it’s a little bit frightening), they came in first with expert timing. Battlemind style came in second, and the yet to be revealed Runepriest is third. Ardents, those most psionic of leaders, fell flat.
While reports leaked out ahead of time, it was the D&D Experience convention where a full announcement was made about a new edition of the Gamma World RPG, based on the 4e D&D rules. During the announcement came one major surprise: they would make random “booster packs” available to supplement the mutations that happen in the radiation soaked Gamma World and the ancient technology that waits to be discovered. As soon as I heard about a collectible component, I leaned over to the people sitting with me and whispered “gamers are going to lose their shit.” [Read the rest of this article]
Review: “Martial Power 2″
So by now, you’re probably familiar with the “____ Power” books for 4e. Primal Power, Divine Power, Arcane Power, and of course, the original Martial Power we’ve covered previously. You might be asking yourself why you need a second Martial Power book, especially as classes are getting more options in DDI.
Well, here’s the big factor for me: I find the “builds” of each class to be one of the more interesting parts of the game. It effectively makes each class into multiple classes, while still having a baseline understanding of how that class works and always allowing it to function in its role. The builds give more options, and open up the number of character concepts in a straightforward way. In the original Martial Power, there were a few snoozer builds alongside some awesome builds. In Martial Power 2, all the builds look fun and portray different concepts. [Read the rest of this article]
D&D XP 2010: Dark Sun Characters
Here are scans of all 6 characters being run in the adventure “Dark Sun: Death in the Arena” here at D&D XP. I played in it last night and really enjoyed it. I played the Battlemind which is one of my new favorite classes (especially because it mashes together Psychometabolists and Psychic Warriors, both of which I loved.)
Anyway, here’s the characters:
Suldin, Human Illusionist Wizard
Vinara, Human Sorcerer-King Pact Warlock
Ulieth, Elf Resilient Battlemind
Kindrok, Goliath (Half-Giant) Arena Fighter
Morg, Mul Thunderborn Barbarian
Pak’Cha, Thri-Kreen Animist Shaman
One last tidbit, for those that are into this kind of thing. Weapon breakage rules are as follows: if you roll a 1 on an attack with a weapon, you can reroll it. If you’re using a non-metal weapon, it automatically breaks after the attack if you do so. If you’re using a metal weapon, it breaks on a roll of 1-5.















