So here’s what I think of as the next step, or at least a defining portion of the next step: at-wills. At-will powers accomplish a few important things in the game. They serve as the powers you will use the most, and throughout your entire career adventuring. They are the fall backs when you don’t want to use any of your encounter or dailies (expendable resources) and are more all purpose.
Critical Hits 4th Blogiversary
So yeah, we’ve been doing this for roughly 4 years now.
YouTube Tuesday: Auto Tune Cosmos Edition
By popular request, and in the spirit of some old favorites, there’s this.
Inq. of the Week: Tell Us Your Critical Hit Story
We’re coming up on our 4th anniversary this week (expect our usual yearly wrap-up this Thursday), and this year, we thought we’d do something fun. At gaming conventions this year, we asked our interview subjects about their favorite critical hit story (from any game.) We got some great responses, and will be typing those up this week, but we’d like to open the floor to you!
The 4th Power Project: Core Classes, Part 1
Here’s some actual crunch: the core classes. Just as in d20 Modern, there’s one base class for each ability score. This setup is intuitive, and also allows for the different kind of teams you see in so many shows and movies.
YouTube Tuesday: What Would Gordon Freeman Do? Edition
What happens when video game characters come to life, giant sized, and terrorize the city (and in particular, a group of video game fans)? You get Cloverbrawl, this 20 minute film that is amazingly made and combines horror and comedy. Part 1 up top, Part 2 below the fold. (via Offworld)
The 4th Power Project: Core Design Elements
This week I’m going to tell you what my goals for the game are and some broad strokes as far as the rules go. However, I’m going to cover two things up front, which may disappoint some of you.
Review: “Revenge of the Giants”
Revenge of the Giants is the first WotC “mega-adventure” for 4e. It’s also the first adventure put out by them for 4e that comes in hardback book form (with a double-sided flip map attached in the back) instead of the double book folio style. The book is 160 pages and takes characters from 12th to 17th level. This is a review based on one read-through and has not been played in any part by me. This review contains some minor spoilers as well.
Inq. of the Week: On Reviewing
Alternative titles for last week’s poll: “Blood, Sweat, and Tiers”, “Tiers of a Clown”, and “Tiers for Fiers.” 91% of you have played lowish level D&D recently, 27% in the mid to high range, and only 3% dare to go EPIC. Some interesting stories in the comments too! Whatever levels you’re playing (or not playing […]
Review: “Dungeon Master’s Guide 2”
For Dungeon Masters of all stripes, new and experienced both, the DMG2 is a must-have and will challenge the ideas of even someone who regularly dispenses advice on running RPGs (such as myself). This is the first 4e book that I can recommend to non-4e players for the strength of the first chapter alone. Plus, for 4e DMs, you get an extension of all that came before in the original DMG.
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