The Wrath of Melora tackles the Claw, Hollywood style and takes on the Titan Clanks while his buddies are being pummelled relentlessly.
Gears of Ruin: The Ruiner’s Gambit’, Session 1, Part 2
As stated in Part 1, the first combat encounter was designed to be among the hardest hitting encounter my players had yet faced in D&D 4e while still being designed with an XP budget that somewhere between level 15 and 16 (the PCs are still 14th). The goal was to totally challenge the PCs while having monsters close in levels to the PC (from 12-16) without having the players clamour for an extended rest right after.
Inq. of the Week: Gotta Mutate ‘Em All
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.
Gears of Ruin: The Ruiner’s Gambit, Session 1, Part 1
Last Friday’s adventure was great. It was mostly a 3 hour+ set-piece fight but I wanted to duke it out with the players in a no-holds barred slugfest. I cranked damage dealing to the absolute maximum I could without breaking the rules (a design goal of mine). I also did my best to screw with their game plan and use plenty of dirty tricks to give them their greatest challenge in months.
Review: “Martial Power 2”
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. 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.
Bad Alignment
From my first exposure to the game, when there were just the three alignments, alignment seemed so artificial and unyielding, like a saccharin straightjacket. When complexity was folded into the mix, in the form of good and evil, and the three options ballooned to nine, the straightjacket became vented, silk-lined, and double-breasted, very fancy and good for an evening out, but still, you know, lashed in the back and making dancing a challenge. Yes, I’m pleased that 4E gave alignments a good shake, reducing the number to five, but I still feel like that might be five too many.
Gearing up: The Setting, Pre-Prep and the Adventure Plan
As many of you know, I’m starting a D&D clockwork campaign called Gears of Ruin set on a dying, water and magic-poor world. One where the gods nearly lost the war against the Primordials and more or less abandoned this ravaged, but resource-rich husk to its own fate.
Inq. of the Week: PHB3 Classes?
With D&D XP behind us now, the Battlemind class out in the open, and the Runepriest nearly confirmed it seems like a good time to look at the Player’s Handbook 3 that is coming out in March this year and figure out which class is the most hotly anticipated.
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.
D&D XP 2010: Dungeons & Dragons Essentials
During the last quarter, WotC will roll out a product line designed for new players. The game’s core is what was being called the “4e Red Box.” The prototype image was styled after the original D&D Red Box, and contains enough for a few players to play (including some tokens and maps), but can also be played solo. What was interesting to me was the “walkthrough” approach to the rules, where the book is designed to come with you to learn the rules as you play.
Recent Comments