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Archive for the ‘Dungeons And Dragons’ Category

Site Status Information/New Project

Posted by paradisio on October 3, 2009

Before I start with the good news, I want to cover why I haven’t been posting much lately for what recurring viewership I have (going off the stats, I have some I assume). A while back I moved the site off my free wordpress (Sign of the Druid) to this privately hosted (and paid for site), mostly due to me wanting more control. I did put ads on the site (and still have some), not with the intention of making a revenue (although that would be nice) but perhaps just recouping hosting costs. I don’t want to name names, but I had my ads removed in a very upsetting turn of events that was not my own fault. Point being, I can no longer use the biggest Internet advertising network. Regardless, the event upset me quite a bit and my interest in this blog dropped substantially. Combined with my recent unemployment, I have been extremely distracted and have lost my focus, but I have finally gotten over it and I will begin posting regularly again.

I am going to try to devote at least an hour a day to the site from now on, which should hopefully mean I get a post up at least every other day.

Hitting on my frequent topics, I have picked up a few new RPGs recently, which I should have characters up for soon. As well, I have completed some video games which I will be able to review as well.

Biggest though, is a new RPG project for D&D 4e. I will be doing a fairly large conversion project based on the Nippon Ichi Disgaea series. I’m in the process of finalizing races at the moment, which should be up Monday or Tuesday. When completed I will have a write up of setting information, a bunch of races and classes (new and modified), and quite a few monster write ups. So look forward to more from me soon!


Posted in 4e, Dungeons And Dragons, Homebrew, RPGs, Site Info, Uncategorized | Tagged: , , | Leave a Comment »

D&D 3.5 vs 4.0 – Character Creation Challenge MAXIMUM!1!!

Posted by paradisio on June 25, 2009

Well first of all, if you’re a regular follower, you’re probably going… “Wut? You already did Dungeons and Dragons 4e!” Yes well, first, I have yet to do D&D 3.5 (or Chainmail, or 1…2…or 3, more on those later!) And I had an interesting idea, what if I put these two games side by side and did character creation? More precisely, what if I did it a maximum level to see how they compare? And that’s what I’m doing. As you may or may not know, 3.5 normally goes up to 20, but effectively has no maximum level with the epic level rules, but they are a total mess in my experience so I’m just going to do it to 20, while likewise doing 4e the same.

What class? Well, good question, but I wanted something, well, perhaps not so easy in either. So I pick the class in both which probably has the most options: Wizard. As per my normal CCC rules, I’m sticking to the core books, and not Wizard’s definition of “core”, that means players handbook (1) only and/or Dungeon Master’s Guide. Adding additional source books will just make this take longer and add to the complexity needlessly for a comparison. But unlike my usual CCC entries, I won’t actually post step by steps, I’ll do that some other time.

This isn’t “4e is better” or “4e is teh sux”, I actually like both editions, but 3.5 just has worn on me and I find it needlessly complex for my gaming needs. But I know some people like that, I think this will show in character creation. My estimates is that 4e will be significantly faster but have fewer options. I am including a time as well for how long it took me (includes writing the relevant section in this article), and as a disclaimer my experience in 3.5 far outweighs my 4e experience. Take this with a grain of salt, no need to get all worked up over my article or a fun game!

Read the rest of this entry »

Posted in Character Creation Challenge, Dungeons And Dragons, RPGs | Tagged: , , , , | 4 Comments »

Starting a homebrew D&D 4.0 game

Posted by paradisio on April 18, 2009

Well, with my upcoming Dungeons & Dragons 4th Edition game staring in a few weeks-month, I surveyeed my player base for some general details and to a bit of my surprise they said they would prefer a homebrew setting over well, a published one (the only ‘official’ option being Forgotten Realms currently). This has stirred up some old feelings, and I myself have vastly preferred homebrew settings in the past over official ones, and in general they hold my interest much better and let me feel like I have a further reach in creativity while staying true to the original premise.

Regardless, I prodded the group for a few details about this supposed setting and they give me a couple of things to work with so far:
-Use Eberron as a guideline for how far to stretch the ‘feel’ of the game
-Related to the first point, some seemed interested in Steampunk ideas, something which my typical players abhor
-The group wanted the game mostly to be based around a single region where they could develop relationships and learn the lay of the land
-Group doesn’t want resource management to be a big issue (IE they don’t want to fight for their daily break or have bone weapons like darksun)
-Game should accomodate standard stuff for the most part (no low/no magic game)
-They are okay with custom races/classes/etc.
-Can change cosmology
-Want a mix of adventure types, not a ton of dungeon crawling/room to room stuff.

Additionally, one player was interested in have some sort of benefit/hindrance system for roleplaying. I’m really not sure how to implement such a thing and not have it come out rediculously overpowered like the 3.5 variant (take a pointless negative for a free feat).

Mostly I’m looking for the RPG communities input on where to start or any specific ideas. I’ve done homebrew settings before, but they were pretty much 100% off the cuff, and I would like to do something a bit more… well, inspiring and well thought out this time. Have any great ideas, guides, etc that would help me out? Post ’em! I would really appreciate it. I’ll keep posting as I develop.

Posted in 4e, Dungeons And Dragons, Homebrew, RPGs | Tagged: , , | 1 Comment »

Dungeons and Dragons Markers on the Cheap

Posted by paradisio on December 20, 2008

In 4e, it is command to have a variety of effects: marks, curses, slowed, immoblized, etc… It can be a hassle for the GM to keep track of all this and make sure the players are informed, while being informed about the player’s conditions as well. In response, at least one company has release a commercial product to my knowledge with colored markers you can put the minitures on. But this isn’t about those magnetic markers, this is about something you can pick up for a fraction of the price.

Yesterday at my occasional Friday D&D session a player arrived with colored wooden, stackable markers. We were all stunned, they were dirt cheap, wooden checkers. You can pick them up in the crafts section of Hobby Lobby for just a couple of bucks; and at least here, they were on sale for the Holiday Season. So go pick some up if you are looking for some cheap markers for your miniatures playing. You can paint them or just write the condition on them.

Hope this little tip helps! I’ll try to get back with a picture of the packaging for ease when I go pick some up myself.

Happy Holidays!

P.S. They really only work for Medium sized figures, but they should for small as well; you’ll have to balance large figures on top of them if you want to use them.

Posted in 4e, Dungeons And Dragons, RPGs | 10 Comments »

4e – Warcraft Races #1

Posted by paradisio on November 26, 2008

Well, unlike most groups spouting off the similarities in disparaging fashion, my group actually wants more MMO inspired stuff. So I’ve decided to put together Warcraft stuff for the game. I’m doing pretty much a full rewrite of much of the stuff. But today I’m starting with races, the Alliance races and two neutral. This game is Warcraft (not necessarily just WoW) inspired, so I do take some things from the earlier games, but I use WoW mostly because it is more fleshed out as far as abilities and things goes. This is just a preliminary list, I may make some changes in the future, so be free to leave feedback. I edited some of the info out because of similarities with core races. I do plan on adding racial feats as well. Without further adieu, here we go.


As per players handbook.


Exodar Draenei
Ability Scores: +2 Str, +2 Cha
Size: Medium
Speed: 6
Vision: Normal

Languages: Common, Draenei
Skill Bonuses: +2 Religion, +2 Diplomacy
Necrotic Resistance: You have resist necrotic 5 + one-half your level.
Gift of the Naaru: You can use Gift of the Naaru as an encounter power.

Gift of the Naaru – Exodar Draenei Racial Power
Encounter – Divine, Healing
Standard Action – Ranged
Target: You or one ally
Effect: The target can spend a healing surge


Ironforge Dwarf
Ability Scores: As per PHB dwarf
Size: As per PHB dwarf
Speed: As per PHB dwarf
Vision: As per PHB dwarf

As per PHB dwarf
Skill Bonuses: As per PHB dwarf
Cold Resistance: You have resist cold 5 + one-half your level.
Cast-Iron Stomach: As per PHB dwarf
Encumbered Speed: As per PHB dwarf
Stoneform: You may use Stoneform as an encounter power.

Stoneform – Ironforge Dwarf Racial Power
Minor Action – Personal
You gain a +2 bonus to all defenses until the end of your next turn.


Ability Scores: +2 Dex, +2 Int
Size: Small
Speed: 5
Vision: Low-Light

Languages: Common, Gnomish
Skill Bonuses: +2 Thievery, +2 Acrobatics
Expansive Mind: You gain training in one additional skill of your choice.
Escape Artist: You have a +2 bonus on saving throws vs immobilization and slowing effects.
Slippery Mind and Body: You gain a +1 racial bonus on your Will and Reflex defenses.


Ability Scores: +2 Int, +2 Cha
Size: Small
Speed: 5
Vision: Normal

Languages: Common, Goblin, Orcish
Skill Bonuses: +2 Bluff, +2 Streetwise
Always on the Lookout: +1 Initiative
Goblin Reflexes: You gain a +1 racial bonus on your Reflex Defense
Goblin Tactics: You may use Goblin Tactics as an encounter power.

Goblin Tactics – Goblin Racial Power
You avoid your enemy’s blow and cleverly slink past his defenses.
Immediate Reaction – Personal
You are missed by a melee attack.
Effect: You shift 1 square.


High Elf (Blood Elf if Horde)
Ability Scores: +2 Dex, +2 Int
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Thalassian
Skill Bonuses: +2 Arcana, +2 History
Magic Addiction: High Elves are addicted to magic and must spend an hour each day in meditation to keep the addiction in check. They require one additional hour of rest per long rest.
High Elven Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Elven Education: You gain training in one addition skill of your choice.
Arcane Torrent: You may use Arcane Torrent as an encounter power.

Arcane Torrent – High Elf Racial Power
With a blast of latent magical energy you overwhelm an opponents senses.
Minor Action – Close Burst
Target: One creature in burst
Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex
-Increase to +4 bonus at 11th level and +6 bonus at 21st level.
Hit: The target is Dazed (Save Ends)


Night Elf
Ability Scores: +2 Dex, +2 Wis
Size: Medium
Speed: 7
Vision: Low-Light

Languages: Common, Darnassian
Skill Bonuses: +2 Nature, +2 Stealth
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Quickness: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares)
Shadowmeld: You may use Shadowmeld as an encounter power.

Minor Action – Personal
You gain concealment until the start of your next turn.


Ability Scores: +2 Str, +2 Wis
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Pandaren
Skill Bonuses: +2 Athletics, +2 Endurance
Natural Weapons: A Pandaran has claws and sharp fangs that they may use in battle. These weapons are counted as light blades (daggers), and do 1D4 + Str modifier damage with a +3 proficiency bonus. These weapons can’t be disarmed, but they may be sundered. These weapons also can’t be enchanted.
Inherit Toughness: You gain a +1 racial bonus on your Fortitude Defense.
Pandaren Charge: You may use Pandaren Charge as an Encounter Power.

Pandaren Charge – Pandaren Racial Power
Standard Action – Melee
Attack: Strength +2 vs. AC
-Increase to +4 at 11th level, +6 at 21st level.
Special: You must charge as part of the attack.
Effect: You may make a charge attack with an extra two squares of movement.
Hit: Make a damage roll appropriate for your natural weapons, and the target is knocked prone.

Posted in 4e, Dungeons And Dragons, RPGs | Tagged: , | 4 Comments »

4e – Minion Creation Rules

Posted by paradisio on October 9, 2008

I’ve been looking around a bit and trying to come up with a good standard on how to create minions. I personally enjoy the buggers, even though a lot of people don’t like it because real people have more than one hit point or something (IE I’m not a simulationist and I don’t think the game is bit on it either). Regardless of my feelings, I know not everyone wants to ban them, so I thought I would set out some guidelines that seem to work for me on creating minions. Feel free to give me your input or corrections.

First of all, I should state, that these are guidelines that I have derived from the book. Do not take them as fact or anything, common sense shall prevail.

There are two ways to make a minion (well, more like three), you can create a monster from scratch (or NPC) or adapt an existing monster. Regardless of which, the process is basically the same, just with more of less work. For the purpose of these guidelines, you are modifying an existing monster.

1. Name. Er, give it something wimpy sounding compared to the equivalent.

2. Role. Change to Minion

3. Exp. Give 1/4th the normal amount.

4. HP. The biggest one, just drop it’s HP to one. Also can add in a bit about how missed attacks do no damage if you forget.

5. Powers. Basically cut out everything except the creatures basic attacks, racial non-direct attack abilities and anything that wouldn’t make terrible sense to lose. So if a creature could teleport as a racial ability, it should keep that.

6. Damage. This is probably the most hinky part. There are three ways you could do this, I recommend the first for ease.
-Look up a minion of the same level from the MM and just give it that amount of damage
-Give the creature its weapons average damage
-Give the creature minimum weapon damage + modifier from a relevant stat.

7. Skills. You can either leave as is or chop off the trained skills, whatever makes the most sense/ease. If you expect the creature to only be a combat menace, keeping trained skills is probably just a waste of ink/pencil.

8. Ability Scores. Either leave as is or chop off a few points as you see fit (5 or so max).

9. Should have average equipment for the level or a bit below, but nothing special.

Otherwise, the creature should be equal to an equivalent level monster. Please get back to me with any problems/corrections.

Posted in 4e, Dungeons And Dragons, RPGs | 6 Comments »

Artificier NPC Template

Posted by paradisio on October 7, 2008

I’m sure someone else has put one of these together by now, but I decided to do one anyways as a followup to the barbarian NPC template I posted earlier.

Artificier NPC
Power Source: Arcane
Role: Controller (Leader)
Defenses: +1 Fort, +1 Will
Hit Points: 8 per level + Constitution score
Weapon Proficiency: Simple melee, simple ranged
Armor Proficiency: Cloth, leather
Trained Skills: Arcana plus one other skill from the artificer class list
Class Features: Healing Infusion (one power), Repair Object, Ritual Caster
Implements: Orbs, rods, staffs, wands

Selecting the role was the most difficult part for me, I decided to go with Controller because of the emphasis on battlefield control options the Artificer possesses, it just seemed like the most reasonable option for me.

Other than that, pretty straight forward, I used the cleric NPC as a precedent for the class features the Artificer gets. Repair Object will unfortunately be pretty lackluster for a combatant NPC, but I think this character will probably be fairly useful outside of combat, especially with the help of ritual caster. May make for a friendly character or someone who leads or supports more formidable combatants.

Posted in 4e, Dungeons And Dragons, RPGs | Leave a Comment »

Barbarian NPC Template

Posted by paradisio on October 7, 2008

The barbarian playtest article is up on wizards. May want to get it soon since the D&D insider stuff is going to be going pay this month. You should also download the back issues as well if you are interested in them and aren’t going to subscribe. My two cents, just going from the dragon magazine content, is that the subscription will be worth it. I’ve been a bit dissapointed, like many, with the new dungeon magazine; but between the tools and Dragon, I think it makes up for it.

Anyways, the playtest article didn’t have an NPC template with it (neither did the Artificier, maybe I’ll make one for it as well), so here is one for your enjoyment.

Barbarian NPC
Power Source: Primal
Role: Skirmisher
Defenses: +2 Fort
Hit Points: 8 per level + Constitution score
Weapon Proficiency: Simple Melee, military melee
Armor Proficiency: Cloth, leather, hide
Trained Skills: Two skills from the Barbarian class list
Class Features: Feral Might, Rage, Rampage

Pretty simple, but my first try at something like this. The only feature this template leaves out is Rage Strike. If you follow the NPC rules, this ability is useless for the NPC anyway, since you wouldn’t be able to activate it until 21st level (when you have two dailies). I doubt you would want to burn your other daily anyways. The other class features seem to have equivalents in the other templates and seem NPC appropriate and key to the barbarian.

Please give me any feedback. I’m thinking about making more templates; I really like them in this edition, and am a tad dissapointed I don’t see more of them. If anyone has any requests or anything, I’ll see if I can make something.

Posted in 4e, Dungeons And Dragons, RPGs | Leave a Comment »

Dungeons and Dragons 4E – CC

Posted by paradisio on July 1, 2008

Well, here we go, the new edition of Dungeons & Dragons and here is my Character Creation walkthrough for it.

Step 1. Race

The game has for the most part the standard D&D races with a couple of exceptions. Gnome and Half-Orc are no longer primary races, Gnome is in the Monster Manual (with player stats), while Half-Orc is nowhere to be seen. Replacing them is the Tiefling and Dragonborn.

Because I hardly ever make them, I’m going to pick halfling as my Race. They get a bonus to Dexterity and Charisma, are smalll, and make good Rogues for the most part.

Step 2. Class

Like the races available, classes are mostly standard with a few exceptions. Bard, Sorcerer, Barbarian, Druid and Monk are not in the core book. The only new core class is the Warlock and Warlord. A lot of people have been disappointed by this, but with the amount of space it takes for each class in the core book now, I can’t really fault wizards for it. The wizard is a lot like the old sorcerer anyways, and the warlock is a mild replacement for a blaster sorcerer. Warlord is a fair replacement for Bard, as is Cleric for Druid. The barbarian can simply be replicated with a fighter with a specific magic weapon. Unfortunately, there are really no unarmed combat feats, so the monk is probably the most out of luck.

I’m going to choose Warlock as my class instead of the typical rogue for halfling.

Step 3. Ability Scores

Charisma, Consitution and Intelligence are listed as the main statistics for warlock.

The game uses the standard D20 stats (str, dex, con, int, wis, cha) and has a few different methods of generating ability scores. Rolling now seems relegated to the last option, with an array being first and a point buy being second. Because I’ve actually never used an array, I’ll do so (but just this once). It actually has a fairly good array: 16, 14, 13, 12, 11, 10. I place my stats as follows (this includes racial modifiers).

Str- 10
Dex- 14 (+2)
Con- 14 (+2)
Int- 13 (+1)
Wis- 11
Cha- 18 (+4)

Step 4. Skills

I simply select skill from my class list that I have trained. I pick Thievery, Arcana, Bluff, and Streetwise. I think these all match pretty well for a Halfling Warlock. Like SWSE, there is no longer skill ‘ranks’ you just pick skills you are trained in and you are better at them. My skill bonus with these skills, based off my level, attributes, training and racial modifier is as follows:
Thievery +9
Arcana +6
Bluff +9
Streetwise +9

Step 5. Feats

As a Halfling I only have one feat of my choice to start off with. I take Improved Misty Step, which will let me teleport farther with one of my Warlock abilities.

Step 6. Powers

Most classes have a more flexible choice in their powers they get when starting out. For the warlock, some of their starting powers are determined by their pact. Basically Warlocks have made a contract with some supernatural entity, be it dark magic, devils, or ancient fey. For this character I select the Fey Pact.

The fey pack gives me the Eyebite power in addition to the Eldritch Blast power all warlocks receieve. In addition I get an ability called Misty Step which lets me teleport 3 squares (modified to 5 from my feat) when a creature I have cursed is rendered unconscious (or dead). I have several other abilities as well: Prime Shot (+1 to hit target when you are closest), Shadow Walk (move and become concealed), and of course, the Warlock’s Curse (which lets you do extra damage to the cursed target).

Those other powers are at-will, meaning I can use them infintitely, but I also select one Encounter Power and one Daily Powers. These should be fairly self explanatory, I can use the Daily once per day and the Encounter once per fight. I don’t have to, but I choose the powers associated with the Fey Pact, since they typically do extra stuff since I have that pact. My encounter power is Withfire, which does good damage and gives the opponent a penalty to hit. My daily power is Curse of the Dark Dream which does good damage and lets me move the opponent.

In addition to these, I get one racial power. For halflings this power is called Second Chance, which lets me force an enemy to reroll an attack that hit me.

Step 7. Equipment

I simply have 100gp to spend on equipment. As a warlock I can use Cloth or Leather armor and can use simple melee and ranged weapons. I pick the following equipment:

Basic Clothing
Leather Armor
Implement – Rod
Standard Adventurer’s Kit
Thieves’ Tools

That leaves me with 26gp for me to save.

Step 8. Fill in the Numbers

I’m not going to go into the details, but you simply follow some simple formulas for generating all your numbers, here is what I end up with.

Initiative +2
Passive Insight/Perception: 10

Hit Points: 26
Bloodied: 13
Healing Surges/day: 8
Healing Surge: 6

AC: 14 = 10+2+2
Fortitude Defense: 12 = 10+2
Reflex Defense: 13 = 10+2+1
Will Defense: 15 = 10+4+1

Basic Attack: Sickle +2, 1d6 damage
Basic – Eldritch Blast: Ranged +4 vs. Reflex, 1d10+4 damage
Eyebite: Ranged +4 vs. Will, 1d6+4 psychic damage and become invisible to target.
Witchfire: +4 vs. Reflex, 2d6+4 damage and the target takes -3 to attacks
Curse of the Dark Dream: +4 vs. Will, 3d8+4 psychic damage, and can slide target 3 squares

And that’s it, all in all, I found making a character much simpler and faster than previous editions.

Posted in 4e, Character Creation Challenge, Dungeons And Dragons, RPGs | Tagged: , , , , | Leave a Comment »

H2 Thunderspire Labyrinth Miniatures/Monster List

Posted by paradisio on June 25, 2008

Helium3 at Enworld posted a list of miniatures/monsters in the upcoming module, Thunderspire Labyrinth for D&D 4e. It is a bit spoilerific, so don’t read if you plan on playing it (like any of my groups). Unfortunately, most of these monsters probably don’t even have an actual miniature to represent them (if you even know what they are/look like), but I still found it interesting.

“Hobgoblin Warcaster
Hobgoblin Soldiers X 4
Norker Slinger X 2
Norker Bezerker
Enigma of Vecna X 2
Bronze Warder (ie Brass Golem)
Norkers X 5
Norker Grunts X 8
Evistro X 5
Bonecrusher Skeleton
Young Green Dragon
Boneshard Skeleton X 2
Gnoll Marauder X 2
Gnoll Demonic Scourge
Tiefling Darkblade X 2
Hyena X 4
Gnoll Huntmaster X 4
Dire Boar
Cavern Choker X 2
Tiefling Heretic X 2
Duergar Shock Trooper X 2
Duergar Theurge
Duergar Guards X 4
Spined Devils X 2
Ogre Savage
Orc Raiders X 4
Arbalester X 2
Duergar Scouts X 2
Orc Berserkers X 5
Hobgoblin Archer
Dire Wolf
Goblin Sharpshooter X 2
Human Bandit X 2
Goblin Skullcleaver X 4
Bugbear Warrior”

Posted in 4e, Dungeons And Dragons, Miniatures, RPGs | Leave a Comment »