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Posts Tagged ‘4e’

Psion Review/General Stuff

Posted by paradisio on July 7, 2009

 

First before I begin, the first part of this is a bit of a rant, if you are looking for info on the newly release 4e Class I recommend you scroll down a bit to the review heading, read on at your own risk.

Well, today the Psion was released on Dungeons & Dragons insider, a preview of the class appearing in Player’s Handbook 3. and with it rampant hatred that follows anything in D&D with the word “psion” or “psionic”. Maybe it’s just me, but I’ve always thought of the power of the mind as a very interesting thing, and one that unlike many people, actually seems fitting in a fantasy setting, just like magic. Read the rest of this entry »

Posted in 4e, Reviews, RPGs | Tagged: , , , , | 1 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 »

Homebrew Setting Part 1: The Wall and Racial Information

Posted by paradisio on May 14, 2009

Today I’m going to go over the first part of my homebrew setting, The Wall. A range of mountains where my group will be starting their adventures, it separates the civilization to the North from the horrors that lie on the southern peninsula. As well, I also include information about the prominent races in the region.

Read the rest of this entry »

Posted in 4e, Homebrew, RPGs | Tagged: , , , | 9 Comments »

Player’s Handbook 2 NPC Class Templates + Monk

Posted by paradisio on May 13, 2009

I just raged. I finally noticed that the Player’s Handbook 2 contains no templates for the new classes, something that I think makes 4e great for DMs. But my rage has been channeled for your benefit. Here are class templates for Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer, Warden… and just to catch up, Monk, from the new playtest article. As per my usual, these are designed for standard NPCs, not monsters, but should function with them as well with very few changes (convert to elite, saving throw bonuses, etc.) I have no idea, when, if ever Wizards plans on making these themselves, from my projections they won’t be in a Monster Manual or released in a PHB, so I can only assume they will either be released online or in some sort of DMG2.

Read the rest of this entry »

Posted in 4e, Homebrew, RPGs | Tagged: , , | 6 Comments »

4e Monster Manual Personal 1 Errata – Beetles, Drakes and Rotters

Posted by paradisio on May 12, 2009

Well, I recently ran the first session of a new campaign and did some demos as well, and I came to some conclusions, some monsters from the core monster manual, especially on the low end are just broken in 4e. So, considering that Wizards have yet to address the complaints I found online regarding these three cretins, I thought I would take it upon myself to revise them.

The creatures are:
-the humble Fire Beetle, whose area attack is far too much in groups
-Zombie Rotters, the worst minion in the game
-Needlefang Drake Swarm, the low level TPK machine.

You’re free not to use these homebrew variants, but you should be aware of their strengths and weaknesses before throwing them into a regular encounter without any changes. New stats after the jump.

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

Homebrew DND4.0 Game – Preliminary Ideas

Posted by paradisio on April 20, 2009

Below is an e-mail I sent to the group with some of my first ideas about my upcoming (very work in progress) homebrew game with some prelimiary ideas, mostly focused on the pantheon. Any input or ideas? Trying to come up with something original and interesting, don’t know If I’m quit there yet. Appreciate any input, thanks.

Read the rest of this entry »

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

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 »

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.

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Human
As per players handbook.

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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
10
Target: You or one ally
Effect: The target can spend a healing surge

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

Languages:
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
Encounter
Minor Action – Personal
Effect:
You gain a +2 bonus to all defenses until the end of your next turn.

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Gnome
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.

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Goblin
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.
At-Will
Immediate Reaction – Personal
Trigger:
You are missed by a melee attack.
Effect: You shift 1 square.

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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.
Encounter
Minor Action – Close Burst
1
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)

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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.

Shadowmeld
Encounter
Minor Action – Personal
Effect:
You gain concealment until the start of your next turn.

[image]

Pandaren
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
Encounter
Standard Action – Melee
1
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 »

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
Sickle
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 »