Thursday, December 31, 2009

Using World of Warcraft Miniatures to play D&D

Although this blog tends to focus on the more mechanical aspects of D&D, for today's post I'd like to cover a more mundane subject - the choice of miniatures. I am an avid fan of minis, and I can't think of running a 4E encounter without them, but getting a decent selection for your games isn't an easy task. Ages ago, I used to enjoy painting miniatures, but my Warhammer days are long gone. In theory, the official line of prepainted, semi-random D&D miniatures would be the perfect product for me... if they were any good, that is.

Let us face it: minis are not Wizards of the Coast's forte. I have tried really hard to like them, but a combination of mediocre quality, high prices and low proportion of exciting figures has turned me down once and again. To be fair, they have taken steps in the right direction with the PHB Heroes line (non-random minis for PCs) and the new monster collections (with boosters that show one big, cool monster, and have additional, hidden random monsters). However, despite the improvement, the fact remains that, for any given pack, there is a majority of miniatures I don't care about, due to ugliness, lack of usefulness, or both.

I had almost given up hope when the answer to my problems came from the most unexpected of places: the World of Warcraft.

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Wednesday, December 30, 2009

Broken Bits: Hand of Radiance

Straightforward, not overly powerful but with a distinct personality, the at-will power Divine Bolts captures, to me, the essence of the Invoker class. A multi-target attack that takes away the risk of friendly fire inherent to most bursts and blasts, it communicates perfectly the fact that an Invoker, more than any other controller, is a team player. Unfortunately, Divine Bolt's career was prematurely terminated with the release of the Divine Power sourcebook, featuring an unneeded replacement in Hand of Radiance, which has essentially the same effect, but is capable of targeting an additional enemy.
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Friday, December 18, 2009

Broken Bits: Come and Get It

(Broken bits is a series of short articles that will focus on unbalanced or otherwise broken game elements, one at a time.)

Overpowered attacks in D&D 4E usually fall in one of three categories: those that dish out huge amounts of damage (usually of the single-target variety), those that negate enemy actions with conditions such as stuns and immobilizations, and those that grant massive bonuses to a party's attacks or defenses. These tend to be easy to identify, since damage, enemy actions, and stat enhancenments can be objectively measured and compared as numeric values. Today I will discuss a power that, though not stellar in any of these variables, is nonetheless extremely effective.
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Thursday, December 17, 2009

Player's Handbook 3 Debut: the Ardent

A warlord with power points. December's preview class from PHB3 is called the Ardent, and consists in a psionic leader based on a great concept: emotion manipulation to boost allies. Also, it is mechanically innovative in that, like all psionic classes except the monk, it features an alternate resource system based on power points, replacing encounter powers. However, despite these interesting premises, Ardents have only managed to instill one emotion on me so far: disappointment.

Despite their other flaws, they do look good in picture.
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Monday, December 7, 2009

Fun with Dragons

This week's play session brought something totally unexpected: a fun encounter with a solo monster, a dragon from the first Monster Manual. It's one of the last fights in Thunderspire Labyrinth, and I am going to spoil a good deal of it, so you should probably stop reading if you intend to play that module. Which, by the way, I recommend. It has a slow start, and the first half could do with some heavy revisions or be skipped altogether, but the last part is one of the best dungeon crawls I have had the pleasure of exploring, packed with memorable fights. Enough with the reviews, let's talk dragons.

(WARNING: SPOILERS AHEAD) Read More......

Wednesday, November 25, 2009

Player's Handbook 3 Debut: The Monk

This month's PHB3 Debut consists in one of the builds for the final version of the Monk class. It is the same build (Centered Breath Monk) that we were presented six months ago as a playtest article, and the changes from one article to the other are nowhere near as many as I would have expected.

From my experience playing with monks, I had the impression that not only were they slightly underpowered as Strikers, but they were also missing something in the 'special' department. The thing is, they do have a unique, fun mechanic in full disciplines (which add both great mobility and flexibility), and the playtest version of flurry of blows was different enough from previously see striker damage mechanics, but still... that didn't seem to be enough. The Unarmed Combatant and Unarmed Defense features were basically a wash, since they changed the aesthetics of the class (no weapons, no armor) in a way that made no mechanical difference. Monks needed a power boost to become competitive, and some kind of new feature to become interesting.

They got their power boost all right, but it turns out that the feature that could make it all work was already there, and only needed a small tweak. Here is the complete list of changes from the playtest version.
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Monday, November 23, 2009

November errata: Adventurer's Vault, Avengers, and a lot more!

It had been a while since the last rules update (the brief, but excellent july errata), and some of us were starting to think that issuing errata was no longer considered a priority for Wizards. Nothing farther from the truth! Last week, and coinciding with the monthly DDI update, they released a truly massive errata changing well over a hundred rules issues for almost every book between Player's Handbook and Divine Power.

Some of these were merely typos or minor stuff such as missing keywords, but there is also a whole lot of very significant concerns that have been fixed, including some of the most broken magic items in the game, and fundamental changes in the gameplay of classes such as Avengers, Barbarians, Swordmages and Warlocks. It's impossible to comment on all of it - the whole errata document, including previous updates, now covers a whopping 58 pages, but I'll talk about the highlights. Also, I have compiled a list of changes for each book, which I provide at the end of the article.
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Sunday, November 15, 2009

Forbidden Treasures: Adventurer's Vault weapons and armor

Update: This article really got hit by the Great November Errata, which brought many improvements to the game and particularly to Adventurer's Vault. Many weapons in my list were fixed - some of them just as I proposed, others solving a completely different problem than the one I had found!

I continue my series about broken magic items, with the first article dedicated to Adventurer's Vault. AV is a very complicated book, with a vast amount of items and an above-average concentration of problematic stuff, so today's long list will only cover magic armor and weapons. I explained my criteria for determining overpoweredness in the opening article, but given the length of today's list, I have also introduced a clasification of broken weapons, to quickly identify what is wrong with each one, from my point of view. The three categories are Damage Bonus, for those offering a large, continuous boost to damage (which isn't what a 4E weapon enchantment should do), Critical Bonus, for excessive critical hit triggers (also damage boosters, though in a less regular way) and Save Penalty, for items penalizing saving throws (dangerous in combination with stunning effects). Weapons that don't fall in any of these categories are listed as Miscellaneous.

Overview:


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Sunday, November 8, 2009

Forbidden treasures: Broken magic items in Player's Handbook

Update: The Great November Errata fixed one item in my blacklist, the Rod of Reaving. I'm glad, as it is probably the one that needed it the most. Now, if only they took a look at that helm...

Choosing magic items is the part I enjoy the least of building and leveling a character (or, as a DM, of planning encounters). There's just too many items, and I find most of them either too weak or uninteresting. This still leaves (after a bit of tedious filtering) a good amount of reasonable choices, but the presence of overpowered stuff renders all but a few of these obsolete. In order to improve the situation, I have started to compile a list of broken items, along with rule patches that bring them closer to my idea of balance.
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Friday, November 6, 2009

Inglourious basterd sword rogues

Today in DDI we have another marvelous article by Mike Mearls, who redefined the Wizard class only two days ago. It's devoted to the Rogue, and only three pages long, but the density of good options is such that its impact on the class is almost comparable to that of Martial Power.
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Wednesday, November 4, 2009

RIP: Scorching Burst

(Update: As of March, 2010, Winged Horde has received errata that considerably reduces the power's damage. As a consequence of this, Scorching Burst becomes a legitimate option again, as the Wizard power of choice for area damage. Rise from your ashes, scorching burst!)

It seems it was only yesterday when I first opened my 4E Player's Handbook and read the Wizard class. I almost immediately fell in love with Scorching Burst, the straightforward, reliable area attack that could be used turn after turn. For me, this was what set apart the controller role (which at the time consisted exclusively of Wizards) from other classes. Later, I would learn of the subtle ways of the controller, and find that damaging a 3x3 area is far from the most powerful thing you could do with one. But I still stood by Scorching Burst, which brought fun for me, and pain for my enemies.
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Martial Power 2: Two-Handed Rangers and Ranged Warlords?

In today's Ampersand article in DDI, we are shown a new mechanic from Martial Power 2, called Combat Styles, which grants bonuses with specific weapons to certain powers, both at-will and encounter. The really interesting part, though, is how the previewed styles strongly suggest what two of the new builds in the book will be.
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Thursday, October 15, 2009

New feats for the Seeker class

Following the tradition I started with the monk and psion reviews, here are some homebrew feats for your brand new Seeker characters. As usual, I provide a couple of straightforward yet useful multiclass feats, as well as a few more creative ideas. Enjoy!

Expansive Shot
Prerequisite: Seeker, Inevitable Shot class feature
Benefit: When making a ranged attack, you can take a –2 penalty to the attack roll. If the attack hits, you treat creatures within 2 squares of the target as if they were adjacent to the target, for the purposes of any effect caused by the attack. Read More......

Toning down resistances, vulnerabilities and immunities

Last weekend I DM'ed the fifth level of Dungeon Delve,Tomb of the Tiefling Empress, which features a selection of monsters with more different resistances and vulnerabilities than any other adventure I've seen to date. In addition to the usual damage types related to Undead creatures (radiant, necrotic, poison), my players had to think hard on how to use their fire and cold attacks. We also had the ideal party to show off these mechanics, as there were both a Seeker (who got frustrated by the uselessness of his poison attacks) and an Invoker (who ruled the day with Hand of Radiance and Invocation of Ice and Fire). There was a very satisfying moment, when the players managed to position their enemies so that they were devastated by their own damaging auras.

After the Delve was over (with most of the party knocked out, and the Elf Seeker puttign to good use his amazing mobility), I started thinking about resistances and vulnerabilities, and their effect on the game. The session had proved that these mechanics could serve to create fun challenges. However, it also confirmed my previous impressions about their effects being too extreme. It's not that you deal less damage against certain enemies and more against others - even the most humble of resistances (typically 5, at heroic tier) make attacks of the chosen element almost worthless. On the other hand, some attacks can deal more than double the usual amount because of vulnerabilities. And things only get worse when the damage comes in small packets, such as ongoing damage or auras.

I think resistances and vulnerabilities could be more interesting, without becoming irrelevant, if their effect was slightly subtler. I want a character to be able to use a power (say, one of their cool encounters or dailies) against a resistant enemy without completely wasting an action. Conversely, an at-will exploiting a vulnerability shouldn't be so good as to render encounters or dailies with different damage types pointless. So I've come up with a houserule, consisting on setting a cap for both resisted and vulnerated damage. It reads as follows:
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