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.

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