Sunday, February 28, 2010

Monster Math: Damage Formulas

The most important statistics of a monster in D&D 4E can be easily derived from simple formulas depending on level and role: Attack bonuses, defenses, hit points... with one remarkable exception: attack damage. In order to determine a monster's damage, you need to consult a couple of tables in the Dungeon Master's Guide (p.184, to be precise). Because these tables only show you an expression with damage dice plus a bonus, which is not immediate to evaluate, a while ago I generated new set of tables with the average damage values for each level. Today, I'd like to go one step further, and reduce these tables to short, approximate formulas.

These are the formulas for normal attacks; I'll leave limited attacks for a future post. I provide some comments and discussion on their deviations from the original values below:

Attack damage, normal attacks
  • Low: 6.1 + 0.4*Level
  • Medium: 8 + 0.5*Level
  • High: 9.4 + 0.6*Level

Minion Damage
  • Low: 3 + (Level -1)/3
  • Medium: 3 + (Level -1)/3 + (1* Tier)
  • High: 3 + (Level -1)/3 + (2* Tier)
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Thursday, February 25, 2010

Encounter Gallery: Pyramid of Shadows

My gaming group is currently playing the Pyramid of Shadows module, and we are having some truly spectacular encounters, thanks to our DM's love for scenery and assorted gadgets. The last one was so awesome that I was left with no option but to show it here. So, without further ado... Behold the Temple of Verdant Rage!

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Tuesday, February 23, 2010

Warlock Basics - Lots of feats and a damage boost for Warlocks!

Despite the great support, both in amount and quality, that has been devoted to the Warlock class (of which I spoke recently), there were two areas where the class was lacking, compared to other strikers: offense-boosting feats, and raw damage output. As of today, this is no longer a problem, because this month's Warlock Basics article in DDI does an amazing job at fixing it.

"I suddenly feel... powerful!"
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Friday, February 19, 2010

Martial Power 2: A guide to Combat Styles

Martial Power 2 is out! Though I'd like to talk about the book in depth one of these days (short story: I like it, but I'm having a hard time using the new material on my current martial PCs), today I want to talk about the new system of Combat Styles. This consists on a series of feats that modify at-will powers, much like Divine Power's domain feat system. And, like that one, it's an awesome concept but it makes character building considerably more complicated: each feat is tied to a specific set of weapons and at-will powers, and grants a different special effect.

I've compiled two lists to complement the summary tables in Martial Power 2: one with the styles classified by at-will powers, and the other by weapon groups. This will not be entirely accurate, as the Heavy Blade category can include feats that work with versatile heavy blades, with longswords, or just with blades with the high crit property... Nevertheless, it's the most reasonable pattern I could come up with, and I've been comfortable using it so far. Keep in mind that, unlike domain feats, each Combat Style is limited to different martial classes, which I mention in the second list. Finally, there is a second tier of Combat Style feats, which only require having the corresponding at-will modifying one, and provide a general bonus as well as enhancing certain encounter powers. For sanity's sake, I'll refraing from showing a table for that.

*Update 1: Since the Styles only affect powers printed in rule books (PHB, MP, MP2), I've left out those from other sources - the list was already quite long.
*Update 2: Added Compendium links

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Thursday, February 18, 2010

Player's Handbook 3 preview: Cloth Armor becomes playable!

A character using Cloth Armor in D&D 4E is a rare occurrence. Right now, there are only two kinds of cloth-wearing PCs: those who are forced to do so because of their class features, like Avengers and Monks, and those who are waiting to level up and grab Armor Proficiency (Leather). The truth is that the upgrade from Cloth to Leather armor is one of the best conceivable uses for a feat slot, rivalling even the almighty Expertise (and arguably even better, at Heroic Tier). Because of this, dresses, robes and vestments have banished from the wardrobes of most adventurers, as even Wizards go around wearing leather jackets. Thankfully, Player's Handbook 3 is going to put an end to this madness, by allowing players to remain unarmored without incurring in significant mechanical penalties. Let's see how this will happen.
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Monday, February 15, 2010

Character Math: Damage per round

Today I'm starting yet another article series, this time devoted to the calculation of a player character's statistics. The idea is to provide ways to measure and compare different aspects of a PC's performance, much like the post on attack and defense normalization, a while ago. I have a few cool formulas lying around to quantify stuff that hasn't really been explored in depth... but I should start from the beginning. So this post will focus on damage dealing, which is pretty much all that is looked at, nowadays. You will find some basic definitions and formulas, as well as guidelines for calculating damage in some common special scenarios.
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Thursday, February 11, 2010

Broken Bits: Barbarian Agility

One of the most important changes introduced in the Great Errata of november, 2009 was the Avenger fix, which prevented a striker class from easily surpassing the Armor Class of a defender in plate armor and shield, while wielding a massive two-handed weapon. Unfortunately, another class with almost the same symptoms got left behind: the Barbarian. I expect that some official errata on the subject will happen sooner than later, but meanwhile, it might be a good idea to present a house rule that deals with it.
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Saturday, February 6, 2010

New feats and multiclass rules for battleminds!

Following my tradition for debut classes (except for the Ardent - no love for you, Warlord copycat!), I have created a bunch of new feats for players who feel like trying the Battlemind before the release of Player's Handbook 3. Since the book is pretty close by now, I have chosen not to go the easy way of expanding class features with feats, as you will have plenty of that in a couple of months. Rather, I wanted to show a cycle of feats with a common mechanic, based more on my perception of the class' personality than in existing game rules.
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Thursday, February 4, 2010

Player's Handbook 3 Debut: Battlemind

Battlemind. Not the most exciting of names, but coming up with iconic and simple ones for something like a Psionic Defender can't be an easy task. You shouldn't take this as a signal that the game developers are running out of ideas, though, because this class' mechanics and power selection are among the most imaginative that the game has to offer. Let's take a look at them.

This is not a generic fighter with a brilliant halo painted over her head. Honest.
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