Saturday, June 26, 2010

Broken Bits: Hospitaler

Broken Paragon Paths, Part Three
Previous - Index - Next

Hospitalers are paladins who specialize in the arts of healing, and they do so thoroughly. They can heal with action points and with Divine Challenge, gain a bonus with Lay on Hands, can activate a utility so that all their hits heal allies for an encounter, and have a daily that heals. Also, just for the sake of variety, there’s an encounter power that hands out saving throws to anyone nearby. All of this makes for a very efficient, focused package, which would be perfect except for a tiny, horribly unbalanced detail.
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Friday, June 25, 2010

Broken Bits: Champion of Order

Broken Paragon Paths, Part Two
Previous - Index - Next

Champion of Order is a very irregular paragon path for paladins, providing some great benefits, some very questionable ones, and the ultimate encounter attack. As slayers of all that is chaotic (which apparently means demons and elementals), Champions of Order complement their general purpose abilities with enemy-specific bonuses that are not always as effective as one would expect.
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Thursday, June 24, 2010

Broken Bits: Divine Oracle

Broken Paragon Paths, Part One
Index - Next

The cleric paragon path Divine Oracle, from Player’s Handbook, is one of the most remarkable designs in the game. Following a theme of prophecy and foresight, its mechanics sometimes leave us with an impression of temporal travel (which is very much what the character would perceive, after all), and overall have a special, evoking feel. Not only that, but they are terribly effective. Which brings us to...

The problem

The path is well rounded, with a set of very solid powers and features. Its level 11 encounter, suitably named Prophecy of Doom, pushes the boundaries of what you’d normally be able to do with a power in that slot, encouraging experiments with crit specialists - but, ultimately, I think it can be considered fair. There is a feature that really worries me, though, and it is a Terrifying Insight. It reads as follows:

Terrifying Insight (16th level): Whenever you make an attack against Will, you can roll twice and use the higher result. If the attack misses, you are dazed until the end of your next turn.

There is a lot to be said about this feature. To begin with, it is remarkably difficult to take advantage of within the cleric class, where attacks against will are typically scarce. The drawback, getting dazed on a miss, is harsh, but manageable, specially when considering that dazing is not as painful for ranged characters, and that the very feature prevents you from missing too often. And then, of course, there’s the fact that the benefit is insanely strong.
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Wednesday, June 23, 2010

Broken Bits: My list of broken paths

Broken Paragon Paths, Index
Introduction - Part One

The other day I commented how paragon paths had dropped in power level since the first Player's Handbook, with many negative consequences such as reduced class balance, unfulfilled player expectations, and a tendency to ignore the majority of 'normal' paths. From that, I concluded that a complicated, but viable solution might be to errata (or, in my case, houserule) the most potent paths so that the power gap with the rest wasn't as large. The downside was the list of paths to change was sizable: around two dozen. On the other hand, since the next best thing would be to upgrade the remaining 400 paths, I guess we are stuck with that.
 
You can see my list of broken items below. I think all of them are prone to abuse or otherwise broken, even if some aren't too popular in the optimization community. Also, I've left behind some very strong options that nevertheless felt fair (most notably, Kensai). The table is missing an explanation for the cause of brokenness, but don't worry - I'll provide in-depth discussion, as well as fixes, in upcoming posts. Note that no material from Dragon magazines has been included; I'll add that in a future update.
 
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Monday, June 21, 2010

The Fall of Paragon Paths

Broken Paragon Paths, Introduction
Go to broken path index


Since the first Player’s Handbook, most aspects of a player character in D&D 4E have experienced a slow, but steady increase in power. From power selection to feats and magic items, the constant release of new options in rulebooks and magazines means that characters are noticeably stronger today than two years ago. With one remarkable exception: Paragon Paths.
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Friday, June 18, 2010

A guide to Paragon Paths with ability bonuses to damage

As our campaign is approaching the end of Heroic Tier, I've started to investigate an area of the game I tended to overlook: Paragon Paths. Among other things, I've been studiying the paragon path sections of all the books I own, as well as the path lists in D&D Compendium, for those I don't. In addition to helping me decide how to level up my character and a couple others in my gaming group (since some of our players prefer using pre-made characters), this has provided me with food for a couple of articles - including, as you might have guessed by now, this one.

One of the topics I've been investigating has been that of paragon paths that grant an ability bonus to damage, like Pit Fighter, or Stormwarden. I want to talk about this in depth in a future article, but basically these tend to be very strong options, and were very frequent in the first books, but have become increasingly scarce. Many recent classes (including several strikers) lack a path of this type, making multiclassing for an appropiate path a common trend among damage optimizers - one that is sometimes considered problematic. At any rate, I have compiled a list of these paths, and I though it would be handy to have it posted here.

The list is divided in two sections, with the first one ordering paragon paths by class, and the second one by the ability that is added to damage. It is only a partial list, in that paths from Dragon magazine have not been taken into consideration (yet), but I think you'll find most of the relevant options anyway. The following books are covered: Player's Handbook, Forgotten Realms Player's guide, Martial Power, Player's Handbook 2, Arcane Power, Eberron Player's Guide, Divine Power, Primal Power, Martial Power 2, Player's Handbook 3.

Keep in mind that this is not a comprehensive list of damage-boosting paths, and in fact some of the best ones (like Morninglord or Kensai) use different mechanics and have been left out. Read More......

Wednesday, June 16, 2010

Even more changes in Monster Manual 3: Clumsy soldiers, miss effects

The other day I commented on some of the exciting new changes in Monster Manual 3, like the overall damage increase and the accuracy adjustment to the Brute role. It seems there were still a few surprises left, though. A new blog post from D&D editor Greg Bilsland provides some background on the new monster design philosophy, as well as a couple of details that we had missed earlier.

To begin with, monsters with the Soldier role will no longer be downright better than the rest. Previously, Soldiers had many unique advantages (good AC, accuracy, ability to defend) without a real downside - so they were great both in offense and defense. In MM3, soldiers are losing their extra +2 bonus to accuracy, so their attacks will only be average now, and brutes will actually be able to outdamage them.

More importantly, the differences between roles have been emphasized, so you can expect soldiers that mark (which were strangely uncommon) to come up more often, and the same with Skirmishers with mobility features, lurkers with hiding abilities, and controllers with control effects. Also, these abilities should not be completely reliant on hitting: monster powers with "Miss" and "Effect" lines will be more common now, so that role-essential functions are more or less guaranteed.

Friday, June 11, 2010

Changes in Monster Manual 3: Accurate brutes, more damage

UPDATE (12-06-10) - After looking at the monster stats from the official MM3 previews, it looks like the damage increase is even greater than announced. The difference seems to be about 50% more at Paragon Tier, and up to 66% at epic. I've provided a table with the data below.

Monster Manual 3 is coming out soon - and, in fact some stores already have it. Judging from the comments of the lucky owners of early copies, this is going to be an even better book than the previous two in the series. To begin with, there's the revised format for monster stat blocks (presented here and commented here, though both links are sadly for DDI subscribers only), which presents monster information in a much more clear way - this is quite a blessing for the DM, as it greatly reduces the chance of forgetting a crucial ability. But probably the most significant change is one that affects players and DMs alike: an overall increase in monster damage.
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Sunday, June 6, 2010

A visual guide to jumping rules

The rules for jumping in D&D aren't overly complex, but I've always been slightly annoyed at their confusing layout. With an unnecessary mix of squares and feet as distance units, sections that depend on a character's height, and examples that aren't clear enough, jumps could eventually be figured out, but always seemed to take me more time than they should.

I understand that space is at a premium in a rule book like Player's Handbook, but I think a few tables with the DCs for the most common jump scenarios, coupled with graphic examples where you could clearly view distances jumped, moved, and cleared vertically, would go a long way towards solving this problem. So that's what I have done. In this post, you'll find (hopefully intuitive) examples for all kind of long jumps and high jumps with all distances converted to squares.

1- Long Jump

Most of the time, when a character makes a jump, it will be a long one - they are useful for clearing pits and avoiding certain types of difficult terrain, among other useful applications. The DCs are usually very manageable (even without running starts!) unless you're crossing great distances, though it gets significantly trickier when you add vertical obstacles to the mix. Note that, when you clear N squares with a jump, you're actually moving N+1, since you also need to enter the square you land on.

Fig. 1 : Long jump without running start.





















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