Sunday, October 31, 2010

A better formula for minion damage.

Ever since the monster creation guidelines received errata to cover the new math from Monster Manual 3, I had wondered what had happened with minion damage. The new tables covered other types of monsters, but not minions, so we could only guess what was expected from a modern minion - was the table in Dungeon Master’s Guide 2 still valid, or were new monsters following a different, unknown math? Minions are far less common than normal monsters (particularly at higher levels), so sample monsters in rule books tend to be scarce, complicating the task of verifying the creation guidelines. Still, I found that MM3 had just enough such monsters to prove that the previous formulas were slightly off. Even better, it was possible to come up with a new formula that was a better match for the new monsters, but also for those in Monster Manual 2! Not only that, but it was pretty straightforward, and could be related to that of standard monsters. It was the following:


Minion Damage (normal) = 4+ Level/2
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Thursday, October 28, 2010

Essentials ranger preview: Redeeming Twin Strike

D&D Essentials class previews


Update (11/11/10): Ok, I ran some numbers about Twin Strike, and it looks like it's not as bad as I thought, unless you go out of your way to optimize damage. When making a ranger, a multiattack power will still beat most alternatives, but the comparison with other strikers isn't as terrible as I suggested. So take everything below with two grains of salt.

Edit (03/11/10): Toned down Twin Strike hate.

I have long considered the ranger the most flawed class in 4E, mostly because of its notoriously overpowered at-will, Twin Strike. It is frequent for a ranger to spam Twin Strike in detriment of anything else, on account of its outdamaging most encounter powers, and downright obliterating at-will alternatives a LOT. In this context, it comes off as a surprise that when Heroes of the Forgotten Kingdoms brings us a Essentialized ranger subclass called the Scout, which consists on a melee dual-wielding striker stripped of daily powers and based on attacking all turns in a very Twin-Striking way, the final result might be something I’d enjoy playing with.


Given that the book included both drows and dual-wielding rangers, it must have been difficult to use any other races for the sample character. I appreciate the effort.
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Sunday, October 24, 2010

Analyzing the Essentials Assassin

Last month we talked about the new Assassin build (the Executioner) featured in Dragon, which exploited the increased flexibility provided by the Essentials class paradigm, introducing a number of cool, innovative ideas. Although the level of mechanical polish and balance achieved was impressive (and, honestly, quite an improvement over the original Assassin), the new build was still labeled as Beta, so that players could provide feedback before the final version was released later in November. Which is what I intend to do today: give some constructive criticism on the class, pointing out its successes and shortcomings, and eventually send it to the developers.


The class follows a top-down design, emphasizing flavor over pure mechanics.
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Monday, October 18, 2010

Essentials Druid heals, brings back Animal Companion

D&D Essentials class previews


When it was revealed that the Druid build in Heroes of the Forgotten Kingdoms would be primal leader, we guessed that the class powers and features would be significantly altered. Today we have taken a first look at this Sentinel Druid, and it doesn't let down: Wild Shape is nowhere to be seen, the power progression has been slightly streamlined, and the character concept has changed from a shape-changing hybrid of beast and caster to melee weapon user with a faithful animal companion!
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Thursday, October 14, 2010

Broken Bits: Battle Captain

Broken Paragon Paths, Part Six
Previous - Index - Next

If there is one game mechanic that has no place in D&D 4E, it is that of adding (or subtracting) ability modifiers to d20 rolls. Be it for an attack, a saving throw or an skill check, the roll of a d20 determines failure or success of an action, and is usually adjusted in tiny increments of 1 or 2 points. And with good reason - since success rates tend to be around 60%, a modifier of 4 points would have a huge impact in the chances, and one above 8 points would virtually assure success or failure.

Coincidentally, primary and secondary ability modifiers most often range between 3 and 9 points, depending on level, so applying them to a d20 roll starts as extremely effective (at heroic) and ends up downright broken (at epic). Today I’m going to talk about Battle Captain, a paragon path whose primary shtick consists in adding Intelligence to your allies’ attacks. Don’t expect that to survive until the end of the article.
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Tuesday, October 12, 2010

Fatigue: An optional rule for characters without healing surges

Edit (19/10/10): Modified fatigue to affect skill checks

In a recent article, I commented on the shortcomings of healing surges as a player resource, and how I felt existing patches to be lacking. Today I present a house rule I’ve been tinkering with that intends to allow characters to keep fighting after they run out of surges, though at a significant disadvantage.

The following house rule extends the healing section in Player’s Handbook, p.293. (and its equivalent in the Rules Compendium - can’t give a page reference since I don’t own the book).

Running out of surges

When you would be allowed to spend one or more healing surges and regain hit points, if you are out of healing surges and not fatigued, you can choose to regain that many hit points instead. If you do, you become fatigued until you take an extended rest.

When you would be allowed to spend one or more healing surges and regain hit points, if you are out of healing surges and fatigued, you can choose to regain that many hit points instead. If you do, you become weakened and grant combat advantage until the end of your next turn. You cannot do this while weakened.


Fatigued:
  • Can’t run
  • -2 to attack rolls
  • -2 to skill checks and ability checks
  • -2 to defenses against attacks with combat advantage.
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Friday, October 8, 2010

Essentials Ranger preview: A farewell to seekers?

D&D Essentials class previews

For a long time, Wizards of the Coast has stated that they wouldn’t release a purely martial controller in 4E, to the despair of symmetry-loving fans. However, after a first peek at the Hunter, the new controlling Ranger build to be included in Heroes of the Forgotten Kingdoms, we can tell that this stance... hasn’t changed all that much.

As it turns out, the Hunter (not to mistake with the Hunter Ranger build from Martial Power 2) not only brings a different role (controller) to the Ranger class, but it also changes the power source! Like the Essentials Assassin before it, the Hunter mixes martial exploits with a different power source - primal, in this case. This shouldn’t come as a surprise, since D&D rangers have a longtime tradition of dabbling in nature magic. Anyway, from what I can see, the primal influence is a minor one, since all the attacks revealed so far lack openly supernatural effects, and the class structure closely resembles that of other Essentials martial classes: no dailies, fixed encounter attacks, and a strong focus on basic attacks for its at-wills. In fact, the only primal elements revealed so far are a series of stances that wouldn’t be that out of place as martial exploits.
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Thursday, October 7, 2010

Healing Surges revisited

Healing surges are among the most game-changing innovations brought to D&D by 4E (and that is saying a lot!), and their contribution to the game has been positive overall. However, their implementation has been plagued by minor, yet significant flaws, preventing them from being completely successful as either party resources or character attributes. Today I’d like to discuss the mechanical aspects of surges, both good and bad, providing an overview of the patches that have come up (from official sources as well as this very site) and paving the ground for yet another (hopefully improved) solution in an upcoming article.

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Tuesday, October 5, 2010

October errata: Spirit Companions, Cunning Sneaks, and little else

The days of world-changing errata seem to be coming to an end. When the Essentials line was announced, we were told that we'd have a few months of drastic rules updates to clean up the game for the new books, and a much lower rate of changes, afterwards. Having read the September advance, I was hoping that this month would bring us one last glorious round of fixes, addressing major stuff like the psionic power point system.

Well, I was wrong. The latest document only includes a handful of changes of note, plus a bunch of typos, and I'm inclined to think that this is the kind of revisions we should expect in the future. That is, apart from the stuff that is directly being rewritten on the Essentials books.

Anyways, here are the two relevant fixes:
- Shaman spirit companions can no longer be dismissed and conjured again with a single minor action. Placing spirits on the battlefield isn't completely trivial anymore, and should be a bit more interesting from now on.
- The rogue Cunning Sneak class feature now works with any kind of movement, not just move actions. Move-related attacks should now be much more useful for stealthy rogues.

And that's it. I'd still like to see an official document with the changes to classic monster stats, but they may be waiting for the release of Monster Vault, for that.