Thursday, December 22, 2011

Anatomy of the At-Will (II): Broken options

Not all powers are created equal, but it would be nice if they were at least comparable. In the case of at-wills, this is not always the case. There are lots of at-will powers I would like to adjust to some degree, but in today’s article I will talk about the ones that are, in my opinion, in most urgent need of fixing due to their excessive power level. The next time I will discuss the opposite side of the spectrum – utterly weak at-wills that are hardly competitive with plain basic attacks (if not downright worse).

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Saturday, December 10, 2011

Broken Bits: Master of the Forge

Broken Paragon Paths, Part Eleven
Previous - Index - Next

While going through this list of broken paragon paths we have found that, more often than not, the offenders were... well, focused on offense. Bonuses to attack and damage are the most common sources of unbalance in 4E, by a mile. On the other hand, if you have ever wondered what a broken defensive ability looks like, you need to look no further - Master of the Forge is your choice.

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Monday, November 21, 2011

Anatomy of the At-Will (I): Introduction

Scorching Burst. Tide of Iron. Commander’s Strike. Chaos Bolt. I have a soft spot for at-will attacks, which are one of my favourite innovations of D&D 4E, and I always find a hard time trying to build non-human characters, because I miss the extra at-will so much. I loathe game options that diminish the fun of choosing and using at-wills, including boring, fixed, weak stuff like Eldritch Blast, but also boring, overwhelmingly good powers like Twin Strike. For these reasons, I’m starting a new article series focusing on the most humble tools in an adventurer’s arsenal. I have prepared long lists of issues and improvements for individual powers, discussions on game elements that affect the balance of at-wills with other types of attacks, reflections on at-will related game mechanics, and of course lots of complaints and a few suggestions regarding the combination of psionic at-wills and power points. I hope to get all these topics covered in this blog, eventually... but for now, let us have a quick summary.

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Friday, November 4, 2011

Heroes of the Feywild spoilers

Heroes of the Feywild is coming out this month, and some people have been able to get early copies and share information about its contents. From what I have heard, this could be the best player book to see print since last year. Not that there has been much of a competition - the D&D release schedule has dried up lately, and the only player-oriented products since January have been Heroes of Shadow (which many found underwhelming) and the Neverwinter Campaign Setting (which was split between DM and player content). Nevertheless, the Feywild is an exciting environment of which we still know very little, and the mechanic content revealed so far seems to be rock solid.

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Monday, October 17, 2011

Broken Bits: Binder (IV)

Broken Bits: Binder
1-Introduction - 2-General Powers - 3-Gloom Pact - 4-Star Pact

For the last article in this series, we have the Star Pact Binder. This one is actually the “strong” binder build, with enough area attacks to make a decent blasting controller impression, and an spectacular, though extremely hard to trigger, pact boon. However, this pact still shows the weaknesses of the class design: even at its best, the binder fails to beat a regular warlock playing its own game. Virtually every star pact binder can be made stronger by rebuilding it as a warlock that picks binder powers – though admittedly, some of these powers are good enough for warlocks to bother taking, which is more than could be said about most of the gloom pact encounters.

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Sunday, October 16, 2011

Broken Bits: Binder (III)

Broken Bits: Binder
1-Introduction - 2-General Powers - 3-Gloom Pact - 4-Star Pact

In today’s installment, we tackle the pact powers for the Gloom Pact. Gloom Pact Binders have a great at-will attack in Echoing Dirge, but that’s about it - the encounter power selection is mostly underwhelming, with plenty of mediocre single-target attacks that most warlocks wouldn’t bother to take, even with the Binder bonuses. Making competitive single-target attacks for a controller is always a challenging proposition, but I have tried to solve it by combining decent control and reliable effects. Note that the final versions of these attacks aren’t truly single, target, since they feature single-target damage and multi-target control. Compared with the more area-happy star pact binder, the gloom pact should provide more focused damage, as well as very reliable area control that doesn’t hinder your allies.

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Saturday, October 15, 2011

Broken Bits: Binder (II)

Broken Bits: Binder
1-Introduction - 2-General Powers - 3-Gloom Pact - 4-Star Pact

In this article, I revise the powers that are available to all binders: the fixed at-will, and the daily attacks from Heroes of Shadow. Note that, by moving much of the strength of some dailies to Binder-specific effects, this hurts regular warlocks who chose to pick shadow-themed options. I feel this is a necessary compromise to create a niche for the Binder, since the best dailies from HoS were already as good as what a real controller should get, despite being available to both controllers and strikers.

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Wednesday, October 12, 2011

Class Acts: Assassin–Secrets of the Ninja

We don’t get a lot of exciting player content in Dragon magazine these days, but today’s article made me extremely happy. Written by Dave Chalker, of Critical Hits fame, the article offers an awesome new Executioner build: the Ninja. There are just 2 pages of mechanical content, including six powers, two magic items, and a new superior weapon, but they really get the job done. Ninjas get a Shuriken Barrage attack (which reminds me of a fixed Hand of Radiance), a Smoke Bomb, an short sword attack that rewards them for jumping around randomly, and a vicious double attack with their Kusari-gama – which is a weird, but effective weapon, by the way. On top of that, one of the magic items is a rare Ki Focus with an impressive set of abilities, easily among the best rare items I have seen to date.

I need to play this build. So far, the Executioner had been a class that I admired for its original design, but which didn’t quite convince me to try it out. These new options, along with the ability to use assassin’s shroud (from the Hybrid and Multiclass article), have finally tempted me.

Tuesday, October 11, 2011

Broken Bits: Binder (I)

Broken Bits: Binder
1-Introduction - 2-General Powers - 3-Gloom Pact - 4-Star Pact

I have recently had the opportunity to make an in-depth reading of Heroes of Shadow and, for the most part, I like what I have found. I’m not even a fan of the anti-hero archetype, but I nevertheless enjoyed the flavor of the book, as well as many of the new builds and powers. The fact that it reprints a whole subclass that had been released months ago was annoying, but forgivable. That said, there is one thing in the book that can only be classified as a failure: the Binder subclass.

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Sunday, September 11, 2011

Monsters of the Trollhaunt: Index

I have been working for months in an article series updating the monsters in adventure P1: King of the Trollhaunt Warrens to modern (i.e. post-MM3 standards). Here is a list of the articles released so far.

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Saturday, September 10, 2011

Broken Bits: Messenger of Peace

Broken Paragon Paths, Part Eleven
Previous - Index - Next

As too many paragon paths in my list, Messenger of Peace is a fairly impressive option when used as intended, but can become crazy in less conventional builds. In this case, ‘as intended’ implies being a pacifist cleric, one of the most extreme types of character in the game, as it sacrifices most of its damaging capabilities in order to become the ultimate healer. The powers and features in this path share this pacifist theme, in that they deal no damage on their own, and often ask the character to refrain from otherwise hurting his enemies. However, they impose a lot of negative conditions and penalties on foes, making for a pretty strong package.

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Friday, September 9, 2011

Monsters of the Trollhaung VIII: Encounters I1, W7

Monsters of the Trollhaunt: Index – Previous - Next

** SPOILER ALERT**
These articles update monsters in adventure P1: King of the Trollhaunt Warrens – reading them may spoil encounters in the module!

A couple of big, bad trolls…

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Thursday, August 18, 2011

The Magic Item Reset (XIX): Character Wealth and Rarity

Magic Item Reset: Index

In testing the new set of magic items, one problem I have come across is that of equipping new characters of a level above the first. Not owning the Rules Compendium, I consulted the guidelines in the Dungeon Master’s Guide (p.143), finding them rather inadequate for my purposes. The DMG suggests that characters starting at higher level should get three items (of character level, level +1, and level -1) and gold equal to the value of an item of level -1. This wasn’t a bad approximation under the default treasure rules, but with the introduction of item rarity, it leads to inaccurate results.

With item rarity, as a character gains levels he not only acquires more and higher level items, but also more rare ones. Since uncommon and rare items cannot be bought with gold, a character starting with less such items than expected for his level will never recover from this disadvantage, unless the DM somehow compensates for it. The table in this article is intended to give DMs a more accurate guideline for handing out starting gear in campaigns using rarity, as well as for knowing when a party has too little (or too much) treasure for its level.

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Monday, August 15, 2011

Broken Bits: Life Singer

Broken Paragon Paths, Part Ten
Previous - Index - Next

The bard paragon path Life Singer is based on a cool and original concept: a pacifist character that tries to solve conflicts without resorting to violence. It is an unfortunate event that, because of an overpowered feature, the path ends up as a very tempting option for bloodthirsty killers...

The controversial path feature is called Serene Will, and it allows rerolling attacks against will. There is a small bonus thrown in if the attacks in question don’t deal damage, but otherwise nothing prevents you from going to town with Will attacks, violent or not. I have already discussed how absurd a reroll-granting feature is, so I’ll just say that it is really absurd, and in need of fixing.

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Sunday, August 14, 2011

Monsters of the Trollhaunt VII: Encounter W5, W6

Monsters of the Trollhaunt: Index – Previous - Next

** SPOILER ALERT**
These articles update monsters in adventure P1: King of the Trollhaunt Warrens – reading them may spoil encounters in the module!

There’s one of these in every dungeon…

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Saturday, August 13, 2011

The Magic Item Reset (XVIII): Item Reference Tables

Magic Item Reset: Index

This has taken a while but, finally, I have finished the Item Reference Tables, which compile all items in this collection, organized by rarity and level. The primary purpose of these tables is as a resource to quickly check which items are available at any given level/rarity slot. That said, I have added a random roll entry for those players and DMs interested in the optional random item generation rules introduced here – for all purposes, these tables count as the table T5 mentioned in that article.

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Saturday, August 6, 2011

Skill Math: A look behind the new Skill DC tables

Skills. It’s not an issue I cover much on this blog, mostly because I like to focus on combat-related rules topics, and because I tend to consider the skill system a poorly implemented mess: not broken beyond hope, but in need of a good overhaul. That said, It’s fair to point out that the skill framework did receive a significant improvement last year with the release of the new skill DC tables with revised math that actually matches skill bonus progression. Unfortunately, this update somehow didn’t make it to the errata compilations, and players who didn’t buy the Essentials books haven’t had the chance to use it.

Rather than reproducing the whole tables (which have entries for each level, and three degrees of difficulty), I have worked out some relatively simple formulas that give a good approximation of the DCs per level. Though not trivial, they are relatively easy to memorize so as not to need to consult any reference book while you play - I know I’m tired of looking for my copies of Heroes of the Fallen Lands or Forgotten Kingdoms in the middle of a game.

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Wednesday, August 3, 2011

Broken Bits: War Chanter

Broken Paragon Paths, Part Nine
Previous - Index - Next

Most Paragon Paths in the game follow a very predictable pattern, with three class features and a bunch of powers. Of these features, one (gained at level 11) is always related to action point spending, with effects ranging from worthless to moderately interesting - but it is typically the other two that carry the weight, and make players choose a path over the rest. Enter War Chanter.

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Tuesday, August 2, 2011

My Minion rules


One of my favourite things about combat in D&D 4E is the existence of minion monsters. These little guys add a new dimension to encounter composition: we are no longer constrained to skirmishes between roughly equivalent groups, or straightforward boss fights. Rather, we can have the PCs face dozens of foes at a time, in battles of epic (though not necessarily Epic) scale. However, as much as I like the basic concept of minions, I can’t help but notice that their implementation doesn’t get everything right.

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