Sunday, June 26, 2011

The Magic Item Reset (XVII): Update 1.1

Edit (27/07/11): Clarified text for Winged Weapon

I have implemented a round of revisions on these items, based on reader feedback and my first play experiences with the system. Broadly speaking, the changes can be classified in:

  1. Power balance adjustments. A few items have been weakened, including the Vorpal Weapons (which was found excessive in combination with auto-crit effects) and the Belt of Regeneration (which was too good with regeneration-boosting feats, and now grants a higher regeneration value, but only while bloodied). Many items have been improved, including most options at the Hands slot.
  2. Level adjustments. The original list had a shortage of uncommon items at levels 1,6,11,16,21 and 26. Many items have been shifted in level to address this, including most rings.
  3. Skill support. Skill bonuses have been added to many items where it felt appropriate. These are all of the form “replace your ability modifier with +4/+7/+10”, in order to prevent skill bonuses stacking to ridiculous values.
  4. Ranged weapon support. Weapon enchantments were a bit skewed towards melee characters. Two new items for ranged characters have been added.
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Friday, June 17, 2011

The Magic Item Reset (XVI) : Treasure generation

At a certain point during the design of my item collection, I decided that I wanted to revise how treasure parcels are generated in the game. Not to change the average PC wealth per level, as that would be cheating - I had set out to fix the issues with the treasure system just by redesigning the items themselves, but otherwise working within the same framework. That said, there were a number of changes that could be introduced without altering the fundamentals of item distribution. This included rules for upgrading uncommon and rare items, integrating consumables in the general loot tables, scaling treasure with party size, and (once I realized that my item selection could make it work) random loot generation.

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Sunday, June 12, 2011

Saving the game

I’ll let you in on a little secret: I never play long D&D sessions. I have this amazing gaming group who meets with regularity, takes turns for the DM role, and is kind enough to come play to our house and patiently wait for us to put the baby to sleep (often after several attempts) before we start with the dice rolling. Pulling off multiple encounters in a single evening is plainly impossible for us, and we are are often hard pressed to find the time for properly closing one fight. Still, we have managed to get by, and slowly level a party well into the paragon tier in these small increments, without finding any major trouble – that is, until last night.

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Tuesday, June 7, 2011

Playtest: Warlock Updates

The long awaited overhaul to the Warlock class (similar to, but not actually in, the Class Compendium series) has come out in playtest form, and there are quite a few interesting changes - but, unfortunately, one cannot help noticing the important issues they missed. Here is a summary of the changes, along with my thoughts on the matter.

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