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.
Read More......Sunday, September 11, 2011
Saturday, September 10, 2011
Broken Bits: Messenger of Peace
Broken Paragon Paths, Part Eleven
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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.
While all elements of the path are quite potent, it is the 16th feature which justified its inclusion in the ranks of the broken. Called Aura of Peace, it imposes a continuous -2 penalty to attack rolls on all enemies within 2 squares. This is amazingly strong, yet somewhat balanced by the fact that the pacifist cleric himself is a relatively fragile character focused on ranged attacks, making it hard to really exploit such a short range aura. But put it on the hands of any capable melee combatant, and you have the ultimate defender feature!
To put the effect of Aura of Peace in perspective, we can split it in two separate abilities: one to defend oneself against attacks from nearby enemies (-2 penalty to attack rolls against you), and one that protects your allies (-2 penalty to attack rolls against your allies). The first one, by itself, would be one of the best defensive boosts available for a melee character in the game - almost equivalent to a +2 bonus to all defenses, with the right positioning. As for the second part, it is a defender’s mark/aura on steroids (sans punishment), with the added benefit of actually stacking with marks/auras - both yours, and your allies’. Having both effects is way too effective, as well as out of place for a leader option.
A fix
As written, Aura of Peace greatly rewards characters who can hold large groups of enemies around them, making it a great fit for defender archetypes, but not so much for its alleged target, the pacifist healer. In addition to lowering the power level of the feature, my proposal also tries to add some pacifist flavor:
Aura of Peace (16th level): Enemies within 2 squares of you take a -2 penalty to attack rolls against bloodied allies.
A penalty that only works against bloodied creatures will be less than half as effective as a constant modifier, particularly given how great healers pacifist clerics are. But it’s still nothing to sneeze at, and can realistically be used without staying at the front line at all times - rather, you can stay on the back until a comrade gets low on health. At that point, either you close in to succor him, or he falls back under your protection. You still have the option of getting into melee with this aura, keeping it mind that it won’t help your own chances of surviving - for that, you’ll have to rely on your Vow of Nonviolence.
Read More......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…
Skalmad the Troll King (Level 13 Elite Soldier)
The players at last get to meet the King, and it should be a scary fight. The original stat block for Skalmad is surprisingly decent, though it suffers from outdated stats (i.e. poor damage) and a real, Elite-like double attack. With a few updates, it should prove a worthy foe
1. Changes introduced
- Toned down Troll Healing - see previous article about trolls as a race. Since Skalmad is an elite, I gave it twice the usual amount of regeneration and had Troll Healing bring it back with more HP.
- Modern Elite: Elite monsters should have roughly as many attacks as two standard monsters, so I gave Skalmad an at-will double attack in Dual Axe, and boosted the encounter and recharging powers to a more impressive level. I also added a bit of damage to Baleful Eye.
- Modern Soldier: Aside from lowering attack bonuses, I changed the basic attack to mark as an effect. Toppling Swing became a downright scary attack with the addition of a daze (on top of the existing prone effect), but I made it target only marked enemies. This prevents Skalmad from using all its most powerful attacks in the first round, and adds quite a bit of strategy to the monster.
- Removed redundancy: The claw attack was pointless, so I deleted it.
Warren Troll (Level 11 Brute)
See Encounter W1.
Nothic Gazer (Level 11 Artillery)
See Encounter W6.
Thurk, Troll Smith (Level 12 Soldier)
1. Changes introduced
- Toned down Troll Healing - see previous article about trolls as a race. Since Skalmad is an elite, I gave it twice the usual amount of regeneration and had Troll Healing bring it back with more HP.
- Modern Soldier: Aside from lowering attack bonuses, I changed the basic attack to mark as an effect. Toppling Swing became a downright scary attack with the addition of a daze (on top of the existing prone effect), but I made it target only marked enemies. This prevents Skalmad from using all its most powerful attacks in the first round, and adds quite a bit of strategy to the monster.
- Removed redundancy: The claw attack was pointless, so I deleted it.
Redspawn Firebelcher (Level 12 Artillery)
1. Changes introduced
- Updated defenses, attack bonuses, and damage. This is a simple yet serviceable monster, so a couple of straightforward number tweaks should leave it ready for use. I upped the ranged attack accuracy, increased damage all around, and boosted some defenses which where excessively weak.
Grimlock Minion (Level 14 Minion)
1. Changes introduced
- Added Role (Brute). As an old minion, this one was missing a role. Brute was the most fitting, by far.
- Updated defenses, attack bonus, damage. This monster’s stats were unusually low, to the point that they wouldn’t have been out of place in a minion with several less levels. Now it’s up to par with modern minions.
- Added Trait (Grimlock Resilience). I stole this one from the Human Slaves in Dark Sun, and I think it’s an amazing design. This lets you have threatening minions even if you don’t use any special houserule for minions. With our house rules, they were pretty impressive, though not to the point of becoming unbalanced.
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These statistics blocks were generated using the D&D Adventure Tools, despite the tons of bugs. Except for the ones where I gave up, and used MS Word instead. Read More......
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.
This table shows how many magic items a newly created character of a given level should have, along with their rarity: common (C), uncommon (U), or rare (R). Assign item levels in the following way: the highest level item can have up to the character’s level +1. The next item can have a level equal to the character’s. For each subsequent item, the maximum level is one less than the previous one. For example, a 15th level character could have items of levels 16,15,14,13,12,11,10,9. A player can assign item rarities to each item level as he prefers. For a given level slot, a player can choose to have a lower level item instead, though no compensation is given. Any item slot can be traded by the sell value of the item in gold pieces (usually 20% for common items), though selling uncommon or rare items is extremely discouraged, since there is no way to regain these slots.
Variant Rule: Catching Up
An interesting alternate rule I have been experimenting with consists in having high level characters start out with little or no gear (barring plain magic weapons/armor/amulets of the appropriate enhancement bonus), but hand out treasure at an accelerated rate until they catch up with the expected wealth. I like doing this because higher level PCs, particularly those at paragon tier or above, can be quite complex, requiring players several sessions in order to grow accustomed to their abilities. Since magic gear is yet another layer of complexity, I find that delaying the access to magic items for a while provides players with a smoother learning curve, rather than an overwhelming set of options right from the start.
Read More......Monday, August 15, 2011
Broken Bits: Life Singer
Broken Paragon Paths, Part Ten
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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.
A fix
It is not impossible to balance the ability to reroll most of your attacks, but it does require adding severe restrictions or some kind of drawback to compensate. Limiting the effect to attacks against will is hardly enough. A natural and flavorful solution would be to have it work only on non-damaging attacks but, alas, these are pretty scarce for the bard class, so we would be rendering the path unplayable, outside of weird multiclass builds. Still, the idea had potential, so I came up with this:
Serene Will (16th level): Before you use an attack power, you can choose to have it deal no damage. If you do, you can reroll missed attack rolls targeting Will made as part of that attack, and must use the second results.
There might be an uninteded interaction that breaks this rule in half, but I think this could work just fine. The rerolling is now tied to behaving like a proper pacifist, which is manageable but hugely restricting. On the other hand, it also grants the ability of using any power for non-damaging purposes, opening up a whole lot of combinations. Note that any area attack will lose its damage against all targets this way, so there should be no obvious way to exploit this to prevent hurting allies in the middle of a fireball.
A fix for a different issue
Though not a critical problem, the level 20 daily, soothing song, is worded so that the enemies you knock unconscious can’t be coup de grace’d by your allies - but nothing prevents YOU from slaying them, which is wrong on so many levels. I’d change the Hit line for the following:
Hit: The target falls unconscious (save ends). Each ally in the burst can spend a healing surge. If you or ally attacks an affected target, the target immediately awakens. The attacking character does not have combat advantage against the target for that attack and cannot make a coup de grace attack against it.
Read More......
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…
Adult Black Dragon (Level 11 Solo Lurker)
The template for fun, challenging dragons has been laid out in the Monster Vault, so the following stat block won’t be much of a surprise to anyone. Still, not all levels of dragons appear in that book, so I’ve had to scale the Young version all the way to level 11. For the most part, I left the original design untouched, except for one significant exception.
If you are interested in further discussion on dragon redesign, I recommend my previous articles on black dragons (now obsoleted by more recent books) and white dragons.
1. Issues identified
- Acidic Blood is a beating. Seriously, I’m all for tough solos, but acidic blood can wreck any party moderately reliant on melee attacks, unless they are loaded with acid resistance potions. Shroud of Gloom aggravates this to ridiculous proportions.
2. Changes introduced
- Level up: I used the Young Black Dragon from Monster Vault as baseline, and increased its stats.
- Acidic Blood nerfed: I simply changed the damage to ongoing damage. This prevents multiple triggers from stacking, but is still painful enough for PCs to try and find a workaround, particularly if Shroud of Gloom is active (which it will).
3. Errata
- Breath Weapon is enemies only. I missed this from my stat block (didn’t realize it had changed!), but it was not an intended change on my part. Note that I haven’t simply fixed the stat block due to the way the Monster Builder works (it doesn’t) – once I have saved as an image, I’m pretty much done with the monster, unless I want to start again from scratch. Incidentally, this is why I have switched to Word for stat blocks of later monsters.
Option for Encounter W5: one Water Elemental (Level 11 Controller)
I felt like the dragon encounter could use some spicing up, so I decided to add a Water Elemental lying in the pool. In this case, I merely took the monster from Monster Manual 3 and used it as written – I love when I can do that!
Warren Troll (Level 11 Brute)
See Encounter W1.
Boulder Troll (Level 9 Artillery)
One of the trolls is supposed to stand back throwing stones, so I switched it for a more appropriate artillery version. The Boulder Troll is described in Encounter 1
Nothic Gazer (Level 11 Artillery)
1. Issues identified
- Lack of variety. Rotting gaze is not a bad attack, but it’s the only one. I usually like some encounter or rechargeable attack, to make a monster more interesting.
2. Changes introduced.
-
New power: Rot Burst. This is a strong area attack that requires rotting gaze to be active on a target. Typically, it will take a nothic gazer several turns before rot burst can be active, since an enemy can save against the rot before the nothic’s next turn. However, when you have multiple nothics in an encounter, they can focus fire on a target so that the second nothic will be able to use rot burst if the first one hit. Then again, a significant portion of the damage from rot burst is non-stacking ongoing damage, so a third nothic might prefer to use rotting gaze against a different target. At any rate, the mechanics encourage players to keep away from rotting allies, which is a flavorful and fun effect.
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These statistics blocks were generated using the D&D Adventure Tools, despite the tons of bugs.
Read More......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.
