Cease & Desist Letters From Wizards

Red Jason voiced some concern awhile back about some cease & desist letters that Wizards of the Coast was issuing against various sites. This naturally gave him cause for worry, mostly about the fact that the banner for this blog is a cropped image of the Dungeon Master’s Guide. He didnt want to attract any negative flak from them, and thats something I can completely understand.

Having actually read about the sites that got the axe, I think that Wizards was right in what they did. Think about it, both sites were fronting complete stats for each power in the Player’s Handbook. Thats a lot of content that amounts to much more than part of a single image. Some people are clamoring for a fansite kit, afraid that Wizards is going to tell them to knock if off if they do fan art of various D&D races or monsters, while others are afraid that their use of official D&D art is going to earn them a swift kick in the ass.

I think both sides are overreacting, especially when you stop for a moment and actually get the facts: those sites were making a large portion of the books freely available (and one of them charged you for storage space if you wanted to save your sheet to a database). I wonder what the owner’s of these sites thought was going to happen. If I slap up pdfs that contain large portions of any book, I would fully expect them to crack down on me.
This has lead supporters of these sites to make claims that Wizards of the Coast is just trying to eliminate the competition, nevermind the fact that what the offenders were doing essentially amounts to theft.

I think that Wizards is one of the more lenient companies out there, considering that some like Palladium tend to go ape when you mention their games or numerous “copyrights” in any context at all. I’m very confident that they arent going to demand that I remove the picture of my tiefling warlord, or slap us on the wrists for cropping their art.

DDI: March Calendar

The March calendar is up, and the content looks nice.

Ever since they dropped a third of the bard and summoning magic into one of the Ampersand columns, I’ve been looking forward to those.

The PA/PvP podcasts are getting rolled out on the same day Dungeon gets updating, so now I have a reason to look forward to those.

Sharns are apparently getting an ecology article, which has reminded me to figure out a way to include them in my non-Forgotten Realms campaign.

Not sure what The Art of the Kill is all about, but my guess is assassin-themed exploits. Same goes with the Bestiary article. They should really put a name with that so we have an idea of what to expect.

I’m interested in the Design & Development and Party Building 101 articles, but then I’m a sucker for design content.

Also, there is a playtest for Martial Power 2 coming out at the end of the month.

Its shaping up to be a good month, especially since the term ends about the time PH2 comes out.

Game Design: PCs, NPCs, and Skills

One of the oft-touted “flaws” of 4th Edition is that there are separate rules for creating players and monsters, where 3rd Edition had a more cohesive set of rules that was mostly similar. Of course, prior editions had rules that amounted to basically “make it up yourself”, but we’ll just ignore that tiny little fact.

In 3rd Edition (Revised) making a monster had you start by picking a creature type, which provided you with a Hit Die. Hit Dice were specific-sided polyhedrals that carried other mechanics with them: an attack bonus, save progression, and skill points. If you wanted to make an undead monster, it had a “poor” attack progression, which meant that for every two Hit Dice it got a +1 to attack rolls. All of its saving throws except for Will sucked, but at least it got to use a d12, right?

From a design standpoint, this meant that to create a huge “beater” type monster you had to really frontload the Hit Dice and/or give it a massive Strength score to compensate for its piss poor attack rolls. As a DM you generally knew your party, and I recall doing this when I was running Age of Worms where I had to strike a very, VERY fine balance between HD and Strength, because if the Strength was too high it could easily kill one player, but if it had too many Hit Dice its hit points would be insane.

Add to the heap that Armor Class was largely whatever-you-wanted-to-use and its a mathematical nightmare, especially when you consider that not all Hit Dice were equal. While undead was particularly crappy, the Hit Dice for a dragon was supreme: +1 to attack per HD, best saves, massive skill points. Having to juggle all these things explains the reason why many monsters had glass jaws or ended up being far too powerful for what their Challenge Rating would suggest.

As a D&D junky, much of the time I had some fun doing this type of stuff. At first. Eventually, the joy waned and it started to get tedious as I starting making more and more original content. NPCs became a chore, and much of the time I just applied a level and class next to their names and committed some basic (and often incorrect) math to the label.

“George the blacksmith? He’s probably a level 2 expert, not that anyone is going to attack him, but if they did he probably has +4 to hit with a big-ass hammer and deals 1d8 + 3 damage. Hit points? Feh, I’ll wing it when the time comes.”

Dont get me started on spellcasting NPCs: I generally panned out the best spells and just told the rest to sod off.

Now monster creation is much more streamlined and focuses more on what you will actually use as opposed to the futile attempt at complete world immersion, which I doubt any RPG has successfully achieved. You pick a role, a level, and then tack on abilities that you want your monster to use and the rest literally writes itself after referencing some formulas in the Dungeon Master’s Guide. Its a lot like making a normal character, just without the feats.
What this means is that the end result is essentially the same, just without nearly as many quirks and the road is less convoluted.

Granted, some rules are a bit obscure: I know more than one person has overlooked the little footnote that says something to the effect of “area attacks are -2 to hit”, but its not exactly alchemy and after awhile you will probably come to memorize most of the formulas.

On the topic of doling out powers, one poster on the message boards complains that you cannot learn maneuvers that some monsters have. The one that kept cropping up was the bugbear strangler’s choke attack. I have to wonder just how many times anyone has bothered to attempt anything like these, even in 3rd Edition where you technically could make the attempt, but it was often more effective to simply make an attack (even at the -4 penalty to inflict nonlethal damage). Even if you did bother to climb up a feat tree to be able to grab someone and start strangling them, I have no idea why you would waste your feats in such a manner seeing as most monsters are stronger, bigger, and have more Hit Dice than you do, which most certainly outweighs any kind of trivial advantage all your shiny feats will grant you.

Its a lot like monks having Improved Grab: sure you ignore the -4 penalty but that doesnt amount to much if the monster has a grapple modifier 10 points higher than yours after the fact.

However, his complaint isn’t so much efficacy as transparency, but I think its a matter of him looking at the rules and finding out that nothing there explicitly allows it as opposed to his character not making the attempt when there are many more effective actions to take. 4th Edition has focused on making a much more playable and fun game, a goal that they have succeeded at. Whether the sacrifice was worth it or not depends on your group, but I suspect that Wizards knew what was up while they were making the choice.

That being said, I don’t think that 3rd Edition was a system that encouraged you to do whatever you want. There are rules for many things, but not all, and many of the smaller subsystems had so many flaws that its more like the mechanics were just teasing you about things that you could theoretically perform if you didn’t mind horribly crippling your character in some fashion and you lived in a perfect world. Things like grappling, buying a castle, or taking ranks in any Craft skill, and on that note…

The Craft/Profession skills in 3rd Edition never did make sense and seemed to exist mostly to justify in a mechanical sense how NPCs can perform their basic functions such as farming or bartending. Few, if anyone, in my games ever bothered with them because we were usually out and about actually adventuring. D&D is an action-adventure role-playing game, not some kind of twiddly “reality simulator”.

You can argue role-playing this-and-that, but then you probably dont know what “role-playing” actually means. Players might take ranks in those skills to try and pretend that they are a cut above the other gamers, but in the end if you DM doesnt go out of her way to create situations where you can use those extremely narrow skills then you’ve just wasted ranks.

In one of the Pathfinder modules it was mentioned that there was a clue that a character with Profession (butcher) could figure out, which sounds creative but isnt when you consider that you cannot make Profession checks untrained and butcher is one of many professions that a character could take. You would have to heavily imply if not outright tell your group that someone should take that for anyone to have it in the first place (thats not even considering what the DC is, as a player might take a handful of ranks in it and be done).

Having rules for those things gave the implication that to have a character that grew up as a farmer that you need to have Profession (farming). To me that just restricts character potential, especially considering how skill DCs worked in 3rd Edition and that most classes got crap for skill points. It was often a toss up between a skill that would be very useful to being able to justify your character’s history.

Gamer’s Library: Blackstaff Tower

Now that much of the contention has passed regarding the new 4th Edition version of the Forgotten Realms, I really feel that, for those who may have stayed away from checking out the Realms ala 1479 DR, now is a great time to take a fresh look at the new setting.

I will state my personal piece – when I first heard about the shaking up of the Forgotten Realms campaign setting – the Spellplague, that the timeline was being pushed a century ahead etc., – the information was met with an anticipation induced smile. I was happy to see a sweeping-off-the-table of the many high level npc’s, that was one of the factors that turned me off to FR and drew me to the fresh, young setting of Eberron. I think Antioch, along with many many others, can relate to the attempt at running Forgotten Realms games and having players constantly interjecting with things like, “That river isn’t supposed to be there,” or “That inn is in Neverwinter not Silverymoon.” – Well, you get the point. After so many years the Realms basically became just plain overused, and overused means boring.

But why bother completely up-ending a setting that so many people have come to love for decades and just release something completely new? Love for the Forgotten Realms, that’s why. Wizards of the Coast could have easily let the FR game setting fall by the wayside and into the hands of a core group of fans while still making a killing from Salvatore novels. In my opinion they didn’t want to see that happen, they (and many of us) knew that Toril had many more stories to tell – a new, fresh epoch was what was needed to make that happen – even if it took an event as big as the Spellplague to usher it in.

As the novel has long been the companion to the core game, it is still, gladly, the case today. Enter the new Ed Greenwood Presents Waterdeep series, and it’s first installment: Blackstaff Tower. This series is based on the 4E incarnation of what is probably the most famous, (or infamous depending who you ask) grand city in probably all of fantasy (excluding maybe Lankhmar) – Waterdeep. Each book in the series is set to explore a different section of the new Waterdeep.

I picked up Blackstaff Tower the week it came out back in September and plowed through it pretty quick, hungry to soak in all of the new sights and sounds of a city I have come to love myself over the years. While I do think it really helps to have previously read Steven E. Schend’s Blackstaff before picking this one up, it’s not completely necessary. But it does help. Quite a bit.

Overall the plot is pretty simple – BBEG wants to usurp the power of the Blackstaff, for reasons not altogether evil in his mind, killing the current Blackstaff of Waterdeep, Samark. (Yes, Khelben is dead) And in doing so he leaves the young, foreign, exotic lover of Samark, Vajra Safahr true heir to the Blackstaff. This is where your typical, young band of adventurers comes into play. However Schend’s descriptive style of writing really brings these characters to life. You really feel as if your running through the back alleys from the city watch alongside the young upstart Renear, or trudging through the sewers with beautiful Laraelra and the mountainous barbarian Meloon.

In the end this group of friends must come together and yet also face their innermost selves in order to protect their friend Vajra, and help her obtain the Blackstaff. Once the introductions are over and the plot gets going, this book gets pretty fast paced. Throw in a more than interesting battle at the end and you’ve got your self a great, albeit somewhat typical at times, adventure in a new yet familiar setting.

Pick this one up if you haven’t already, especially if you want a taste of the new Forgotten Realms.

Character Builder…Glitch(?)

Last night Adrian came over and after a few minutes of flipping through Dungeon Delve, decided that he really REALLY wanted to run the level 30 delve. I’m adept at running a four-man party by myself, having long since committed all of the lower-level powers from the Player’s Handbook to memory.

I think that Adrian’s desire was fueled by the challenge of seeing if I could actually man my own epic level party, coupled by the fact that I own a colossal red dragon that I never, ever used.

Now, the highest level legit character that I have is a level 8 longtooth shifter barbarian, so the logical step was to crank her up to 30. When that took a lot longer than I expected, I figured that to speed the process along that I would just have the Character Builder roll out some quick builds for me. In the end I supplemented my original character with a warforged fighter, eladrin wizard, and a half-elf cleric.

We managed to start the delve, and it went on for almost a round before I realized something: for some reason, the Character Builder decided that the fighter just had to have about a million multiclass feats. His basic attacks were only at +27 to hit, compared to everyone else having over +30. His Armor Class was on par with the barbarian, and he was totally prepared to supplement his melee skills with various cleric, warlock, and wizard powers, all at around +17 to hit. The feat selection was likewise a joke, picking Armor Specialization (hide) despite the fact that there was no hide armor on the sheet at all.

With that, we gave up on the notion of running the delve that night. It was past 11 and I wanted to maintain some kind of rough sleeping schedule. Maybe next time, when I have time to build my own functional characters.

Dungeon Delve Review

First things first: assuming that someone at Rainy Day Games reads this, I did manage to get a copy of Dungeon Delve before March 3rd. So, ha ha and stuff.

Dungeon Delve is pretty straightforward: each delve is three encounters strung together, and you get one delve per character level (for a total of thirty).

The book opens up explaining the origins of the delve before moving on to various uses for the product: to fill in an encounter, to run a very short game, to give someone else a chance to run a short game, run it as a competitive game between the party and DM, expanding upon a delve, and a page of all the new monsters featured in the book. Well, not their blocks, but the pages you can find them on.

The delves themselves are likewise straightforward: you go from room to room, engaging in encounter after encounter until you are done. Each delve tells you which Dungone Tiles set you need to build it, but if you dont have any you can alwasy draw the map as usual. They’re all thematic in the sense that one has lots of fire monsters, and another one has lots of orcs. If nothing else are a good excuse to use your Dungeon Tiles and various monsters that you havent been able to use before (especially if you havent gotten into paragon or epic tier).

There werent any particularly fantastic locations for any of the fights. They’re all self-contained dungeon setups, regardless as to what you are taking on. I would have liked to see planar locations or something more dynamic used in the paragon and epic delves.

The real question is why you would get this book. Well, a delve is really just a grand total of three encounters. Thanks to the simplicity of encounter building, I think its safe to say that anyone that can read and perform basic addition can build an encounter of any level. All the monsters synergize well in a level group, so its hard to not make an encounter without lots of similar monsters. Want to actually play an epic level character? Have your players make one and then build your own sequence of encounters for level 30 characters.

I suppose that this book is ideal for newer players, or a player that has never run before (in any edition). The designer sidebars might be useful for some, and more monsters are always good. Casual groups will enjoy it becuase its well suited for short, casual play, while hardcore groups will like it just because you can run them as player vs. DM events. What it comes down to is whether the money is worth saving the time it would take you to do it yourself.

Harley Stroh (Goodman Games) Interview

I recently asked Harley Stroh, line editor and developer for Goodman Games’ Dungeon Crawl Classics as well as author of the Master Dungeons series to take a few minutes from his busy schedule and answer a few questions. -Red Jason

You just got back from D&D Experience, it was amazing I’m sure….

So what exactly did you do at the convention?


We ran previews of our upcoming adventures, shared our newest releases, and had a chance to meet gamers from around the world. We met folks from Australia, Canada, the UK and all across the United States —- an amazing, diverse bunch. But mostly, we did what we do best: run exciting 4E adventures.


Goodman Games is pretty much in the thick of releasing a bunch of cool things with your name on it, you must be having a blast right now?

Absolutely. Having the chance to write for Goodman Games is a lifelong dream come true and with the new edition, the door has been cast open wide. There’s a world to explore and we’ve only just brushed the surface.

The products we’ve released, and the products we have coming up in the next 7 months are really exciting, to both write and play. Ultimately, we (the Goodman Games writers) are gamers — the products we release are the same adventures, settings and supplements we are hungry for in our own games.



So Mists of Madness looks quite enticing, can you give a little info about the plot?


I was doing research for my Age of Cthulhu adventure at the same time I was writing Mists so there is a fair bit of thematic overlap. The culmination of Mists isn’t true to the Cthulhu-mythos, but the overlap will be obvious to anyone with a passing familiarity with Lovecraft and his peers.

Where did the initial idea for this come from?

A few years ago I picked up the phenomenal H.P. Lovecraft Historical Society’s silent film: Call of Cthulhu. When I was working on Mists, I put the DVD on repeat and soaked in the atmosphere. From there, I mixed in a little nostalgia from Gygax’s Tomb of Horrors and the rest wrote itself.


I really think that the $2 module is a brilliant piece of marketing, helping introduce the DCC line to new players, in fact my first official experience behind the screen was running Jeff LaSala’s $2 The Transmuter’s Last Touch (3.5 edition) and I’ve been solely running Dungeon Crawl Classics for my gaming group ever since. What made you decide Mists of Madness was going to be the 4E $2 module?


Joseph Goodman calls the shots. He asked for a $2 adventure, and we jumped at the chance to write it. Mists was a natural fit — shorter than many of the other adventures we are publishing, but long enough to for an intense few sessions. And of course, it is set in the swamps just outside Punjar, a city close to my heart.


Then we have Curse of the Kingspire, the second of your Master Dungeons titles. For those that don’t know, what is the Master Dungeons line all about and how is it different than the Dungeon Crawl Classics line?


The Master Dungeon line is all about high adventure, exotic locations, and epic deed done by great heroes (regardless of level). If the DCCs draw their inspiration from heroes like Gray Mouser and Fafhrd, the Master Dungeons look to Elric and Beowulf. Master Dungeons take place on a grander stage than the DCCs, with a broader, more sweeping scope. When you’ve finish a MD adventure, the world should be a changed place.




I picked up Dragora’s Dungeon when it first came out and I totally agree with the EN World fan reviewer that said this would make a perfect sword and sorcery style Conan novel, you must have had a great time writing this one?

Absolutely. I’ve long believed that the key to writing a good adventure, true to the heart of D&D, is to go back to the source texts — Howard, Moorcock, Tolkien, Leiber: the greats that laid the foundation for the worlds of fantasy we enjoy today. The first two MDs reflect my admiration and love Howard and Moorcock, respectively.


And speaking of ‘sword and sorcery’, soon we will be seeing the release of The Adventures of Frank Frazetta’s Death Dealer: Shadows of Mirahan. How were the seeds of this project sown? This module will be closely based on the comic book series of the same name produced by Image Comics won’t it?


The chance to write Shadows of Mirahan was a dream come true, and like most of our good ideas, it came from Joseph Goodman. He and I are both big fans of Image’s Frazetta line, and adapting the comics to D&D was a natural fit. I had a lot of fun living into the world created by Jay Fotos, Nat Jones and Joshua Ortega — they did a phenomenal job bringing Frazetta’s visions to life. But we also worked hard to capture the raw, visceral violence of Frazetta’s Deather Dealer paintings, which meant coming up with some new rules that make 4E combat quick and brutal. Living up to Frank Frazetta’s artwork is an impossibly high standard, but we did our best and I think we did it justice.

It must feel great to be so closely connected with such pulp fantasy history and be able to bring that into the new edition…


I’ve had a love of pulp fantasy that stretches back to my childhood. Right now, at my writing desk, Tolkien, Moorcock, and Lieber are within reach, along with an old Gord of Greyhawk novel and some Mike Mignola Hellboy collections. In many ways, the advent of 4E blew the doors open wide — suddenly adventures and settings like Death Dealer and Punjar seem that much more vibrant, dangerous and real. For better or worse, we had all acquired a passing mastery of 3.5 — there was very little that could instill true fear into a player any longer. But 4E wiped that slate clean, and suddenly we’re in unknown territory again. Suddenly we’re adventuring again. We don’t know what’s around that next mountain pass, or in the heart of that fetid swamp … but with a good sword arm and a chain hauberk, we’re willing to find out.


So do you have a 4th Edition home game going right now? If so tell me about it…


Home game, yes. Home campaign, no. I abuse my poor players by forcing them to playtest all our upcoming adventures. It’s a good night when we have fewer than 2 TPKs. I’ve promised them the chance to play something that lasts more than 4 sessions, set in the slums of Punjar and they leaped at the chance. Of course, little did they know this is just another chance to playtest an upcoming product …

//H

Celtic Adventure Path

So, I’ve been kicking around a concept document for a celtic-themed adventure path for a couple months, now. Partly because Player’s Handbook 2 is due next month, but mostly because I like the idea and it really hasnt been done before. Initally, I wanted to pitch this idea to Wizards of the Coast, but I dont think they are looking for entire adventure paths at this point in time.
I’m curious if anyone that reads this has any advice on what I should do or go with this. Red Jason thinks that lulu might be ideal, since its print-on-demand. If nothing else I am thinking of just wrapping it up in as neat a pdf file as I can and just hawking it for a buck or two per adventure.

Any other suggestions?

The two dollar module is back!

The two dollar module is back! This 4E-compatible module sends the heroes to an ancient cave occupied by cultists dedicated to the Mists of Madness. Defended by ancient death traps and weird arcane seals, the caves conceal an antediluvian vault, the resting place of an archlich whose reign predates recorded history in the Known Realms. Undisturbed for untold eons, now the machinations of the cultists and their eladrin master threaten to awaken the archlich, to dire ends that none can predict. From Goodman Games.


Check it out! Click here

My Half-Orc And Me

I like the new half-orc mechanically a lot, compared to the previous iteration(s) which ranked roughly at “not-at-all”. The previous half-orc was the first time I’d seen it placed as an official, default race, but it never got any traction in my group because it was just a leg up on the half-elf in terms of sucktitude: the half-orc was technically better because there were builds that it was actually mechanically suited for, namely the barbarian.

I really dont care for the half-orc backstory, by which I mean I dont care what that backstory is. I’ve said it before: story is one of (if not the) easiest things to change. Even if Wizards of the Coast slapped rape on the half-orc page, you could easily change it. I’m sure that even if they dont mention that at all, there are going to be gaming groups that use that as a potential origin.

That all being said, the make-or-break deal really boils down to mechanics. If a race isnt mechanically interesting, I can often be coerced by the aesthetics. For example, the tiefling seems kind of ho-hum mechanically, but they look cool so I play them occasionally anyway.

Thanks to 4th Edition, the race has gotten a huge mechanical makeover. Since no races get ability score penalties anymore, you can kick the net -2 penalty out the door along with all the arguments on how to “fix” them and instead embrace their actually useful, functional racial features: they gain hit points when bloodied, and can deal bonus damage on any one attack once per encounter. Both traits evoke the feeling that you are playing a strong, tough half-breed race. I can imagine many classes that can benefit from this, but you can also take these features into the game narrative, which is important if you enjoy the social-roleplaying elements of the game.

As with many things 4th Edition makes me want to, for the first time, play a half-orc. Probably a half-orc dragon sorcerer.