July’s Calendar

New pricing for DDI goes into effect on July 2nd, so if you want another year at a reduced cost get it in before then. July looks to be a tiny, tiny month, since the lack of Friday content means that there is a wide gulf between now and the psion debut (not a playtest), due for the first Monday.

Thats really all we have to look forward to that day, but since its supposed to be the finalized version I guess I’ll live with it (and try it out). There is a mystery Class Acts article, Familiars of Eberron, a bestiary to shoehorn the Legendary Evils minis that arent actual monsters into the game, something called Airspur, and finally Disciples of Vengeance.

I can say that I’m looking forward to Familiars of Eberron and the psion, and since I’m still only paying $5/month its good enough for me considering that it’ll be out in time for an Eberron campaign set in the Shadow Marches (which will demand a lot from the article on fell taints).

Character Concepts: Half -Elf Bard (Jack of all trades)

This is a simple build for a half-elf bard, it has good all around stats, decent skill modifiers and both melee and range powers allowing the bard to lead from the front or the rear, or to switch back and forth… it may not be the best build but it holds out quite well

====== Created Using Wizards of the Coast D&DI Character Builder ======
Bart, level 1
Half-Elf, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Cunning
FINAL ABILITY SCORES
Str 10, Con 14, Dex 12, Int 14, Wis 12, Cha 18.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 12, Int 14, Wis 12, Cha 16.
AC: 14 Fort: 12 Reflex: 13 Will: 15
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Arcana +7, Perception +6, Insight +8, Bluff +9, Diplomacy +13
UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +4, Endurance +5, Heal +4, History +5, Intimidate +7, Nature +4, Religion +5, Stealth +4, Streetwise +7, Thievery +4, Athletics +3
FEATS
Bard: Ritual Caster
Level 1: Jack of All Trades
POWERS
Bard at-will 1: Guiding Strike
Bard at-will 1: Vicious Mockery
Bard daily 1: Stirring Shout
Bard encounter 1: Blunder
Dilettante: Dragonfrost
ITEMS
Ritual Book, Adventurer’s Kit, Crossbow Bolts (20), Flute, Leather Armor, Longsword, Climber’s Kit, Flask (empty) (4), Candle (4)
====== Created Using Wizards of the Coast D&DI Character Builder ======

DDM: Martial Heroes 4

More martial characters make the cut for the next set of Player’s Handbook Heroes. I’m glad to see a spear-wielding tiefling added to the roster. It’ll work out great for Kobal, even if its a male. The female human warlord looks nifty, though its apparently a reskin. Looks alright, and the new at-will is awesome. The shifter ranger, on the other hand? Yeah…not so hot. Bleh. Oh well, cant win ’em all.

Killing Other Sources And Taking Its Stuff

I want to thank CharlieAmra for recommending The Waterborn and Black God. I’ve only started on The Waterborn (almost halfway through), but its given me a LOT of ideas for Songs of Erui, especially the content on spirits and how they integrate themselves with humans, for good or ill.
I just wish that I’d been able to read it before I even started on the campaign, since I would have been able to emphasize those elements a lot sooner and in a much clearer way. Thankfully, the campaign has just started, so I can work to add it in more for future sessions.

That being said, I’m working on an Eberron campaign with lots of aberrant stuff, so if anyone has recommendations in that regard, lemme know as soon as possible!

Here’s Your Genre

Awhile back I did a kind of mostly mock “review” of 3rd Edition, where I went through the ropes and described its numerous faults in a positive light. To be absolutely clear, I enjoyed playing 3rd Edition quite a bit, otherwise I wouldnt have played it for about eight-fucking-years. This does not mean that it didnt have its faults, which in turn doesnt mean that it wasnt a fun ride while it lasted. We had good times but in light of better games that fulfill the same genre, its not nearly as fun.

Really, my problem with 3rd Edition wasnt even necessarily the fact that the rules didnt support the genre but the rules themselves. In fact with the exception of some clunky subsystems like Craft and Profession, I think more or less did a pretty good job. All editions were action-adventure fantasy role-playing games at heart. Fantasy because they have magic and supernatural creatures as major elements, action games since they emphasize lots of physical challenges, but also adventure games because they contain puzzles and challenges that are not necessarily solved by brute force.

In my review, d7 made a comment that action-adventure is only one of many genres that Dungeons & Dragons inherently caters to, citing dark fantasy, exploration, and “sweeping politcal epics” as examples, all of which I disagree with. I dont think of either dark fantasy or exploration as true genres, but more like themes or styles, and I dont think that editions before 4th support political games very well at all because of how skills (if they even existed) worked.

Dark fantasy is really just fantasy with some horror typically added to the mix (most often high fantasy or swords and sorcery). We saw a lot of this in Elric and stuff by H.P. Lovecraft, and its really easy to do to the point where DMs might do it and not even realize it. Its very popular to the point where there is plenty of advice online on how to make your game scary, as well as more official support.

As for exploration? I’m not sure what the criteria is to categorize a game as “exploration,” but that seems like it would inherently be a part of many games by definition, as often the party is touring around in some forgotten or unknown location, so…yeah. Its not listed under any genre, whether you check literature, film, or game.

A political game is one such theme that I dont think worked well at all before given the mechanics, but can be pulled off a lot more readily in 4th Edition thanks to skill challenges and the way skills function. It is because of this that more people can get involved with this process than they ever could before and provide actual assistance if not success, and with XP rewards built into the mechanics players can improve their characters without ever making an attack roll. You probably wont use many, if any powers (except for utilities), but if you absolutely must use this game in this fashion it would work out well enough.

The best games are those that pick a focus and work on emphasizing that. They dont try to spread themselves too thin or entertain everyone regardless of the games they like. A lot of people enjoyed God of War, but disliked the few spots where you had to pause the action and have Kratos manipulate what amounted to a tetris-puzzle in order to proceed. It made for a rather unsatisfying anti-climax, where Kratos rips the heads off a bunch of minotaurs, and then starts to reassemble wall-space in a slow and precise manner (this is why in the sequel they removed a lot of the ones that ground the game to a halt).

Note: This not to say that I’m opposed to intellectual puzzles, I just dont want them in a game where it seems shoehorned in.

So, yeah. In a nutshell: D&D is an action-adventure fantasy game. Always has, and likely always will be. Action-adventure games are incredibly popular, so it makes sense, but note that action and adventure often go hand-in-hand and are very open to including other genre elements. I think that D&D as written can shift perspectives to easily cater to either extreme, but the rules didnt lend themselves well to other genres that fall outside of the scope. This isnt a flaw, mind you. There are other fantasy games that cater to other genres and styles. My opinions in my review still stand, given that it wasnt even really about the genre. I mentioned it at the start, but the game falls flat because of mechanics and execution.

DDM: Legendary Evils

DDM Spoilers has the entire set of Legendary Evils up on their site. To be fair, I guess Maxminis had it first. You can check out the pictures on DDM Spoilers, but here’s the list:

  • 1 DDM2 ADULT BROWN DRAGON (Large, Rare)
  • 2 DDM2 AIR ARCHON ZEPHYRHAUNT (Medium, Rare)
  • 3 DDM2 AURAK DRACONIAN (Medium, Rare)
  • 4 DDM2 BALOR (Huge, Visible)
  • 5 DDM2 BARGHEST SAVAGER (Medium, Rare)
  • 6 DDM2 BEHOLDER ULTIMATE TYRANT (Huge, Visible)
  • 7 DDM2 BOLRAZA, PRIESTESS OF BANE (Medium, Rare)
  • 8 DDM2 CHILLFIRE DESTROYER (Large, Rare)
  • 9 DDM2 CHUUL (Large, Rare)
  • 10 DDM2 DJINN STORMSWORD (Large, Rare)
  • 11 DDM2 DOOMDREAMER (Medium, Common)
  • 12 DDM2 DUERGAR CLERIC OF ASMODEUS (Medium, Rare)
  • 13 DDM2 DUERGAR GUARD (Medium, Common)
  • 14 DDM2 EARTH ARCHON RUMBLER (Medium, Rare)
  • 15 DDM2 ELDER GREEN DRAGON (Huge, Visible)
  • 16 DDM2 ELDER IRON DRAGON (Huge, Visible)
  • 17 DDM2 FOULSPAWN HULK (Large, Rare)
  • 18 DDM2 FOULSPAWN MANGLER (Medium, Rare)
  • 19 DDM2 FOULSPAWN SEER (Medium, Rare)
  • 20 DDM2 FROST TITAN (Huge, Visible)
  • 21 DDM2 GITHZERAI CENOBITE (Medium, Rare)
  • 22 DDM2 GITHZERAI MINDMAGE (Medium, Rare)
  • 23 DDM2 GOBLIN CUTTER (Small, Common)
  • 24 DDM2 GORISTRO (Huge, Visible)
  • 25 DDM2 HEZROU (Large, Rare)
  • 26 DDM2 HORRID SCARAB LARVA SWARM (Medium, Common)
  • 27 DDM2 HUMAN RABBLE (Medium, Common)
  • 28 DDM2 IRONTOOTH (Small, Rare)
  • 29 DDM2 MINOTAUR THUG (Medium, Common)
  • 30 DDM2 PSYCHIC SENTINEL (Large, Rare)
  • 31 DDM2 REMORHAZ (Huge, Visible)
  • 32 DDM2 RIMEFIRE GRIFFON (Large, Rare)
  • 33 DDM2 SALAMANDER FIRETAIL (Large, Rare)
  • 34 DDM2 SCARECROW STALKER (Medium, Common)
  • 35 DDM2 SIVAK DRACONIAN (Large, Rare)
  • 36 DDM2 SLAAD SPAWN (Small, Common)
  • 37 DDM2 STORM TITAN (Huge, Visible)
  • 38 DDM2 TALON SLAAD (Large, Rare)
  • 39 DDM2 WAR TROLL (Large, Rare)
  • 40 DDM2 YOCHLOL TEMPTER (Medium, Rare)

Peter Lee stated that each box has two rares (huge and a medium or small), so even though there are 24 rares, its not as bad as it seems. This set does well in rounding out more of what I would consider to be the “core” monsters, but adds a few stuff to that we havent seen in 4E, yet (such as draconians and the psychic sentinel; I hope this doesnt mean that Dragonlance is the next campaign setting ::le sigh::).

The balor looks good: I dont have one yet, and its a visible, so yay for that. Same goes for the barghest and elder green dragon (which will be out in time for Songs of Erui). I’m also really digging the hoard scarab larve swarm, which as far as I can tell looks like a pile of cash (and would make for an excellent treasure marker). Finally, while I think that Irontooth looks pretty badass, he’s coming out quite a bit late…still, he’d be a great match for Josh’s goblin barbarian.

Homebrew: Living Magic Missiles

I made mention that Khyber’s Harvest includes a living darkness monster, and also mentioned a living magic missile. So, here are three of them. I made them all very low level since, well, magic missile is a 1st-level spell. Makes sense, and you can add them in with other low-level magic users as support (the salvo is good enough to support the level 4 human caster in Monster Manual). Quick note: I reduced the hit points of the living magic missile and living magic missile salvo by a bit, since I’m a fan of reducing hit points by a bit (and swarms really suck).

Motes are minions. They basically smash into you, and are good at zipping across the battlefield and battering into other creatures, which is what I wanted to emphasize: sentient bolts of arcane force launching themselves at targets.

Same thing as the mote, but with hit points and can knock you prone if they charge you.

This is something that I created after recalling how you could fire multiple missiles in 3rd Edition. You technically cannot in 4th Edition without the right stuff, but I still like it so whatever. Maybe I’ll create a higher level wizard encounter power that lets you unleash a torrent of arcane missiles, so there.

A Balancing Act

Its very surprising, to me, when people complain about game balance as if its some sort of designer-indulgent sin. Its quite baffling, like they need to have character options that are deliberately designed to be as crippled and useless as possible. Why is this?

I recall a player that used to play medics all the time in Team Fortress because as an “enabler” if you fucked up generally it wasnt considered to be your fault. You were just doing what a medic does, right? Standing around healing people (kind of like a cleric). You dont win, per se, you make it so that others can win, and since you arent really in the spotlight people tend to forget you’re there and instead congradulate the guy capturing points and landing a shitload of kills.

The other theory is that perhaps by providing options on both extremes of the functionality spectrum, it lends itself to mastery. This is where you get the veteran players who know what works and whats “best” by attrition, allowing them to feel superior to new players who are still learning the game. While older D&D editions didnt really have many choices to make, 3rd Edition had a lot of this especially when it came to feats. This wouldnt have been too bad if some books didnt release options that were like other things but better (the warblade in Tome of Battle), or functioned more or less like a game patch (Reserve feats in Complete Mage).

A lot of times people will just wave this off as a “role-playing” choice, where the word means whatever the fuck they think it means at the moment (and almost never what it actually means). Here’s a thought, why have a fighter that is inferior to the rest of the classes? Why not just make a fighter that actually works throughout the entire course of the game, instead of only part-time? Mechanically viable characters do not hinder your ability to make an immersive character (or provide one with personality, motivation, and goals) in any way, unless you need that character to be largely ineffectual, and why you would want this in an action-adventure game is equally bizarre.

Fighters often get compared to wizards, in the sense that fighters start out okay before puttering of into a fighter retirement home at an early level, while wizards gradually get carried into god-hood by everyone else in the party. The typical excuse? Magic is powerful, or just “its magic.” This is all well and good for, say, a book or single player game (or a game where everyone HAS to use magic), but not for D&D. Its not a novel, its not a movie, and its probably not a single player game. However, it is a game, and well designed games provide balanced choices. Since magic doesnt actually exist, no one is in any position to declare that it isnt powerful enough, so really that argument is moot.

Players like having a wide range of balanced choices. Mastery is often a bad thing, as the more difficult it is to play the game efficiently the less likely you will maintain player interest. A player should be able to crack open Player’s Handbook, easily browse through the options presented, and be able to come to a meaningful conclusion about the character they want to play in as little time as possible. This is where the strength of roles is illustrated, as they at a glance allow a player to assess the general purpose of the decision of class.

A player should not be presented with inferior choices. New players to 3E, for example, might pick a fighter under the pretense that its a useful character option, only to find out that they quickly run out of steam. So, what then? Start over? Make another character of the same level? This is typically where apologists will begin to clamor that its a “role-playing” decision, which is true to a point since you yourself decided that you wanted to play a character that could swing melee weapons around and wear all forms of armor (and use tower shields). However it fails in the sense that I dont think the player got what they wanted, which is a character that can wear armor, swing weapons around, and quickly be overshadowed by the rest of the party and/or rely on everyone else in order to at best be on par.

Also, a player should be comfortable knowing that no matter what she picks, her character will be able to do what it is supposed to do as defined by her class. She shouldnt pick a fighter, figure out it sucks, and then have to start over from scratch if she wants to continue contributing in the game. Keeping with the fighter, 3rd Edition had a laundry list of weapons, many of which were widely considered to be very useless (and even some of those demanded a feat to use). They might look neat, but only players afraid of “reskinning” a weapon would use that as a rationale for burning a feat to get a weapon mechanically inferior to another weapon that doesnt need any special training at all (most of the weapons in Oriental Adventures fit the bill, here).

This lead many players to the conclusion that there were only a handful of useful weapons to choose from, and this same attitude gets carried into class/character builds. Balance helps avoid, “one build to rule them all.” Balance does not necessarily mean uniformity, and in fact can help prevent that sort of mentality. In 4th Edition, for example, Josh has gotten away with using daggers very efficiently as a halfling fighter, and I’ve taken it upon myself to use a wider array of weapons for my own fighter characters (something I would not have done before).
Some combinations in D&D are better than others without making the rest obsolete, something that could not have been said in past editions. For example, dwarf fighters are better than human fighters when it comes to playing axe/hammer fighters. Its enough to notice the difference, but not by such a starggering degree as to make all players use dwarves when they want to give the fighter a shot.

All of this is why designers strive for balance. Good games give every player a level playing field from which to work with. This is why you see a lot of RTS maps with equal resource distribution, and sometimes a (mostly) mirrored layout. Players dont want to get stuck with the shitty side of the map, and frankly most players dont want to get told by the DM that they get to build with 15 points, while another player who got lucky gets 28 and a free magic item.

Excerpts: Karrnath & Travel in Eberron

Its pretty small, but today’s Eberron Campaign Guide excerpt gives us a detailed map of Karnnath, some very brief information on traveling (with no mention of price points), and a sample magebred animal, the magebred destrier. Its basically a horse with a second mount encounter power that grants it temp hp equal to your surge value when you use a healing surge.

So, not much to see. I mean, if you’re new to Eberron then the stuff on Karnnath might interest you.