Category Archives: DDI

Virtual Table Overview

After uninstalling and reinstalling Java 6, I finally managed to get Virtual Table to load. I’ve never used other online mapping tools before (or really played online), so while I can’t make a comparison I can go over what I like/don’t like about it. Before I go on please understand that this is the beta software, there is a list of feature requests and reported bugs, and I expect it to get a lot better.

Currently, the Campaign Manager site is the first thing you’ll see before you get to Virtual Table. Here you can search for current campaigns, open campaigns, or start your own. You can filter results by the campaign world, whether it’s an actual campaign or one-shot, min and max users, and–oddly enough–edition. Yep, every Dungeons & Dragons version from 1st through 4th is represented, with Other encapsulating the rest. I doubt this will cause those playing lapsed editions to sign up for DDI…unless they offer it as a separate service (hint hint).

The real meat here is obviously Virtual Table.

It looks like what I’d expect from a virtual tabletop: most of the screen is dominated by a large map, there are menus at the top, with commonly accessed functions occupying bars beneath the menus and on the right-hand side. The right menu bar can be expanded or hidden if you want to increase your map real-estate. At the bottom is a chat window, and to the right of that is your Dice Roller (with a check box to make private rolls). The top menus let you–amongst other things–import/export adventures, maps, characters, and monsters, turn off windows that you don’t need/want, change cursor modes (Normal, Pointer, Map Drag, etc), mute yourself and/or other players, and enable voice fonts.

Voice fonts will purportedly change the way you sound, though I’m not sure how effective it is. Some of the options are deep, male to female, female to male, elf, orc, and paladin. That sounds really cool.

The various cursor modes let you interact with tokens and tiles, drag the entire map around without moving anything, highlight specific elements on the map, draw line of sight, create area of effect zones (Close blast and burst), make parts of the map visible/invisible (likely for light sources and hidden passages), and draw free hand lines, circles, and squares. You can’t move area of effects once you place them; you have to delete them and redraw them again. This is something that needs to be changed for spellcasters that want to display to everyone where they are casting spells, or for those employing zone effects (especially if they can move).

As it stands, you have to manually switch between cursor modes for each object. I think having a kind of “smart selection” would be very handy, having the cursor automatically switch modes depending on what you are trying to interact with. Also, there is no way to Undo an action. You have to manually erase lines and shapes that you drew. Thankfully, there is an option for the eraser that lets you drag over an area, but it won’t remove anything else. This can be useful or a hindrance, depending on your needs. Personally, I’d like a way to erase large areas of tiles instead of having to meticulously remove each of them one by one.

The map has several default textures: typical battle mat, sand, dirt, or grass. Good if you don’t feel like laying digital tiles manually over the whole thing. The Dungeon Tile library looks very basic, being all interior design features. It’s organized into dimensions, so you don’t have to go poking through a massive bin if the only thing you need is a 1×2 door tile. As expected, you can rotate tiles and move them in Pointer Mode after placing them. The oddest thing is that they included the map for the last area in Keep on the Shadowfell, because it shows monster locations from that encounter.

Speaking of monsters, you cannot import monsters from Compendium. To make matters worse, you have to key in everything by hand. The application should at least calculate formulas, though I see no reason why Wizards cannot include a fully functional monster library. Worse, monsters don’t even seem to get full stat blocks, lacking fields for skills, ability scores, languages, and equipment. There is a notes section, but again, they could make collapsing stat blocks to save space. At least you can export monsters to your computer, so if Wizards drags their heels on this, we’ll hopefully see some fan-made monster sets.

Characters have the same problems, but are in a slightly larger boat: they have fields for their ability scores, modifiers, healing surges, surge value, passive detection, but again, you have to do all the math. To make matters worse, you have to also input all the information for each power you have, so hopefully you aren’t playing a high-level character for your first run through. People are clamoring for a feature to import from Character Builder (as well as an online character repository), so here’s hoping.

The last thing of note is a journal feature that both players and the DM can use to store notes (DM’s at least can make their notes private). Entries are saved by name, which is handy for quick reference.

That’s it for a cursory feature overview. Remember, I’ve not yet actually used it yet, and it’s still in beta. At this point, it looks promising, but then I’ve never actually used online gaming tools like this before. Once I get a game or two under my belt, I’ll post my thoughts.

Virtual Table Announcement

Invites are going out some time today for the “friends and family” beta for Virtual Table, with D&D Insider invitations being passed out at an undetermined point in the future (aka, “later”). There’s a FAQ here, and a thread about it here. So far we’ve got this screen cap:

There are concerns about increased pricing, but given how long Character Builder was in Beta I wouldn’t expect to see it tacked on for more than a few months. Hopefully it’s not too much more, but given that I have a regular game it might be one of the few D&D things that I don’t buy.

For cynical readers, here is a flying pig:

Web-Based Character Builder

Note: There’s apparently some confusion about my stance on the whole web-based direction that Wizards of the Coast is taking Character Builder. First, I don’t mind if it requires internet access. That’s a perfectly acceptable response to some fans’ stance of picking up a month of DDI a year, or every so often, to get a shitload of content for an incredibly low price. Second, I like the fact that my character is saved server side, as it means that I can access it from anywhere instead of having to transfer character files back and forth between PCs, and I don’t have to worry about losing my data.

You can read up on what details are revealed here, and bitch about it here. Since it’s web-based you’ll need an internet connection and Silverlight to use it (they’re also pulling Character Builder from the site when it rolls out, so no more offline support, period). On the plus side, there will be immediate support for both Dark Sun and Essentials, and character files will be stored server side. Oh, and all previous content will be there, including the option to import older characters.

The new design looks a bit friendlier, though I’ve never under understood their obsession with “jagged” graphics, which contrasts with the smoothed borders that the buttons use. I just wish they’d pick a style and stick with it. Something actually fantasy would also be great. There’s not a lot shown, but picking from styles would probably be handy to help narrow things down for new people.

Bloodlines of Arkhosia: Dragonfear

So now dragonborn can swap out dragon breath for dragonfear, and I guess losing the ability to belch out a gout of elemental energy somehow makes you more intimidating? To be fair, I can see where they’re going with this: get rid of one draconic quality and exchange it for another, and the concept has merit. Dragonfear is a daily encounter (errata kplzthx) racial that lets you hit all baddies within 5 squares with a Will attack that makes them take an attack penalty, and grant combat advantage for a turn. Its keyed off of Strength or Charisma, which is good for a lot of classes, but the passive bonus starts at +2 and never scales (MOAR errata?).

The article does add in five feats that all require it, which give you a bonus against Fear effects, to Intimidate, or even let you regain it when you trigger second wind (which could potentially let you use it twice each battle). The paragon path supplied (fear walker) also demands dragonfear, meaning that its got decent hefty support if the theme fits your character. Since all the attacks are keyed to Strength or Charisma, it’ll fit any class that dragonborn are naturally suited for.

Note: I wasn’t satisfied with dragonfear at all at first, because the power is black and not red (meaning that I thought it was a daily power). It wasn’t until I read the Draconic Rejuvenation feat that made me go back and analyze the power block to see that, yep, it’s actually an encounter power. So…I had to rewrite this whole post. XD

Lot of DDI Updates

I’ve been extremely busy with moving, work, and school. Things should smooth out within the week, but until then I’m going to call out a few DDI articles that I actually give a fuck about (meaning almost anything but Forgotten Realms articles).

First up is Underhanded and Overconfident, an article on playing scoundrel types. Its roughly equal parts fluff and crunch, giving some advice on playing a scoundrel without pissing off the rest of the party: dont fight fair, take lots of risks, be charming (or pretend to be), and if you must be a dick at least do the right thing in the end.

There are only three feats, two of which give kickers to using Bluff as a feint, either by granting the combat advantage mod to all allies or giving you a flat bonus to the check and some extra Sneak Attack damage to boot. The other, Building Camaraderie, gives you a cumulative Diplomacy bonus each time you successfully pull it off in the same encounter.

The article wraps up with a pair of paragon paths. The phantasmagoric scoundrel requires that you are trained in Arcana and either Bluff or Thievery, and emphasizes the use of illusion magic. It mostly seems to be geared towards wizards, which makes sense since the orb of deception implement mastery is also linked to Charisma.

The silver-tongued scoundrel, on the other hand, is for artful dodger rogues. You can grant allies bonuses to Bluff or Diplomacy by successfully using them, use either skill in place of an init bonus, the level 12 utility lets you roll twice and take the better result, and the action point kicker and attacks you get all cause the target to grant combat advantage to you (making it incredibly easy to get Sneak Attack damage whenever you damned well please).

I’m sure a lot of people are going to be pissed that the Winning Races article is on, of all things, changelings. Even in Eberron we never saw many of these guys, so its kind of strange to see it getting the spotlight before a multitude of others. Its not even a crunch-heavy article, focusing on one of several changlings archetypes, the becomer. Unlike most changlings, becomers choose a single identity as another race and stick with it. They dont let anyone know the truth, even close friends or loved ones.

Most of the article is devoted to discovering your character’s reasons for doing so,  and it includes a list of common races to choose from with reasons why you might pick that race. There’re several backgrounds, but only one feat that gives you a bonus language and skill bonus to a skill that that race gets a bonus on. Very cool.

Last on the list is Class Acts: Warlocks. This issue adds a bunch of Charisma-based spells for infernal pact warlocks, including a new at-will that you can swap out for hellish rebuke. While there is only a single encounter attack for each level, its a step in the right direction for tieflings who can get more out of Charisma and still reap the benefits of the very thematic infernal pact. As a tiefling fan, I endorse this move. There are also a pair of new item properties for rods and leather/hide armor. Nothing too fancy, but a nice gesture.

Class Acts: The Ranger

Out of all the potential classes, I dont think ranger was on the list of likely candidates for a Class Acts article. Its short-yet-useful, spanning all of three pages. The first is devoted to some history on the Verdant Silence order, with the other two spent on actual crunch. There are a dozen powers in total, each suited for two-weapon rangers, as well as a weapon property that lets you shift whenever you hit an enemy twice with a ranger exploit that requires two weapons (and a daily power that makes them grant combat advantage).

The powers range from level 1 to 27, and they are all either encounter attacks or encounter utilities. I really dig the utilities, in particular death threat, which lets you deal ongoing psychic damage to another monster after you drop your quarry. It helps play up hit point abstraction, as well as the fact that not all damage of a specific type has to stem from the same source or inflict damage the same way. Basically, the damage caused by death threat is rooted in fear and stress, and I think its a great concept to play with, allowing martial classes to do stuff like that.

June Editorial Calendar

June’s calendar is up. Mondays and Fridays are Eberron Player’s Guide excerpts, but I could give a fuck less about City of the Dead. However, couple those with Divine Power and Eberron Campaign Guide excerpts, and its a good month even for the non-subscribers.

I’m eager as usual to see what gets thrown into the Ampersand column, but there are a few other highlights to look foward to as well:

  • Ecology of the Rust Monster
  • Design & Development
  • Ruling Skill Challenges
  • Playing Revenants
  • Dungeoncraft
  • Class Acts: Bard
  • Playtest: MM3

D&D Insider Announcement

If you already have a DDI account, this probably isnt news to you assuming that you check your email. If not, then you might have missed this. Basically, starting in July they are going to start posting up complete and playable portions of Player’s Handbook 3, up until its eventual release in March. In the end what this means is that you’ll end up with over 100 pages of content before the book even hits the shelves.

Of course, part of this major shift in content is that they’ll also be jacking up the price by I think two bucks a month (less if you go with longer packages).

In the long run, this means that if you like to go with the year subscription that you’ll be shelling out around another $10 in total, since I believe that now it costs around $60 and the new one is just over $70. Anyway, its not that big of a deal, but I know people are going to get severely pissed at the fact that they will be, “paying for shit that they will have to pay for next year again.” I dont mind too much. I like me some preview content, and I’m glad that I’m actually using the shit that I’m paying for, unlike with other gaming periodicals.

Shifting tangents, I’m excited about PH3 to a point. Its going to have psionic classes, which are always good, but have some more divine classes, which I dont much care for. That is not to say that they are bad, per se, just that divine is the least appealing power source for me. Oh well, at least primal gets a booster shot of content, so thats a plus.

DDI: May Issues

You can find next month’s table of contents here. There’s a bunch of free Monster Manual 2 excerpts up until the 18th, when they shift gears and start pitching us Eberron Campaign Guide goodies.

For Dragon, the article on Game Transparency sounds interesting, for a title, but I’m more interested in the monk playtest which will come out on the 11th. I’m pretty meh about the Celestian Order, but then I have no idea what it will actually entail. However, there is an Ampersand article on the same day, and they are usually packed with awesome. Oh well, even if I only like those two bits from Dragon, its still a good deal more than what I cared for in the past, so its easily worth the subscription (discounting the Character Builder). Aaaand then it wraps up with a playtest for Monster Manual 3.

On the other hand, Dungeon has a Penny Arcade adventure, which intrigues me. This surprises me because in general I dont really give a crap about the adventures in Dungeon. Not necessarily for lack of quality, but for lack of infinite time to run games. I’m curious if this something they (as in Gabe & Tycho) planned, or is it the game that they went through? I’m expecting the Cave of Tits, personally. We’ll also see more stuff for Skill Challenges, which is always helpful.

Dragon: Art of the Kill

As suspected, Art of the Kill is a very good article on assassins as-they-exist-in-D&D and everything assassin-related. Warning: This is a big article.

Starting with the story-material, we get a brief overview on assassins and their past presentations, a sidebar on secret languages (thieves’ cant, druidic, and drow sign), backgrounds for assassins, such as bounty hunter, hired killer, and mystic slayer, and a discussion about alignment that includes a blow-by-blow for how to justify your murderous actions for each alignment.
I’m sure that this will cause all manner of debate and argument to spill forth on the forums, but thats a topic for another post. On the other hand I’d completely forgotten about the “secret” languages, and will make sure to include these in future campaigns where they make sense.

Then we get feats. Loads of feats. General feats for all tiers, Guild feats which kind of work similar to Tribal feats in Player’s Handbook 2, weapon-based multiclass feats for the blowgun and garotte wire, multiclass feats that aim to focus your character’s fighting style, and finally Technique feats that affect your at-will powers.
I like a lot of these feats, and it really pisses me off when Wizards makes a bunch of content that ends up contesting with other stuff that I was going to take, as it forces me to choose from the absolutely necessary choices (like Weapon Proficiency for the kukri) instead of the other cool stuff (like Eyedark Strike).

Then we move on to paragon paths. There’re only two, the blighbeast for the Hot Topic-wearing druid and nightmare weaver for the warlock with Intimidate. Both of these are very, very cool and yet again vie for the next characterI make.
With the blightbeast you can assume the shape of a diseased or almost undead looking animal that doles out hefty amounts of necrotic damage (and can overcome necrotic resistance), knock enemies away with an action point, and also occasionally become a pile of maggots.
The nightmare weaver, on the other hand, emphasizes psychic attacks that can slide creatures about, conjure up illusionary nightmares that impose penalties, and also apply the Rattling keyword to all of your warlock encounter attacks. Very nice, and we aren’t done yet.

New weapons include the blowgun and garotte (duh), but also add in some more mundane items like the crowbar (+2 on Athletics to open doors and other locked things), disguise kit, glass cutter, etc. I’m going to make sure to purchase camouflaged clothing for my drow beastmaster ranger (with spider) in Red Jason’s Scions of Punjar adventure today. The inclusion of more mundane items that affect skills makes me we want to add in that gnome-enhanced clothing in Eberron that adds to Diplomacy skills…

Finally, the article wraps up with a trio of new alchemical items that can put targets to sleep, blind them, or perform a “ninja vanish”.