Category Archives: update

D&D Next: Gnomes, Half-Elves, & Half-Orcs

Oh my.

The Read First file mentions, among other things, a list of languages and a revised list of lores under Intelligence, changes to critical hits, various actions like dodge and disengage, short and long rests, the ethereal incorporeal and prone condition, spells, and more, but the big addition is three, count ’em three new(ish) races, including one of my favorites, the gnome.

Which means that I won’t have to wait until
Player’s Handbook 2 to roll a gnome barbarian.

Gnomes gain a bonus to their Intelligence, have advantage on Intelligence, Wisdom, and Charisma saves against magic, and can choose from the forest and rock gnome subtypes. Forest gnomes get a bonus to Dexterity, can cast minor illusion, and can also communicate simple ideas with Small beasts. Rock gnomes gain a bonus to Constitution, have advantage on Intelligence checks to recall stuff about alchemy, magic items, and devices, and can spend 10 minutes to build one of three simple mechanical devices.

I like that gnomes no longer rely on magic in order to speak to animals, but the three-gadget limitation does not make any sense. Why can only rock gnomes build them? Why can they only have three at a time? How much does it cost to build them? Why do they only last for 24 hours?

Half-elves are about as interesting as they were in 3rd Edition, which is to say pretty boring: you get a +1 to Charisma and something else, and advantage on sleep and charm effects, as well as Wisdom-based listen and spot checks. They do not have any subraces, which is kind of odd given that elves do. They could have at least been able to snag something from their parent race.

Half-orcs are also 3rd Edition-boring, gaining a +2 to Strength, +1 to Constitution, darkvision, and advantage on Charisma checks to intimidate. As with half-elves they have no subraces to choose from, but unlike half-elves they do not get to make any choices.

There are two tables worth of languages, dividing them into standard and exotic categories. I get that the idea is to cordon off a group of languages that the DM might not want the players to have right away, like sylvan and thieves’ cant, but I think that limiting access to languages should be up to the DM. Put it in the Dungeon Master’s Guide.

Critical hits get a slight reduction in efficacy. Instead of maxing out your damage and then adding another die, you just roll your damage and add another die. Still better than 3rd Edition’s damage multipliers.

I dislike that short rests require an hour of downtime, up from 10 minutes. I think that is far too long and will disrupt pacing with adventurers going into a room, fighting some monsters, then waiting an hour to bandage themselves up before moving on. It also unnecessarily makes magical healing even more significant than it already is. If they are going to require that you spend an hour to heal up, I would almost prefer an hour recovery rate (which would sync would both types of exploration turns).

Long rests now only give you back half your Hit Dice, rounded up. While I like the idea of a long rest not restoring you to tip-top shape, I wish they would base the rate of healing on the character’s class and/or Constitution. As with short rests, why not just give us a recovery rate that gets a small boost when resting for a long period of time?

There are a lot more spells, and the spell lists got shuffled around. For example, clerics lost access to lance of faithanimal messenger, and locate animals and plants, but picked up sacred flame. I am still not a fan of spells-per-day, spells with levels, the attack roll/saving throw division, pretty much how magic in Dungeons & Dragons in general, but it is nice to see some of them getting better if you slot them that way, instead of having burning hands, burnier hands, and burniest hands. Also the format is becoming better organized. Baby steps, I guess.

Meet the Templar

I really can not remember the last time I saw the vocal minority so united, this time against the Essentialized writeup of the cleric. To put it mildly, you got people wondering what is wrong with R&D and/or if anyone at Wizards of the Coast has ever played a cleric before. Some claim that the warlord was already a superior leader and that it “escaped” the writeup unscathed. I think the funniest complaints are a tie between Mearl’s hatred of clerics, and variations of “my character(s) are forever ruined”. Again, this is the cliffnotes of forum-rage.

So, what has actually changed?

Well, when you take cleric powers from Heroes of the Fallen Lands out of the equation, basically 30ish of around 250 features (or less than 20%) and prayers got nerfed. I can see where people are coming from: they had a character that could do something, and that something no longer operates as well as it did before, whether having the ranged reduced by a square or two, or having the damage scaled back a die. Fortunately (perhaps unfortunately for some), I do not think that the designers decided to purposely set out to fuck you over, or just fuck over clerics through some bizarre personal vendetta.

Is it possible that they did it because some cleric prayers were just too damned good? I have seen turn undead single-handedly destroy an encounter with a good number of undead (and/or elementals and demons, if you’ve got the feat for it), which make for pretty iconic encounters. Worse, the damage and range scale faster than normal (ie, not just at each tier or once per tier), making it an extremely potent ability that you didn’t even lose anything to pick up. Not to mention that some of those nerfs simply switch off the friendly-fire mode of some prayers, making you only just as good at area-effect attacks as wizards.

Some people complain that they should have just ramped up everything else in order to compensate, which tells me that yeah, they did have it too good. Frankly it makes a lot more sense to pare one class down instead of giving everyone else a booster shot: less errata and less cries of power creep all-around, and I don’t foresee any shortage of clerics in the future. Clerics have had tons of support since 4th Edition was released, and if their errata amounts to a small chunk of their powers–again, before we count the Essentials stuff that they can also use–then I’m alright with that.

DDI: Monster Builder "Update"

I was pretty excited to get a message at work that the “brand new” Monster Builder was launched today. Unfortunately, when I got home and fired up Adventure Tools, I was pretty bummed to see that it not only still has the graphic indicating that it’s Beta software, that–aside from perhaps an Import feature–there is nothing about it to differentiate it from the beta software. Naively I hoped it was a mix up, and checked back a few hours later to discover that, no, same old beta-build. Fortunately directly beneath it is a link to download the older, yet oddly more functional Monster Builder, so DMs with a creative itch still have an avenue.

What I don’t understand is why it is taking so long for them to simply take an existing software application and transitioning it to another platform. I know why they want to–mitigation of piracy and hopefully integrate it with Virtual Table and other tools–but it’s been in a second beta for months. At this point, we have a monster viewer, with limited ability to rename a monster’s name and powers, and to adjust its level (again, same as before). In terms of utility, this places it far beneath D&D Compendium, which has the added benefit of being able to view any content. 

New Character Builder

I just spend about half an hour creating random characters with the refurbished, online-only Character Builder, and I have to say that I like it a lot more than the other one.

Don’t Like

  • Takes about as long to load as the other Character Builder (and the loading image is grainy).
  • Backgrounds are no longer organized by terrain or race. You can uncheck Name Only and filter results by the skills, location, race, etc, however.
  • Double-clicking de-selects options; I preferred it when I could right-click.
  • Choose For Me is still wonky: it gave me a 20 in an ability score when I made a tiefling psion, which is generally not a good idea, but when I rolled a changling rogue (artful dodger) it gave me an 18 Dexterity, picked Intelligence for the racial bonus (boosted it to 12), gave me a Strength of 14, and a Charisma of 11 (boosted to 13 by racial mods). What. The. FUCK?
  • There’s a delay when you increase/decrease ability scores using the plus/minus buttons. While minor, it adds up if you are trying to buy a stat up to 16. Thankfully, you can key in a value instead.
  • Crashed after I’d completed my second character (loaded up again alright, though).
  • The Marketplace graphic looks grainy, too.

Like

  • Layout and image usage usage looks a lot better, and it seems a lot friendlier to new people (or those that don’t keep up as much with the game).
  • You can sort classes by role, power source, primary ability score, or book.
  • Classes and races have descriptions; you don’t have to click on them to get the gist of what they’re about.
  • Mannerisms and traits are in step 3, not consigned to some easily overlooked tab at the ass end of the application.
  • Dark Sun themes are in.
  • Choose For Me picks skill that you’d probably pick yourself.
  • Portraits can be sorted by race or class.
  • Buying equipment is much easier, as you can filter items by category, specific item, rarity, keyword, and level (or level range). If you want to shop for stuff you can’t use, uncheck Show suggested items at the top.

Adventure Tools Update

Adventure Tools got updated to include both all the content from Monster Manual 3 (including the block layout) as well as a slightly improved interface, by which I mean that the buttons are larger and have text along with the graphic. Everything else is basically the same, until you try to create and/or edit a monster. 

Powers are automatically ordered by either traits or its action-type (if you switch the action type while editing a power, it gets moved to the appropriate category). The power menus also got some changes to reflect how powers are now written. For example, if the power is an attack, there are buttons that let you cycle between the power’s hit, miss, and effect…effects. For damage, the drop-down menu has normal, limited use, and none options (limited use actually tells you by how much it is increasing the damage by), and there’s also an average damage field to calculate it for you.

Ultimately, most of the changes are just organizational. There’s a few extra fields here and there, which might confuse you for a sec but if you’ve used Monster Builder before then it won’t take long to get the hang of it. In the end you get a monster that follows the new layout conventions, and as a plus it automatically updates all the existing monsters to follow it as well. Here’s a comparison between the two blocks on one of my custom monsters.

Before…

…and after…
The block’s a bit longer, but narrower, and for me that’s good because it’ll fit better in column layouts in Microsoft Word (the old one fit snugly in two-columns, but not so much when in threes). Otherwise, I haven’t had a chance to try them out so I can’t say for sure if they are more efficient. They do look better organized, though. 

July Rules Updates

Thats…a lot of changes, and not simple ones, either. For starters, magic missile now always hits but deals less than half damage than before, dispel magic becomes an encounter spell, and lead the attack only lasts a turn even if you hit. And thats just a few of the changes out of Player’s Handbook. All told you’re looking at 20 pages of errata, so I’m glad that Character Builder gets updated as well. This means that unlike 3rd Edition I don’t have to print out the pages (or check the interwebs) so that I can reference them when making a character.