17 posts tagged “d&d”
The Master of Masks originally appeared in The Complete Scoundrel sourcebook as a prestige class for bards or wizard/rogues. Lots of people on the WotC boards argued (convincingly) that it was underpowered, but I found it to be a neat polymath PrC (I liked Dungeonscape's factotum class for the same reason). Since paragon paths in 4th edition aren't really geared towards granting things like darkvision and weapon proficiencies, I decided to reinterpret the Master of Mask's hallmark as a device that "palette swaps" a striker's attacks. I've listed the powers as Martial, but it's really a hybrid with some very Arcane effects. We could interpret this as phenomenally inspired sleight-of-hand, or special effects that cross the line into reality. You'll also notice that I've deviated from the old list of masks in favor of something a little 4th-ier. Also, I'm not totally confident about the desirability of the 16th level feature or the damage dice of the powers. But hey, it's a draft.
Master of Masks
“I’m not questioning your powers of observation; I’m merely remarking upon the paradox of asking a masked man who he is.”
Pre-Requisite: Training in the Bluff and Thievery skills
Your talent for talent for stagecraft doesn’t border on the supernatural—it invokes it. When you wear the visage of an iconic being you act as it would act, and strike as it would strike. Your performance is so convincing that some people mistake your mask for the source of your strength, but it is really just the focus.
MASTER OF MASKS PATH FEATURES
Masked Action (11th Level): When you spend an action point to take an extra action, you also do not grant Combat Advantage until the start of your next turn.
Craft Mask (11th Level): As a short rest action, you may craft a mask that will last until the end of your next extended rest. This mask is an artifice, with defenses equal to your level +4 and hit points equal to your healing surge value. If the mask is dropped to 0 hp, it is destroyed. You may only possess one crafted mask at a time. The mask is worn on your face, but does not occupy any item slots.
When you craft the mask, select one of the iconic visages from the list below. Each mask is associated with a pair of damage types. While wearing a mask, you may change any damage you inflict to one of those types.
- Aberrant (acid and poison): This hideous, misshapen mask may have tentacles, chelicerae, too many eyes, or seem to pulsate unnaturally.
- Immortal (force and radiant): Whether this mask presents the face of an angel, devil, or deity, it will be handsome and imposing (and possibly abstract).
- Elemental (cold and fire): This bold mask may represent an archon, giant, or genie, and is often of an unusual texture.
- Fey (lightning and psychic): This mask may resemble the delicate face of a nymph or the leer of a fomorian. Either way, the caricature guarantees an emotional response.
- Natural (poison and thunder): The wood, leaves, and mud of this mask may appear crude compared to the others, but its animal features have a primal strength.
- Shadow (necrotic and psychic): This mask may be a brief domino or an all-encompassing cowl, and it will still convey the menace of a shadar-kai or wraith.
Mask Flourish (Master of Masks Attack 11)
You strike as if you really were the being your mask proclaims you to be.
Encounter * Martial, Weapon, Special
Standard Action * Melee or Ranged weapon
Requirement: You must be wearing your crafted mask.
Target: One creature.
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage of one type associated with your mask.
Effect: You gain resistance 10 to one of the damage types associated with your mask until the end of your next turn.
Master of Many Masks (Master of Masks Utility 12)
With a clever twist, you reverse your mask to reveal a new guise.
Daily * Martial
Minor Action * Personal
Special: You must be wearing your crafted mask.
Effect: You may immediately reshape your current mask into any other on the list. If your mask was damaged, it is now restored to full hit points.
True Visage (Master of Masks Attack 20)
Your mask seems to transform you into the genuine article.
Daily * Martial, Weapon, Special
Standard Action * Melee or Ranged weapon
Requirement: You must be wearing your crafted mask.
Target: One creature.
Attack: Charisma vs. Will
Hit: 4[W] + Charisma modifier damage and the target takes ongoing damage 10 (save ends). This damage is of both types associated with the mask.
Miss: 2[W] + Charisma modifier damage, no ongoing damage. The damage is of one type associated with the mask.
Effect: You gain resistance 10 to both of the damage types associated with your mask until the end of the encounter.
This last Saturday we played out penultimate session of our current Eberron campaign (we're getting ready to switch from 3.5 to 4th edition). A few observations:
- Most of our fight scenes have been lasting 10-12 rounds. That feels like a pretty good length.
- When I ask for a skill check, someone in the group is going to get a 25+. If it's Diplomacy or Sense Motive, I know it's our diplomancer rogue. If it's a Spot check, I know it's the half-elven ranger. Really, it's been that way since they passed 6th level.
- The big bad guy is scarier when he can attack multiple PCs at once. This is probably why fire-breathing dragons put the fear in parties. The effect is even better when the big bad guy doesn't look like someone who should be able to make a "Death Blossom" attack-- like an Inspired soulknife.
- Tower shields in 3.5 editon are super-effective. Enchanted tower shields are flat-out impenetrable.
- The DM will rarely get more than two slices of pizza. This is simply a factor of always talking.
- My friends appreciate port. I knew I liked these people for a reason.
Now: to schedule the next game before another month has passed!
The grassroots movement has taken hold, and I've gotten my regular players interested in switching from a 3.5 to a 4th edition campaign. This is admittedly my idea-- I'm a sucker for new systems, and always eager to try the latest thing. But! In my defense, we meet infrequently, and I've only got a little over a year before I head overseas again. I want a chance to play with the new stuff before I'm out of Metro range. And besides, if we don't like it, we can just pick up the old characters a few levels later for the great "reunion" adventure.
Of course, this means it's time to brainstorm for campaign ideas. I'm still planning to run with the Eberron setting since I have all the books and the players are familiar/comfortable with it. But which part of Eberron?
- A campaign in the Lhazaar Principalities would allow me all sorts of island-hopping adventures-- I just have to promise my players that I won't overuse the "pirate chic." I've run an island based campaign before-- there's something in the geographic constraint and intricate ecology that appeals to my DMing tastes.
- A Droaam or "monster" campaign could be fun reversal if the players are up for it-- Droaam has been a source of antagonists for their current characters, and I think they'd appreciate the inversion. However, I don't know that they're as into gnolls and ogres as I am, so that's a long shot.
- The capital city of Thronehold has gone completely unremarked in our campaign, and that's a shame. The palace and vaults of an eight-century-long dynasty just sitting there locked up? Who's got the key? What's going on behind the doors? Who'll feed the Corgis? A campaign there could really explore the political aftermath of the Last War, and put PCs in a central position to determine the future.
- The party has already visited Sharn a few times-- maybe they want to do a strictly Sharn campaign. That'd demand a better written cast of NPCs from me, but urban adventures lend themselves pretty well to improvisation in terms of plot (it helps when there are genuine monsters in the sewer).
Or maybe the players will tell me something I haven't thought of yet.
(Eladrin Warlord 1)
Abilities: Str 16, Dex 13, Con 13, Int 16, Wis 10, Cha 12
Hit Points: 25 (bloodied 12)
Healing Surges: 8 (6 hp/surge)
AC 17 (+3 Int, +3 hide armor, +1 light shield)
Fort 14 (+3 Str, +1 warlord)
Ref 14 (+3 Int, +1 light shield)
Will 13 (+1 Cha, +1 eladrin, +1 warlord)
Feats: Arcane Initiate (w/Scorching Burst)
Trained Skills: Arcana +10, Athletics +8 (+7 in hide armor), Endurance +6 (+5), History +10, Intimidate +6, Thievery +6 (+5)
At-Will Powers: Commander's Strike, Wolf Pack Tactics
Encounter Powers: Fey Step (racial), Scorching Burst (wizard), Inspiring Word (2/enc), Warlord's Favor
Daily Power: Lead the Attack
Gear: Hide armor, light shield, longsword, 2 hand axes, thieves' tools
It's worth noting that while wearing hide armor, my FMUT's Thievery skill (and the Stealth I'll pick up at 2nd level) will be a little... sub-par. I'll probably consider boosting my Dexterity the first chance I get, and look ahead to armor specialization at the paragon tier to overcome the skill check penalty. Throughout the rest of the heroic tier I'll spend most of my available feats on picking up additional wizard spells; I'll also want a wand ASAP to improve the accuracy of those spells.
In general, I'm fairly satisfied with the 4th edition version of the fighter/magic-user/thief. What I've got here looks pleasantly Indiana Jones-ish: knowledge to spare, undaunted by physical obstacles, and handy in a fight (especially when friends are in a tight spot). Maybe it won't act like the old AD&D triple threat, but the rest of the party will probably appreciate it as a "three for the price of one."
- Strength 16: I'm going to do a lot of sword swinging, so this is key.
- Dexterity 13 (modified from 11): Kind of low, but I'll be using Intelligence to boost my AC, and I can work on the skills later.
- Constitution 13: A warlord's hit points aren't as great as a fighter's, so I can't skimp here.
- Intelligence 16 (modified from 14): This will be my main stat for magic, and boost my AC as long as I'm in light armor.
- Wisdom 10: A more dedicated wizard could use this for spellcasting, but I can afford to skimp.
- Charisma 12: I had wanted to put the 12 in Dexterity, but skimping on Wis and Cha makes for a lousy Will defense. Besides, the warlord has a couple Cha skills.
- I want the "thief" aspect for negotiating dungeons and choosing my foes.
- I want the "magic user" aspect for opening salvos and dealing with logistical problems.
- I want the "fighter" aspect for serious hand-to-hand encounters.
Way back in Advanced Dungeons & Dragons days, multi-classing combinations were a wee perk for demihuman characters (dwarves, elves, gnomes, halflings, and half-elves) to compensate for the fact that they topped out at lower levels than human characters. Well, it was supposed to be some sort of even trade. Instead, AD&D multiclass characters got all the perks of their component classes and relatively few drawbacks. The chart topper was probably the fighter/magic-user/thief, which brought together the fighter's combat ability, the thief's skills, and the wizard's spellpower (sorry-- it's been so long, I just can't say "magic-user" with a straight face anymore). Armor, stealth, and fireballs? Yes please! It was a popular enough combination that the triple-threat became sort of an archetype of its own (though if it ever earned a common-use name like the gish, a fighter/magic-user, I never heard it).
Fast forward a couple decades, and here we are with 4th edition D&D. The designers dropped racial restrictions on class and level long ago, but multi-classing has also become less of a package deal. Swords and sorcery aren't as exclusive pursuits as they used to be, and anybody can train in the Thievery skill, but acquiring features outside the primary class's role requires a trade off. How then, using 4th edition rules, can I recreate the old triple-threat archetype of AD&D?
To start, I need to determine what qualities defined the fighter/magic-user/thief (FMUT?) for me, and then decide which features of 4th edition best represent them. Taking the component parts in order:
Fighter: The FMUT needs to be able to wear armor (at least chainmail), swing a sword, and stand toe-to-toe with foes for at least a couple rounds. Spare hit points would be a big help, but thanks to the variety of powers available, Strength is no longer the sole source of combat effectiveness. That's good, because the FMUT is going to face some severe multi-attribute dependency (or MAD, as they call it on the Character Optimization boards).
Magic-User: The FMUT needs to be able to cast spells-- some blasty, some esoteric. Happily, the arcane part of the build has only gotten easier to achieve in 4th edition. Armor-related spell failure is gone, and with a feat or two the FMUT can cast spells in every encounter. With Arcana skill training and the Ritual Caster feat, the FMUT gets access to a lot of the classic magic effects-- teleportation, divination, Tenser's floating disc. What will be tougher is deciding how much magic to incorporate.
Thief: The FMUT needs to be able to pick locks and pockets, sneak past people, and occasionally deal with traps. Backstabbing would be nice, but that's a secondary concern if the fighter aspect is up to par. As it happens, the Stealth and Thievery skills put most of the old standards in two handy baskets and runs off with them.
It's clear that I can get all the features I want, but the question is how to do it most effectively. The more powers and skills I can hang on the same ability or two, the less MAD will force me to spread my scores thin. The more features I can find in the same primary class, the fewer feats I'll have to spend picking up the balance. In the next few posts, I'll examine my options and see if I can develop an acceptable character.
So, I've had the 4th edition D&D rules (the Player's Handbook, Dungeon Master's Guide, and Monster Manual) in my hands for a month or two now (no thanks to Amazon). All speculation has been laid to rest, but judging by the reactions on WotC's forums, not everybody is happy with how it turned out. Personally, I'm ecstatic. A quick review of the initial trinity:
The Player's Handbook
The fundamental rules of the game are presented-- how to roll the dice, how to make a character, equipment and combat rules, all the really essential mechanics of the game. In terms of organization, I'm really pleased that spells and powers are listed in the same section as the class that uses them, rather than in a separate appendix at the end. (In terms of the PDF copy, this means I can print out everything I need to play a rogue in one handy serving.) Also new for 4th edition, the magic items that used to be in the DMG are now in the PH right after the regular equipment lists. This reassignment may remove some of the mystery, but it sure beats having to remind players how their toys work if they lose the scrap of paper with +1 frostbrand scimitar written on it.
Content-wise, the changes are numerous, so I'll stick to the highlights. Character level plays a bigger part in deriving stats: attack bonus, AC and defenses, and skills are all 1/2 level (plus a few class-based modifiers), which I find speeds up the number crunching. Some of the classes are new (the warlock and warlord) or boast very new mechanics (the fighter's marking, the wizard's implements). It seems harder to pull off a one-character combat victory with a chain of powers, but much easier to pull off a multi-character combo. While the classes are a little more locked into their initial schtick (no more 3 or 4-class multiclassing), the rules offer PCs the chance to later pick up and use just about any tool or skill they want. Hit points are initially bigger but increase at a more predictable rate, with a smaller difference between wizards and fighters even at higher levels. I also like the hit point recovery mechanic (healing surges), which make it easier to start off each encounter fresh while still limiting just how much punishment a party can take over the course of a day.
The Dungeon Master's Guide
I was wondering what they'd find to put in the DMG if the magic items have been moved to the PH. The answer is: rules for structuring non-combat skill challenges, a "DM's toolkit" for creating or upgrading monsters and NPCs, rules for awarding XP and treasure, advice on worldbuilding and a sample starting town, and a whole lot of fundamental "how does it work?" information. And I don't mean tables for wandering monsters: they've got a section on how to houserule. Yeah, after 20 years of playing I already know how to do that, but it's comforting to see some actual text discussing how to gauge the impact of one. This DMG (and the rules in general) seems to aspire to greater transparency in how the game mechanics interact, and open discussion of what a group might want out of a D&D gaming session.
The Monster Manual
Monster stat blocks are leaner in 4th edition, largely because monsters no longer get the full slew of feats, skills, gear, and miscellaneous fiddly bits that full-fledged player characters get. Instead, monsters tend to be built around a distinguishing feature or two (goblins are hard to pin down, gnolls are vicious in groups, vampires hit bloodied foes harder), and multiple versions are presented with additional powers to clarify their role (goblin archers, goblin backstabbers, goblin spellslingers). The fluff is noticeably sparser in this edition, which may leave newer DMs wondering how to incorporate, say, gibbering mouthers into a campaign, but personally I like the implied freedom to plug a monster into the world where I need it. Two features stand out. First, 4th edition includes minions, which are like other games' mooks (monsters designed to attack en masse and go down relatively easily, like the Joker's henchman in the old Batman TV series). Second, gnomes appear here in the Monster Manual instead of the PH, and forget talking to burrowing mammals-- they can now turn invisible if they get hit. That's worth the relocation, in my opinion.
With every turn in Monopoly, a player's bank account goes up or down. The game is about wealth, and it's measured in money. Pretty obvious, right?
In Dungeons & Dragons, every encounter causes a character's supply of hit points and other combat-related resources to go up and down. The game is about combat, and it's measured (along several different axis) in how long a character can stay in the fight.
So what is a White Wolf game about? Well, they track both Health and Harmony (or Humanity, or Wisdom, or Clarity, depending on the game). But it's the Health and Essence (or Glamor, or Blood Pool) that are the most likely to change in every scene. Those "moral issue" measurements can move, but since they don't move as often, they are vulnerable to being forgotten. And that's when what the game is "obviously about" becomes less obvious.
Players of any game are like cats: movement draws their attention. When an rpg is intended to focus on a particular theme or idea, that idea has got to move something. A fluctuating pool of points, a slider on a scale, some dynamic measurement. By the same token, the designer should also consider cutting out those tangential elements whose twitching will distract the players.
The folks at wizards have posted a new teaser about the upcoming 4th edition. Follow along as I dissect and overanalyze their mock combat!
4th Edition dragons are among the most dynamic, exciting monsters in the game—as they should be. They’re different from each other, across categories (the metallics aren’t like the chromatics), across colors (reds and whites don’t have all the same attacks), and across age categories (fear the ancient dragons). Here’s just a taste of what a fight against an ancient dragon might feel like:
The continued chromatic/metallic differentiation is a nod towards tradition, but I suspect that we're going to see dragons with more special abilities and less spellcasting, not unlike the options presented in Monster Manual V.
On the dragon’s turn, the first thing it does is burst out in an inferno of flame, searing every PC within 25 feet—a free action. Then, with a standard action, it slashes out at the fighter and the cleric with its two front claws (even though they’re both 20 feet away). As another free action, it uses its tail to slap the rogue, who was trying to sneak up behind it, and pushes her back 10 feet. It’s getting angry at the wizard, so it uses a special ability to take another standard action: it spits a ball of fire at the wizard, setting him on fire. It has a move action left, which it uses to fly into a better position for its breath weapon. That ends the dragon’s turn.
Without the special ability, this dragon would be getting two free actions, a standard action, and a move action. That's a little different from SWSE's swift-move-standard alotment. There's two different flame-based abilities in action, 20-ft reach (this must be a big dragon), and a flying action that apparently doesn't involve maneuverability (fine by me; I never took the time to involve it). I like the fact that the tail slap pushes the rogue around-- attacks that deal effects, not damage, are way more interesting to me.
It’s the fighter’s turn. He charges the dragon and manages to land a solid blow, dropping the dragon down below half its hit points. Oh—that gives the dragon the opportunity use its breath weapon as an immediate action. A huge cone of fire bursts from the dragon’s mouth, engulfing all four PCs. But at least the dragon is below 500 hit points!
We know the dragon's full hit points are around 1,000 (!), but we don't necessarily know that it started the combat at full health. If it did, then that means fighters will be doing some serious pounding in this new edition. If it didn't, all we know is that fighters can still charge and attack. The fact that the dragon is "getting angry at the wizard" suggests we might already be a round or two in. But if upper-level monstrous foes are going to have 4-digit hit point totals, fighters must be whipping out serious damage, or making special attacks that affect percentages of hit points. Also, breath weapon as an immediate reaction? Wicked.
Now the rogue moves around to flank with the fighter. Ordinarily, that would let the dragon use its tail slap again as an immediate action, but the dragon has used its immediate action already. That’s lucky for the rogue, who actually gets to make an attack this round! Unfortunately, she fails to hit the dragon’s AC of 49.
Immediate actions will continue to be limited as they are now, and flanking will remain part of the rogue's tactics. The game will still use AC instead of SWSE's Ref/Fort/Will Defense method, which is kind of a let down for me, but I'm cool with it. Can't say a thing about failure to hit AC 49 when we don't know the attacker's level...
The wizard fails to put out the fire, so he takes more damage. Worse yet, the dragon’s breath scoured away the wizard’s fire resistance, so he takes the full amount. He blasts the dragon with a ray of freezing cold, but this isn’t 3rd Edition. The dragon takes normal damage, but it’s not enough to slow it down.
That fire attack earlier was a persistent effect, and fire resistance has limits to how much it can withstand-- not unlike endure element now. The cold attack against this (red?) fire-using dragon doesn't deal extra damage, which suggests a change in the existence or implementation of the fire and cold subtypes. Certain levels of damage will slow down or diminish a foe's capabilities, similar to the condition track in SWSE.
Finally, the cleric is up. Calling on the power of her god, she swings her halberd at the dragon—a critical hit! The damage isn’t bad, but even better, the wizard gets a nice surge of healing power.
Very interesting: the cleric generates healing power through combat actions. This mechanic debuted in the Book of 9 Swords with the crusdader class and the White Raven/Devoted Spirit school of maneuvers. While restoring hit points by dealing damage breaks the fourth wall of the game a little bit, it is a game, and it solves the problem that healing, while necessary, is boring as hell in terms of character action. In this example, anyway, the cleric provides aid by getting out there and kicking tail, not fiddling around with cure spells.
All in all, a promising glimpse of what they're working on. Frustratingly teasing, though. What level is this party? How much damage did the fighter deal? What was the rogue's attack bonus? How much was the wizard hurting? Next summer is a looong way away.