The Fourth Coming: Teaching Novices to Master

Eventually, as you play in a RPG, you’ll eventually want to expand your creativity beyond just a single representative player character … or your Game Master will move away, get married, become a parent, or most often be diposed if not outright lynched for corruption from this virtually god-like power. For this, many turn to the DMG.

Admitly, the Dungeons Master Guide (DMG) is the core book I’ve used the least. From my own innate awesomeness? That, and other more common reasons. Parts of it are useful: treasure tables, XP formula and magic item descriptions mainly. The nuts and bolts of DMing: how to dramatically screw characters, how often, and how to keep players from leaving has always been a hands-on training from actual play.

You play under a DM for months to years seeing how it’s done. If he sucks, you develope a style different from his; if he’s awesome, he’s emulated. My first DM – E Double the Jerk - was excellant in my introduction to roleplaying, hence my continued involvement in the hobby some 16 years later. I’m more generous than he, the jerk, but I’ve yet to lace exciting tension as well as he has because of it. On the other hand, my players are more likely to be creative since they dont fear as much. This stuff aint book learn’in.

The 4th edition DMG is an attempt – like the player’s handbook (PHB) - to show newbies the ropes so they can introduce friends into the tabletop fold. After mentioning the checklist of great Wizards of the Coast products you’ll “need” to run, they discuss the types of players encountered and how to appease and intrigue them – also how to rein’em in. The Actor type shouldn’t blab about their character and feelings until the Slayer flips out and kills the listener - a non-player race so therefore a pot of XP to be had. Nor should the Slayer count down from one minute whenever blood isnt being shed to start the murdering – especially when they’re talking to the Actor’s long-lost NPC brother.

After a brief discussion of considering what kind of game you want to run – pros and cons of having a single DM and campaign versus episodes - the second chapter gets into how to run. Preparing enough, narrating, giving out enough information for players to decide actions,  pacing and improvising: all the things another RPG product will tell ya as a chapter in a single book, without charging another $40 after you bought the PHB.

The improvization advice is dumb. They note that DM’s can be afraid of being caught flat-footed with player choice so they over prepare. Then, they advise preparing small stock encounters and names of character they may meet – in other words over prepare.  I advise preparing in abundance in my discussion of Sandbox games, a detailed setting gives the party room to roam – so atleast everything is tied together rather than a hodge podge of cliches. The last chapter gives you the town of Fallcrest and the surrounding Nentir Vale as an example of how to set up a medieval fantasy locale, an intersting place to run your party through the 10 levels of the hero tier.

The writers do advocate the “Saying Yes” attitude, using the player’s ideas to build your plot instead of shooting them down for doing your job of setting creation. More gamers will read the DMG than my articles on the subject, for now, so it’s good to introduce this concept to as many of the youngsters as you can.
After this, things get weird. From learning the basics of running, we go directly to Combat Encounters in chapter 3 – EASY SLAYER! Mainly a reiteration of PHB info. Chapter 4 explains how to build encounters and the fifth deals with non-combat encounters like talking to folks and traps. Is this how player’s have read the DMG? I’m guessing that this content ordering was done for the reluctant DM’s that have been drafted into the position. These first chapters are the absolute minimum you’ll need to DM like a video game such as Golden Axe or even Assasin’s Creed: Step 1, Make up a reason to send the party there; Step 2, Run the fight that’s waiting for them there; Step 3, repeat 1 & 2 for your entire DM career.
After learning how to run, the next step for a true storyteller (elitism activated!) is learning about Adventures – crafting a narrative and how to present it as taught in chapter 2. This is what we’ll discuss tomorrow, along with campaigns and THE world. This version of D&D comes with an established fictional setting – to save you the trouble of being creative.
 

 

The Fourth Coming: New Ways of Killing and Taking Stuff

Welcome back to our continuing review of 4th Edition D&D. The Dominion Council – no, I’m not a dictator, it just feels that way -  has decided a review of just the players handbook (PHB) would be a geek tease: like a cock tease, but resulting in blue brains. The other core books of the new version will be reviewed as well and in our standard senior-friendly font.

At it’s core, D&D is still about brave heroes barging into the dank dungeon homes of creatures driven from society, killing them, taking the few nice things they had to brighten such a dreary existence, and planting ripped and dirtied girls clothing at the site to validate said heroics.  What kind of things compensate such selfless crusaders with priceless wealth?

MAGIC ITEMS

32 pages, 70%, of the equipment chapter covers them, and at the very outset they explicit advise they’ve got to be sought out. Third edition’s inferred possibility of Walmart stores of arcane goodness was a story bane.

“Do you have elven chainmail in a size 10?”

“Sorry ma’am, we dont. We can you give a discount on magic helms, 10% off. The Army of Light was defeated by the Dark Wyrm of Kalipus. A hundred more years of dread, but atleast you can get an accesory to match our dwarven plate, which we do have in sizes 10 to 20!” 

Only a ritual can make them, simply by paying the normal item price for materials instead, and you cant make items higher than your level. Disenchanting a find xan be done via another ritual to harvest residuum, a poorly named magical rust that’s worth only a fifth of the item’s prices – coincidentally the standard re-sell price of said item. Simplified economics I’ll call a plus, this is D&D not Sanford & Son the RPG.

Rituals are essentially a category of spell you cant do in combat and requires a book or scroll to cast and requires a feat. These are pretty powerful spells in some cases, but they leave much to DM discretion. So, although a magic weapon can be made after level 4, in 9 hours, for 175 gold, without a skill check; deal with a Beholder to get the single use scroll version. 

The goodies are written up in comprehensible capsules similar to the class powers, including prices and level equivalents stating when they’d be available to the average party. These aren’t restrictive though. Inevitables won’t come to gank your level 12 item because your character is only level 10 … unless it makes a good story or you’re being a douchebag using it but this is DM discretion. Identifying them is as easy as a Arcana skill check or just playing with them during a short rest. Many items are also organized by where you wear them, a nice time saving compared to pouring over paragraphs by item type.

Magic implements may give new powers At-Will, Per Encounter, and Daily as well although daily powers of multiple items are limited by tier. Levels 1-10 heroes can only use the Rod of Ass-Saving daily power once a day, but Level 11-20 paragons can use the Rod’s daily power and the daily power of a Belt of Anti-Rape . How do you get such wonders?

ADVENTURING

Chapter 8 explains many of the old basics we gamers know: if someone offers you an ancient map, take it. You walk this fast; horses go this fast. Terrain and lighting vary. A new addition to the encounter/rest polarity of character life is a milestone. A point in the storyline when certain unknowns become clear to the protagonists and the central conflict is dramatically heightened by these revelation – HELLS NO, none of that hippy storyteller shyte. Milestones are simply going through two encounters without resting, and this gains you an Action point (which gives you an extra action once an encounter) in addtion to allowing an extra daily usage of a magic item’s daily power … wow.

Resting has been changed a bit. They come in two flavors: Short and Extended. The first is a five minute span that lets ya regain spent encounter powers and do a healing surge – shaking out the kinks and catching your breath that restores a fourth of your hit points. Extended rests last 6 hours, which must be spaced by 12 hours in-between, and heal all lost hit points plus regain spent powers and get back your single action point.

The healing surge idea I like for enabling that action flick feel. Kill 25 orcs, fall off a keep wall when a bomb goes off, get up and walk it off by killing three dozen orcs. You get X amount of surges per day depending your class and Constitution modifer, with the defender types getting the most. This further illustrates that hit points are not necessarily bodily hits but cinemetic weariness of a hero suffered through arduous …

COMBAT 

Besides the cleric no longer being reduced to a box of Band Aids, combat has several changes. You’ve got 4 main actions: standard (attack), move (change location), minor (self explanatory), and free (automatic or little stuff). Minor actions are small acts that are worth half a move action, which can still replace a standard. There are also reactionionary trigger actions letting you act just before some forseeable situation that are granted by an opponent’s moves and your ownpowers. The [sarcasm]much loved[/sarcasm] Attack of Opportunity made it into 4E: “Leggo my Eggo! And, take … 32 slashing damage.”   Laid out with easily explained bullet points, it’s simple to learn what you can do … to kill something. Further, melee and ranged attacks are put on even footing by ranged adding your Dex mod to damage.

The defenses those targets, and you, have are changed. Basically the saves of 3e have been made to fit the armor class form, a static target number to affect equal to 10 + half your level plus something, with a versatile something. Fortitude is Strength OR Constitution modified. Reflexes, Dexterity or Intelligence – so you can see thing coming. Willpower can include the Wisdom or Charisma mod – cause some are too handsome to go crazy?

Attack rolls only, no more rolls to not die – save one (puns are NOT cheap humor!). Saves are a simple d20 roll that succeeds on 10 or higher, some sources can modify the roll but mostly it’s bare. If you go below zero hit points, three failed saves are like strikes — YOU’RE OUT! This added chaos yields more drama than the negative hp countdown. Crits are normalized too. You roll a natural 20, and if you can hit with the total you do maximum damage – if not you’re screwed in general but still hit automatically.

Any situational advantage you have in battle is given a flat +2 for Combat Advantage, which covers a list of certain conditions you may suffer. Grapple is much simplied as a Grab standard action that mostly gives others this advantage and keeps the target from moving. Even Attacks of Opportunity are much simplified, though my awesome intellect never had much trouble with them. Including the revamping of other now defunct options, like Shifting being the new 5ft step and Running two more squares as a move action but taking -5 to attacks, combat is much simplified and should move pretty fast even at higher levels once you get the hang of things in a few sessions.

Next time we’ll tackle the Guide of the Dungeon Master and I’ll tell ya why you shouldn’t just be a player instead.

The Fourth Coming: A New D&D Part II

The fourth chapter on classes shows the most innovation. 120 PAGES, makes it four TIMES as large as the Combat chapter. Here’s why: each of the eight classes is detailed with powers over all 30 levels. Whenever someone says 4E is more character focused over combat than older versions, this is what they must mean. You get class features as before but they’re mostly scalable bonuses you carry without needing to refer to charts when you level.

The star class features are the diverse role-themed powers you’re capable of executing at will, per battle, and per day — the more awesome the less often you can do them. Each is like a spell in description but from class relevant sources like divine connection or martial expertise with lots of jargon to learn but not too complicated. Attacks are resolved with ability checks adding half your level plus bonuses (the standard way to make checks on everything now) versus various defenses: Intelligence attacks vs. Reflexes or Charisma vs. Willpower for example. These guarantee that you‘ll get to do something cool all the time – at lower levels. The at-will stuff isn’t very diverse, you never get new ones past level 1 and aren’t scalable although they do tend to get a little more powerful … once you hit epic tier. The class flavoring and overall variety of powers is quite good though.

It’s notable that the authors are making a clear effort to attract newbies. The classes outline several conceptual paths a player can take and even suggest feats and powers for them to select to serve the ideal pursued. Paragon paths at level 11 and higher add more focus to the concept and take the place of prestige classes in terms of reflecting high specialization in an aspect of your profession.

Warlocks are brought back as a basic, in many ways filling the old role of sorcerers but with a more distinct flavor than simply freestyle wizards. No longer are they strictly demonic in nature. You have the option to gain power through pacts with fairies (detailed in the Adam & Steve article) or mystical ties to the stars that gives them a quasi-astrologer/soothsayer feel. Warlords are a new class that fulfills the leadership role as buffers replacing the Bard and giving you an option besides the traditional cleric, not that impressive.

Monks are gone, but not badly missed – a fighter using fists has similar feel. Fighter class is calling to me most. They now have the ability to force enemies to attack them, tricks to deflect or absorb the punishment, and know how to deal insanely high-level damage. Even their choice of weapon reflects their character with different types of arms keying off different ability scores.

Skills are vastly simplified in chapter 5. No more points. Roll d20 plus one half your level plus ability mod, and if you’re trained in a skill get a +5. Done and done. Another nice feature is massive skill consolidation. Tumble AND balance? No, Acrobatics. Hiding and Move silently; no, Stealth. I’ve got to train in climbing rocks, jumping over pits, and do some laps in the pool – WITHOUT steroids! Nah, just training Athletics makes you a tri-athlete, with emphasis on the L33T. I use similar design into my Jovian Chronicles campaign after first seeing them used when running Saga Star Wars.

New are the skill challenges, a fancy term for non-combat problems – as though such a thing exists in D&D. They’re various linked skill checks that serve a common goal and also encourage the whole team to collaborate more than before. You got to get x amount of wins before getting Y amount losses to pull them off, new to D&D but a standard in other systems. The knowledge checks for monsters are much better. Most folks can name creature by sight but only a real smarty knows that old red dragons tend to develop sciatica, so jumping on its back to fight is a good idea.

I’m not loosing steam here. Classes are where they shot their wad for design changes. Feats are still feats, although you need less of them given how the new powers overlap their function of customizable ability. Weapons and armor are organized a bit differently but mostly unchanged. Armor is divided by style: cloth, chain mail, hide, leather with several examples of each.

Style group and military issue organize weapons proficiency. New is the fact some weapons are easier to use than others. They include properties that give them versatility – an actual property saying two handed use does more damage - say if they can be used off hand, or are small enough for halflings to use. No more child versions of all weapons, halflings just suck it up having a smaller selection of weapons, most traditionally really only care about knife and fork anyway. Magic items are detailed in the player’s handbook this time, but if you’re covering 30 levels you must do this.

Reading this far has delayed my regular-like-prune juice posting to keep you fiends happy, but we‘ll pick it up later to cover the remaining chapters in the detail they deserve. All in all so far I’m mostly impressed, especially by the classes for being representations of the many types of hero you can be and variety in how you … be them. Time to make a mental healing surge.

You’ll get it next article.

The Fourth Coming: A New D&D

I took a detailed, meticulous, scrutinizing, ultra anal look at the 4th edtion Players Handbook of the Dungeon and Dragons roleplaying game. This much vaunted title is the gateway game of our hobby and flagship product of the entire industry. As such, it demands attention to dispell the rumors and prejudices of nay sayers -pissed about having to upgrade their addiction.

I am – sadly – receiving no money from Hasbro, free review copies, or even a full painted Digg mini for this.  Neutral Objectivity is in full efffect. D&D isnt even my preferred game system of the moment, but does have some interesting innovations worth discussion.   

Chapter 1 is the obligatory newb chapter. You can do this in RPGs. You have a character you can operate without a control pad, you need not serve Satan to play D&D – though your Faustian pact may vary.Chapter 2 is about making characters, their abilities scores racial and class generalities. However they actually define ROLE for a first . Some thought roll, but role is the tactical function of your fictional representative in the group effort. Controllers are the mass murders that are protected by defenders (much nicer than the traditional term meat shield, but the same idea) and assisted by strikers that pinpoint assassinate singular targets with powerful hits while staying on the move. Oh, yeah, and leaders that support by giving bonuses and healing theses three killing types.

They even give lip service to role in an acting sense by discussing motivations, moral/ethical alignment, mannerisms and personality – all that shit which most players gloss right over. I favor the humble honor of the defender meat shield myself for being the most relatable and actual boot-to-ass kicking over mystical magical mayhemAnother feature of the chapter is a universal advancement chart that makes things so much simpler than skipping between pages. You get more power options as you level and they made sure every level gives you something. You also swap out can weaker powers for more powerful as you level, so less level baggage of old abilities you’ll never use again. They’ve given a name to the power scheme by calling them tiers. Level 1-10 heroic – which I like cause there’s a chance of dying easily. 11-20 the paragon tier where you handle global issues, killing nations and taking their treasury. 21-30 the epic tier for god-icide and other cosmic feats of awesomeness. I prefer the heroic levels, for being the most understand to us real life mortals – even Jack Bauer is in this tier, but I’m no longer intimidated by the bookkeeping that has been an issue of the higher level. Level 10’s have 11 powers compared to level 30’s 17 maximum. Not much more powers for them, but more potent powers.

The Races chapter is the third and it shows some interesting design. Instead of balancing with strengths and weakness it seems we have balance with varied points of awesomeness. All aren’t equal in all areas but the strengths they get compared to others are highlighted. FINALLY, gnomes are gone! I hated them for not being in Tolkein. Neither were the new Dragonborn race option, a klingony warrior race, but they do guarantee the presence of the second D in D&D.

Eladrin are the Tolkein elves, tall, smart, and ethereal in their snobbiness; a contrast to the tree hugging, flighty, wild elves that are called just elves. They arent the ones that spawn half elves, since their idea of foreplay takes a week with a day per arousal level, something no human man can endure, and women only think they want. Yes, Half elves made it to this edition and are actually a viable player choice now with versatility of power and feat selection. Their Constitution and Charisma bonus show actual hybrid vigor - kinda scientific for fantasy, but they’ve needed a break.

 

Tieflings, the spawn of humans and demons whom maintain that secret desire for darkness we role-players deny to outsiders, are a nice replacement for half orcs. It’s classier for your ancestors to have made pacts for great powers rather than having been raped by canon fodder monsters – or simply sluts. I don’t like their look though artistically. They look descended from the same type of horned red-hued demons and I favor varied traits of hellish ancestry. I would’ve liked Aasimars (descendants of angels) to be included for symmetry, but as Dogma shows us: angels are junkless.Being a creative intellectual elitist with a tendency for long hair, the Eladrin appeal the most. I’m off to try on some blonde wigs and frilly silk shirts to … get into character … yeah, that’s it. Next we dig into the meat and taters.

Adam & Steve

As of last week, California joins Massachusetts as a purple state – so blue it’s part red! – with it‘s legalization of gay marriage, civil unions, wedded wieners or tacos together – whatever you wanna call it. I applaud this civil rights milestone for their community as a minority ambassador of Black folks, Role-playing Gamers, and the ultra rare Black Role-playing Gamers.

Gamers have always been able to marry non-Gamers — when they roll a critical success on the romance chart, or settle for taking 10 to land a 5 rating– but there was a time when Blacks couldn’t marry outside our race. OK, Blacks couldn’t marry Whites … all right, actually, when Black men couldn’t marry the White women whom wanted them so badly. Tiger Woods was never in jeopardy of inexistence, but Barack Obama (the first presidential nominee to trigger spell check) was. With the audacity to hope, one of the dreams of his father came true: punani blanco.

When will the first presidential nominee with two gay parents come? Judging from the distance between the Emancipation Proclamation, which spontaneously created both the NFL and NBA, and now, we’re looking at 2153. The controversial issue to be debated: Android marriage. “Intercourse, not Interface!!” will be the war cry, in Spanish of course – you know catholics. We may have an openly gay President before that. Notice I say “openly“; what happens in log cabins has stayed in log cabins up to now.

I hope so, because personal preferences are just that: personal. I like oysters, you like sausage – no biggie. When they’re pushed on others is when the trouble happens, like trying to squeeze democracy in a place it doesn’t quite fit no matter how much oil is used.