Category: 4e DnD
Homebrew classes with augmented powers
I think one of the challenges of creating new classes for 4E is the sheer number of powers and abilities someone needs to put to paper. Then balancing all these to what would be considered a decent at-will, encounter, or daily power. It’s a huge task. Some folks have taken a stab at it like at Dungeonmaster’s.com with their Necromancer class.
I think the new Player’s Handbook 3 and the introduction of augmented powers is a possible solution to this. Working with power points and augmenting a select number of powers is a little easier to work with. Bolstering a low level power with a small boost in damage, defenses, or attack for a ‘limited’ encounter power, while giving the same power a more increased effect for a major encounter power is something a little more structured.
Having augmented powers part of the psionic power source should not limit fledgling homebrew designers. Folks should freely use this to create their own variations of arcane, divine, martial, etc. classes. Using this system can make for a more manageable way to create balanced powers. I think it is also a way to stretch a few ideas a little further, rather than having to make up a slew of unique powers for a class.
I’m curious how WotC will expand this idea to other systems. Will we see this type of power usage in the new release of Gamma World? I guess time will tell. Hopefully we’ll see some interesting stuff from the community crop up in the next few months fiddling with this way of using, and creating, powers and abilities.
Thoughts: Player’s Handbook 3
I figure rather than waiting about four months before piping up about this book I’d go ahead and make an effort to get something out now. I actually managed to get my hands on the book in a rather timely fashion over other WotC releases. So let’s jump right into talking a bit about the new Player’s Handbook…
Races – 4 new races are listed in the PHB3. I find it interesting that they’ve really pulled the stops out and had some very unique creatures listed, including a brand new primal creation, the wilden. Some like the minotaurs and githzerai are more standard 4E races while others, like the shardmind and wilden, are really pretty far out fantasy-types. I think it’ll depend a lot on the flavor of the campaign, but most might find the incorporation of a lot of these races a bit tough.
One thing that does bug me a bit is the power creep seeping in with these races. One failing I’ll admit with 4E is the rigidity and importance of ability scores. Once you select your ability scores, it is few and far between in ways to advance them. Unlike older editions with various magic items and the rapid scaling of abilities, you are pretty locked in with your stats in 4E from the start. What else adds to this problem is how monsters scale in difficulty. If you flub an key ability score, 4E is pretty unforgiving as you level up, since much of the monsters are built around players maximizing their character abilities and feats.
The races in PBH3 get around this a bit by having a +2 bonus to stat A, and a +2 bonus to either ability stat B or C. I think it is a little bit advantageous having new races that can really bolster select abilities compared to the older races that were a little regimented. It’s a light form of power creep, and with some players I am shuddering on how these guys will munchkin campaigns.
Classes – There are two classes, the runepriest (a melee heavy leader) and seeker (a primal controller via ranged weapons) that I think could easily slip into just about any campaign. For the most part, I think the seeker is the most basic class introduced in this book. The monk, despite, being a psionic power source, could also fit into an existing campaign world fairly well, as how the use of this power source is not too far away from the flavor of primal/divine/arcane.
The last three definitely embrace the psionic power source using augmented powers. The battlemind, ardent, and psion (respectively, defender, leader, and controller) are the new entries that fit the theme fairly well. I actually think the augmented powers are a little more restrictive in practice once I got to read the rules a bit more. Players start with at will powers, with 2 extra points that can bolster the effects of these powers. There is some versatility in the use of their powers, but the choice of powers themselves is a little restrictive. It seems like a pretty interesting mechanic for 4E.
The monk and runepriest however really get a lot more out of their power use. A runepriest effectively gets a choice of adding one of two small bonuses to each of its powers. The monk gets both a move and attack ability with most of his powers, and can choose to take either one, or both, when a single power is used. As much of 4E tactics are structured around limited choices during a turn, having more choices/abilities adds a lot more tactical options. I see this as some power creep rolling into the game.
Hybrids – For the really unique multiclass characters, PHB3 also introduces rules for hybrid classes. Where the old multiclass character dipped a little into another class while firmly set in another, the hybrid continually double dips into each. They are forced to split HP and armor bonuses, only garnering a little combined advantage with defense scores and weapon proficiencies. As they level up, they have to ensure they get an even split of powers from each class (so a fighter wizard with 2 encounter powers must have one from each class). It’s interesting, and again I am wary of the power gamers out there, but it looks like a decent framework for that person that absolutely has to have an invoker bard. I think it is nice that PHB3 also provides options for swordmages and artificers from the campaign books also.
Skill Powers – Another neat idea. Essentially another pool of power option for players trained in a particular skill. Some of them are quite handy and I think are a good way for a player to pick up an ability or power without having to go the multiclass feat route. I liked the options provided and think this is something that could be added to just about any game.
Feats and Magic Items – A final wrap up of feats and magic items. Most are keyed towards the new races and classes, but there are a smattering of items and feats listed that will work with just about any character. Again, nice to have some new additions and for the most part will fit into just about any campaign (if not aligned with the new races/classes).
The Good – It’s always nice to see some additions to the game that give players some new options. I particularly like the hybrid and skill power rules. I think with these two additions, you can finally really get a character that fits just about any particular idea.
I think that the new races can also accommodate some really heavy fantasy worlds. I also like that having another power source along with a variety of class roles that use this source, as it can lay the foundation for an interesting campaign world. Having more tools and choices will help DMs in the long run, and there are plenty here to make for some fun D&D.
The Bad – Some of the stuff might not fit well within restrictive campaigns. Having a player race of living crystals or primal shifting elementals may not sit well in some worlds. The psionic power source might be a bit too far ‘out there’ also for some games. One thing I don’t quite like is the power creep. I can see players getting a lot of options with these characters that are lacking with the older edition counterparts. This might start surge of campaigns churning over so that players can get a chance to try out all the cool new stuff available. I think long established campaigns might get a little rumbling around the game table over PHB3 being introduced.
I’m also wondering if it is too much, too soon. PBH2 I consider a must buy. It really addressed having the limited races and classes in the first book. This is layering on even more, and it is less than 2 years with 4E being announced. Most of the stuff is pretty far out fantasy. Is this book really needed so soon? I can see some players feeling a little overwhelmed with choices before. PHB3 really ramps up the indecision even more. I’m just wondering are there that many groups that play so frequently, that they are completely bored with the current choices in PHB 1 and 2? I guess so, but less than 2 years into 4E with 3 books for players to roll up characters seems to be a little rapid expansion of the rules.
The Verdict – I don’t see PHB3 as a must buy. I can see many gamers easily passing on the entire book. I see everything in the book optional and none of it really necessary to have. Additionally, I think some of the races and powers might not fit too well with a standard medieval elf-dwarf-human type of campaign. Shardminds and wilden are fantasy, but they are stepping into the realm of some pretty wild stuff. It might not fit everyone’s world very neatly. Because of that I see PHB3 as a niche book for certain campaigns.
I do think you have a group of folks that have explored just about all the race and class combinations out there. They are bored with the current material and are looking for something different. In that light I think PHB3 delivers. So if you are wanting a different character, or getting a more unique flavor in your campaign world, the new player’s handbook is a good fit.
Minion tactics and tips
When I was first reading through the 4E monster manual I had to do a double take at the minion entries. What the heck was a 1 HP monster? It took me a while to wrap my AD&D mind around having low HP monsters that were literally fodder. Slowly I began to get an understanding the role of minions. It wasn’t necessarily a new idea. I particularly always thought Mutants and Masterminds had a clever idea using mooks (basically one shot minions) for their superhero D20 game.
For a while though, I struggled to use them. They were very squishy and seemed to drop too fast. I had some difficulty using them as an effective screen for other important creature types in fights. I could never get any reasonable positioning with them around the PCs. In short, I never felt my group had a challenge when I used a fair amount of minions so I started to shy away from commonly using them in encounters (just a filler of 2-3 to round out the XP budget). After a while though, my perspective changed.
I use minions quite frequently now. They are a perfect way to add a lot of bodies in a room, and not completely overwhelm the characters. Yes, they do drop like flies. However, that does go well with my group. I think the players enjoy getting to feel powerful hacking through 4 to 8 guys before getting that evil wizard. Minions do work, but I found I needed to rethink how I used them.
Use their role – Check the DMG (pg. 54-55) and read up on monster roles. Starting with MM2, WotC has now started including this information in their monster stats. When you are thinking about setting up and running encounters, take this information into consideration. Most minions fall within the skirmisher role followed by brutes, but a few fall into other roles. This does have a small impact on how you run them, so keep it in mind. Also be sure to use your minions to support the other monster types in a fight. Positioning is important not to mention the following point…
Use Aid Another and Combat Advantage – Most PCs forget about aid another (PHB pg. 287), a DM shouldn’t. Get 3 minions adjacent to a player. Have 2 make a melee basic attack at AC 10. Odds are with combat advantage that 3rd minion that can now add a whopping +6 to his attack roll. Aid another is a great way to add some teeth to a minion’s bite. And if you’ve got your minions supporting a brute in combat, watch out. With aid another that brute will likely get a big bonus to his heavy-hitting attacks.
Use a lot of them – The 4 minions per standard creature in the heroic tier is a great yardstick, but I don’t consider it a hard rule. I usually will add another 1-2 to the entire encounter if I’m using minions. The group will make short work of them (and they should!) but you can hamper the group’s movement with a threat of attacks of opportunity, and generally providing a shield of bodies to the more important monster types. When using minions, be sure to not quibble with their numbers.
Throw waves of minions at the players – I used to have just about all my monsters out on the map the start of a fight. Sure I would have terrain and cover strewn about, but the players ended up having a good grasp of the battlefield right at the start. A simplistic view could be seen right depicting a smaller room. The group enters the south part of the room with a mix of monsters like artillery, brutes, and minions (M) ready to face off against them. In this situation, the players see all the opposition and can quickly plan out maneuvers and coordinated attacks. A worse case scenario, the group’s controller aces a initiative roll and splatters most the minions in one shot (note the room is a bit smaller than what I would use for a standard 5 player group).
I stopped doing this when I have a fair amount of minions in the mix. I now usually keep a least half in reserve for the first turn. I get the players out into the room and see the general position of everyone, then I commit the rest of the baddies. One thing I have really strived for now however is to have multiple pathways to the same room (illustrated below). Here the player’s have to worry about additional creatures coming in from different directions. I can push the minions to pile through one entrance, or spill into the room from 2 directions. Even if the players turtle up down in the south west corner (in the below example), they are cluttered together for effective blasting by the artillery/controller types.
This really keeps my group on thinking on their feet. Definitely start to consider using your minions in waves. Avoid committing everything at the first initiative roll (lurkers work well keeping them back also). I also heartily suggest creating encounters where the players have to worry about multiple routes of attack. If the players have to face off to other directions, it ramps up the excitement and makes the combat more dynamic.
These are a few tips I have for using minions. I’d love to hear other tricks on how DMs have been using them.
Halting a campaign with a ‘Meanwhile…’
Over the past few months I’ve had some attrition with my players due to people moving on. It’s common here as most people I meet that play D&D are on temporary work contracts. So my group number has trimmed down some.
My first campaign had a pretty grand story arc. I could’ve easily seen it going up to the paragon tier. But as the group diminished, I felt I was losing a lot of the personal stake in the campaign. I wanted to run something tighter and smaller in scale, allowing a definitive end in a few months.
My kicker was that folks were enjoying the original campaign. Yet with a smaller group size (3), I just didn’t think I could have kept the scale as grand as I wanted. Not to mention, I had milestones planned out but was getting a little burned out with the current arc. I needed a break.
I wanted something smaller in scale and could wrap up in a few months. So my players were willing to jump into a new campaign. However, I was in the pickle of trying to figure out a good way to wrap up the current one. I thought if we tried to play some of it out, it would still take several sessions to tidy up all those loose plot ends. So I took a staple from comics and pulled a “Meanwhile…”
Basically the original group is still together, heading back to a city after exploring an Eladrin tomb. On the other side of the world, another adventure is unfolding with an entirely new group. Two completely different groups running two different campaigns in the same world.
At some point I may get the group to decide to pick up the original storyline, or keep rolling with the new party. As another possibility, I can have some characters fold into the ‘old’ group and jump back into the old quest arc.
This current campaign should end at a fair point and then we could jump right back into the old group. If possible, I might even keep things dispersed and separate. So if the group feels an itch to pick up the other characters, I could just run a few sessions with the alternate party.
I think this is a pretty good compromise. It allows for everyone to hold onto their old characters and still try something new. I think for this to work however, you need a lot of good notes and possibly a decent adventure log. Fortunately I’ve been keeping things up through Obsidian portal. We’ll see how things work out, but I’m excited.
Out for a bit.
Travelling again, so I’ll be away and have spotty internet for a week or so. Till then I think you all should take a gander at D&D Doodle as he has started to put up a few wilderness maps of his campaign. They are some pretty inspiring maps and images. SPOILER ALERT: If you are a player, expect some peeks at secret stuff for maps like below. If you are a DM, you not only get a player version but also a DM version with a few key locations. Yes, Brandon Kruse is that awesome. Check it out!
Toodles for now.
Expeditions of Amazing Adventure: The shifting pillars of Porphimia
Card Protectors for Power Card Types
I love using power cards. I’ve found that with my group, especially new players, it’s so much easier to use rather than flipping through their character sheet.
In the past I made up cards at Dragon’s Lair using their power card creator. I liked it as I could save the cards as a PDF. Just about all the field information on the cards had drop down menus. If needed I could also reload the page and still have all the card information. They had a lot of white space on the cards so it wouldn’t completely drain the printer ink cartridge. I just print them out and sandwich them between self laminating sheets. Bam! You’ve got a set of cards that can take a little abuse and are functional at the table.
However, I kept a lot of the information on the cards pretty general. One thing I wanted to avoid was having the cards too tailored to each player, as that would mean I had to reprint them out when they leveled up and got additional feats and ability bumps. WotC character creator is a great tool, and I also like that cards are provided. But this also gets to be a pain as I need to print out a new character sheet each time they level up.
Hunting around I had stumbled on some nice power and item cards by JFJohnny5 at Dragon Avenue. They were in PDF format that could have text entered in the fields. They had a variety of layouts from a playing card to an index card. It was a bit of a chore filling in the information. Yet I could also leave some fields blank for my players to fill in with character specific info (if needed).
Having just slips of paper at the table were a little flimsy though. I also wanted to have some type of color coding besides using a color printer. Self laminating sheets were okay, but it was sort of a pain to make 1 or 2 additional cards (just easier slapping a standard full sheet on an entire printed page). So I was in a bit of a pickle.
I ended up getting a few packs of card protectors. Out of the variety of colors available, I settled on green, red, and black (for at will, encounter, and dailies) and picked up a yellow set for magic items. The cards I printed were just small enough to have the color backing of the card protectors poke through the transparent face. It’s not a big chore to print up a new card (plus I can just print them out in black and white), as I can write/type in the info and just slap them into a new card protector.
So far my group has been loving these. As your typical pack is about 50 protectors each, one set of each color type should be enough for just about any group. Pretty handy means to quickly differentiate between power types and still have a variety of power cards at the table for your group to throw around.
The D&D Action Pyramid
So when I jumped into 4E, all my players were new to the game. One had dabbled a bit in a 3.5 game but his experience with D&D was limited. I will be the first to admit that 4E combats can get a little overwhelming. The game takes a very tactical turn with structured melees. My group loves it. It has a lot of interesting decisions and maneuvering. We all have tons of fun.
How to be a better GM.
To jump on the bandwagon from a Questing GM, he is graciously hosting this month’s RPG Blog Carnival Question, ‘How to be a better GM.’ There is a lot of thoughts I could add to this. I’ll bring up 2 things I think are the key though.
Communicate and listen – At the end of each session I say, ‘So what do you all think? Are you having fun?’ So many folks will point out that reading your players, knowing your group, understanding what your players want, all are important for being a good DM. Maybe you are a master at poker and can read your group’s enthusiasm well. Do yourself a favor and make sure your impressions are right. Give them all an opportunity to talk about the game with you, and do it frequently. Most importantly, be sure to listen to them.
Guess what? You are going to make bad calls. You are going to find some players bring interesting characters, while others are sort of dull, and this might make yourself slip towards favoring one player over another. You are going to make both game and personal mistakes. Give your players a chance to tell you about it.
Don’t let a player sit and stew about it for weeks on end. Eventually bad things are going to come to a head and things will blow up. Get people comfortable talking about the game. Don’t get defensive. Don’t get upset. Find out how they feel. Did I mention you should listen to the group?
If you are doing a good job, your players will realize that yes, you made a bad call. You flubbed understanding a power or whatever, but you are all there to have fun. It’s a game. The DM is not out to torture or punish anyone, just trying to make things challenging. Sometimes it works, sometimes not. But reinforcing the idea that everyone should be having fun, and more importantly, communicating that idea to the group helps smooth things out immensely.
You will learn things. Maybe they absolutely loved that stupid NPC you quickly made up. Maybe they felt the combat wading through lava was too tough and simply frustrating. The combat on an airship was cool. The fight on the ice sheet against trolls was tough, but they enjoyed the challenge. You will learn the things your players like and dislike, all giving you ideas to make future sessions better. Again, make sure you listen to your group.
Play games – First off, you should spend a little time in the player’s seat. You should get a chance to see how other people DM. You should find out new tips and tricks. You should experience someone making things engaging and exciting. Or experience a heavy handed jerk, making your group suffer (and learn it is not fun). You will get better ideas how, or how not, to run a game. I cringe when I hear some guy cackle that he has never played D&D as a character, has always been the DM, and has absolutely no interest in ever being a player. That guy is missing a big part of understanding D&D.
Play different games. – Lots of them. You will learn by exposing yourself to different game designs how they work. What things are engaging and fun. What things are tedious and boring. You can port these aspects to your game, and doing so you’ll learn how to be a better DM.
Maybe you’ll find that intricate paperwork keeping track of game effects is serviceable, but having simple tokens makes book keeping interesting. Maybe you’ll realize that having events every other turn is predictable and boring, while making it somewhat random is more interesting. Maybe you realize penalties that make you sit out the game for several turns is frustrating, and that having some other mechanism to keep the player engaged is more rewarding.
Play lots of different games. Communicate and listen to your players frequently. These are two things (in my simple mind) that will make you a better GM.
DM Tip: Insight is not a lie detector.
Sometimes you might have this happen. Some NPC spills his guts dropping off some key information to the party. You get one guy that grabs a D20 and says, ‘I’m gonna see if he’s lying with Insight.’ Nope. Hold on. Back up there, buddy.
See I don’t buy insight acting like a default lie detector, where players wave their hand an automatically read untruthful thoughts. Insight is also about reading social situations. Great insight allows a person to recognize the two people chatting civilly over in the corner really cannot stand each other. Insight allows a player to hear the slight strain in an NPC’s voice saying things are fine, and recognize that subtle shift of their eyes to some burly thugs nearby.
Want to go all out with insight being a BS detector like Christopher Walken in True Romance? I’ll be rolling a bluff check against it. As a DM you should always be rolling bluff checks to counter the ‘insight = truth meter’ that players pull out. If they blow it, I say they believe them. If they beat out the bluff check, I rarely say, ‘You think he is telling the truth.’ I always try to obfuscate the result with, ‘You think he’s holding something back’, or ‘You see him lick his lips and give a smirk.’ I rarely ever give a black and white answer to passed insight checks if they are just seeking a truthful answer.
To me, insight is more about reading the subtle body language of people. I like to frequently give clues to the NPC’s mindset more than if they are simply telling the truth. Does the person have a pleading look in their eye when they beg the group for help? Do the player’s see the Duke slightly roll his eyes when he thanks them for dispatching the orc marauders? Does the group see the inn keeper tense up when they approach?
I use passive insight checks a lot to allow a group to read an NPC’s motivation. Sometimes it is a much more effective hook having a NPC say one thing, but his body posture or mannerisms give a completely different impression. I find it frequently sparks that investigative process where the players slowly poke around an NPC through dialog. It is much more interactive than just having a PC roll a D20 and see if the NPC is BSing.
I also allow insight to get clues on other skill checks. Sure some PC might ace the diplomacy check, but he just successfully made the flunky patrol guard allow them to pass. It’s the seasoned sergeant of the guard that really decides who gets into the king’s court. Insight is the key skill to walk into the room and assess who are the likely people with some authority, seem knowledgeable, or are well respected by others.
When do I have PCs use insight for a yes/no answer? Illusions. Yup, most folks forget insight is the key skill in disbelieving illusions. Since the players have a tool at their disposal to counter illusions, don’t be afraid to pull them out. In a magical fantasy setting, there should be plenty of opportunities to pull out the illusion card. It doesn’t necessarily have to be diabolical either. Maybe a merchant uses a simple illusion to make his wares look plentiful. How about an enchantment to give an elder noblewoman a slightly youthful appearance (think of it as gnome magic botox)?
So the next time a player quickly rolls a D20 for an insight check, don’t just respond with a yes/no to queries for the truth. Tell the player he thinks an NPC is holding something back. State the NPC appears to be sweating profusely as he stumbles over his words. Get away from treating insight as just a lie detector.






