D&D4e
D&D 4th Edition Firearms
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There has always been D&D campaign settings that featured firearms, even the Forgotten Realms had their share of boomsticks with the gnomish smokepowder weapons. In 4th Edition Wizards has not only made Gnomes monsters (“Yarr! I am a monster now!”) but they have also dropped firearms. Here’s my take on firearms for 4th Edition D&D.
Fantasy Superheroes
9We all know the classic superhero comics. Usually they are set into our modern world and the heroes wear either spandex or leather suits in flashy colors. But why not set a superhero tale into a medieval fantasy world? In a way D&D4E has done it, but a fantasy Mutants & Masterminds campaign comes to mind.
If you look at mythological heroes they usually have special powers not unlike the superheroes from your favorite comic book. I remember that I own a thin X-Men comic book where our heroes are in an illusion created by a villain so that they believe they are living in a medieval city. In that story Storm was some kind of queen and Wolverine a lone mercenary with a large sword. I found the idea intriguing.
One of my favorite comic series is still Joe Madureira’s Battle Chasers. It’s a shame that it was never completed. The protagonists of that series are all exceptional in their own right, much like modern day superheroes. There’s Gully, a small girl, wears the magic gauntlets of her father, giving her enormous strength, Calibretto a wargolem, Garrison, the famous swordsman, Red Monika, a rather voluptuous thief and Knolan a powerful wizard. This group not only reminded me of a D&D party but also of superhero teams.
So, what do we need to mix the fantasy and superheroes genres?
- Larger-than-life characters
Your usual Joe Sixpack fighter will not do. You at least need a special sword, or a magic armor to give your character to rise to superhero levels. Insanely powerful magic items or over-the-top abilities help to give you the four-color-heroes feel. - Use comic conventions, not fantasy conventions
In normal fantasy roleplaying games you start with amateur adventurers that slowly advance to heroes acquiring new abilities and “phat lewt” on their way to the top. In a superhero fantasy game we need powerful characters from the start, so there probably is not much advancement in terms of the characters’ power or gear. - Flashy clothes and catchy names
No, I don’t think spandex suits work well in a medieval fantasy settings but you should not to clothe your characters in brown linen. Also enormous swords and huge shoulder pads work in MMORPGs and Japanese manga and anime, so why shouldn’t it work in your campaign too?
Names are also important in the superhero genre. For example a swordsman called Garrison is way cooler than his colleague Bob. And follow Greywulf’s advice and give your party a name! - Use a superheroes roleplaying game to run your campaign
Ok, D&D4E probably works for getting that four-color heroes feel, but why not do it right? Run the campaign using Mutants & Masterminds and allow your players to build PL 10 heroes.
First Look: Forgotten Realms Player’s Guide
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On Saturday I got my copy of one of WotC’s latest books, the Forgotten Realms Player’s Guide. Although the Player’s Guide is a bit thin in my opinion, it’s a very good looking and interesting book that brings a lot of new option to your D&D game even if you don’t want to run a Realms campaign.
Introduction
The “Forgotten Realms Player’s Guide” is a hardcover book with 160 pages. The overall look is great as with all the new D&D 4th Edition books. There are six chapters and aside from chapter 3 (“Backgrounds”) and 6 (“Almanac”) you can probably use the content of the other chapters in non-FR campaigns. So even people not interested in the Realms could find the new races and class options useful.
Races
The first chapter “Races” provides us with two new playable races: Drow and Genasi. I don’t think I need to introduce the drow here since almost everybody has a least some knowledge about that infamous race from the Forgotten Realms. In 4th Edition they are finally playable as 1st-level characters. As racial powers they get “Cloud of Darkness” and “Darkfire”. The first power allows to create a shroud of darkness as a Close burst 1 and the latter power is a Ranged 10 power that gives you combat advantage against one foe. Both powers are nothing spectacular, but fit the Drow well.
The Genasi are of roughly similar to humans but are “touched” by the elements. For example a Stormsoul genasi has purple skin, silvery energy lines covering the skin and glowing crystalline spikes instead of hair on the head. There are five variations of Genasi (Earthsoul, Windsoul, Watersoul, Firesoul and Stormsoul) each with its unique physical qualities and racial powers. For example Stormsoul genasi get the “Promise of Storm” racial power that allows them to deal 1d8 extra lightning damage until their next turn once per encounter. The genasi are also perfectly suited for the swordmage class detailed in the next chapter.
The rest of chapter 1 deals with the other core races and their place in the realms and gives some information on “supporting cast” like gnomes, goblins, goliaths and so on. So there are still no Gnomes for player characters. I am pretty sure they will return with the Eberron Player’s Guide since the members of House Sivis are Gnomes.
Character classes
Chapter 2 “Character Classes” brings us the new swordmage class, an arcane defender. From what I’ve seen so far the swordmage is my new favorite class. There are two variants, the assault and the shielding swordmage. The assault swordmage uses elemental attack powers and the shielding swordmage specializes on defense using energy shields. Both variants look very nice but I slightly prefer the assault variant. One cool class feature is “Swordbond” that allows you to call your bonded weapon to your hand from up to 10 square away. The new class somewhat reminds me of the psionic warrior of 3.5th edition D&D but since it uses magic and not psionics it probably fits into more campaigns.
The rest of the chapter deals with a new warlock pact, the “Dark Pact”, the Spellscarred and new Paragon paths and one new Epic destiny. The Dark Pact is a whole new option for the Warlock especially drow warlocks. Dark pact warlocks get their power from a pact with the “dark beings that lurk in the shadows of the drow civilization” and their spells focus on darkness, poison, madness and spite.
Spellscarred is not a complete class but an option for all classes. You take the “Student of the Plague” feat to multiclass into Spellscarred and get a number of traits and you can later choose powers from the Spellscarred list. You have to bear a spellscar in order to chose the feat. Usually the taint of the Spellplague that causes spellscars to manifest is an unique feature of the new FR setting, but a GM can probably introduce Spellscarred to any campaign.
There are 25 new paragon paths and a lot of them should be usable in other campaign as well. I haven’t checked them out fully, but there are quite some nice options for your players. The epic destiny featured in the FR player’s guide is the Chosen. When you choose this destiny you become your deities’ proxy in mortal affairs and you get some demigod-like powers. Each Chosen gets a specific level 26 utility power granted by his or her deity. There are only FR deities listed, but a crafty GM can either create his own powers or try to fit an existing power to a non-FR god.
Backgrounds
The third chapter “Backgrounds” focusses on character backgrounds in Faerûn. Each region is listed complete with regional benefits (the 4th edition equivalent of regional feats), common knowledge and people of the region. This section of the book is a great addition to the “Faerûn and Beyond” chapter in the Campaign Guide. Now the GM never needs to give the Campaign Guide to the players since all information relevant to them is in the Player’s Guide and they get a couple of interesting player motivations.
Feats and Rituals
The fourth chapter “Feats” adds some new racial, heroic, epic, swordmage, channel divinity and multiclass feats to the D&D game. Aside from the channel divinity feats you can probably use all the other feats in non-FR settings as well. The chapter “Rituals” provides us with a couple of new rituals like “Waterborn” that gives up to eight target creatures the ability to breathe underwater and resistance to cold and pressure of the deep oceans.
Almanac
The last chapter “Almanac” gives the players some information on the setting, its deities, calendar, lore and so on. The chapter is a bit short in my opinion, but the rest of the information can easily provided by the GM using the information available in the campaign guide.
My two cents
From what I’ve seen so far, the Forgotten Realms Player’s Guide is a must-have for all players and GMs interesting in running a FR campaign. But it also could come in handy if you want to play a drow or genasi and/or try out the swordmage class. The artwork is top notch and worth every penny. My next task is now to convince my GM that he allows me to play a genasi swordmage in his homebrew campaign…
Is D&D Insider worth up to 8$ per month?
8Recently WotC’s Randy Buehler has revealed the plans for the future of DDI. In the near future we’ll no longer get Dungeon and Dragon for free, but we’ll have to pay to be able to access Dungeon, Dragon and the Bonus tools. A one-month-subscription will set you back around 8$ but the monthly price will be reduced to around 5$ if you subscribe for a whole year.
If we were talking about the printed Dragon and Dungeon from earlier (better?) times, I would subscribe at once, no questions asked. But since we are talking about digital magazines, I am more than skeptical. I don’t have any hope that Wizards is going to surprise us with a completely revamped and better website for DDI. And the current D&D website is not only looking outdated but it’s usability is subpar also. A digital magazine isn’t a bad thing in itself, but when you take Wizards’ history of failures in the digital domain into account, the future of Dungeon and Dragon looks grim indeed.
The other features you’ll get for your subscription is the D&D Compendium and the so-called Bonus tools. The latter are minor tools that they should have given us for free. They are nothing I would want to pay money for. The D&D Compendium could be interesting, especially if you plan your adventures on the PC. But like the rest of the D&D website, the Compendium is badly designed and lacks usability. By the way, while I was writing these lines, the Compendium didn’t work but I got the following message:
Server Application Unavailable
The web application you are attempting to access on this web server is currently unavailable. Please hit the “Refresh” button in your web browser to retry your request.
When DDI was first announced I was thrilled, but after the delay of the Character Visualizer, Character- and Dungeon Builder and the D&D Gaming Table and the utter failure of Gleemax, I fear that DDI was a good idea on paper only. Although Randy Buehler is teasing us with Dragon and Dungeon exclusives I am sure that I can resist the temptation. And so will a lot of D&D fans all over the world. To answer my own question: No, DDI is not worth up to 8 bucks per month as long as Wizards doesn’t show us that they can really pull this off.
Forgotten Realms Campaign Guide – A first look
6When I first opened the brand-new FR campaign guide, I was disappointed. I was hoping for new races, new classes but the book did contain almost no crunch, only fluff. Then I remembered that the crunch probably comes with the upcoming FR players guide. When I continued reading I was surprised, since the book starts with the description of the town of Loudwater and an adventure. When I am not mistaken this is the first time in D&D history that a campaign guide starts with an adventure. Since I am not overly interested in published adventures (I prefer to write my own), I skipped a few pages and came to the chapter called “Adventuring”. And from this point on I was starting to love the new book. I don’t want to go into too much detail here. There are quite a few detailed reviews on the net and this is just a first look since I haven’t had the time to completly work through the 280+ pages book.
Wizards of the Coast have really managed to reinvent the Forgotten Realms without destroying the flair. In one of my earlier posts I wrote about my fear of the Realms. Although I like the setting in general, I always preferred other settings as a GM. With the FR you always get the feeling you’re running someone else’s campaign. And with the changes in the 4E version of the setting, Wizards has given the Realms back to the players. And although this was claimed when the 3E version came out, this time it’s true!
Ok, let’s recap what has changed between the two editions:
- 100 years have passed
- Cyric has murdered Mystra, which destroyed the Weave, changed magic, shifted the planes and let part of Abeir merge with Toril.
- Gods have died or have been revealed as Exarchs working for more powerful details (which greatly reduces and simplifies the pantheon! This is detailed in the “Pantheon” chapter)
- With “Returned Abeir” a new continent appears (bringing Dragonborn with it)
- The destruction of the Weave caused the Spellplague that tainted certain areas and created mutations in creatures, effectively creating a new kind of monsters, the “Plaguechanged”
- Whole nations have been replaced by areas from Abeir
Ok, this if of course not a complete list of changes (yeah, I am lazy). The important thing is that they’ve changed enough to give us a lot of new stuff to play with. It will still feel like the realms but there are a lot of areas that are new and that not even your Forgotten Realms veteran has ever seen them. High-level NPCs like (in)famous Elminster and the Simbul have more or less retired and there are a lot of opportunities for the players to earn money and fame.
The largest portion of the book is claimed by the “Faerûn and Beyond” chapter which gives detailed information on all the regions of Faerûn and Returned Abeir. Usually every region like “Cormyr”, “The Dalelands” or “Vasaa” consists of two or three pages including a small map and descriptions of the area, lore, settlements and features and adventure sites.
The “Threats” chapter concludes the FR campaign guide with description of monsters, NPCs and organizations that could become enemies or even allies for the player characters.
All in all I really like the direction Wizards has taken with the new Forgotten Realms Campaign Guide. Perhaps I should mention the artwork before moving to the conclusion. The whole book contains beatiful artwork on par with what we’ve seen in the core rulebooks. The included map is ok, but not as good as the one we got with the 3rd Edition version of the Realms. The cover features a female drow riding a dragon and not Drizzt Do’Urden as shown earlier. This is a welcome change in my book.
I am now eagerly awaiting the upcoming Players’ Guide. From what I’ve read in the campaign guide we’ll get at least one new class: the Swordmage. I am pretty sure that the Drow and perhaps the Gnome will be available as fully detailed player races in the upcoming book. I also would like to see some FR-themed paragon paths like Harper or Purple Knight.
If you were hesitant to run a campaign in the FR before, the 4E iteration of that classic campaign could be interesting to you. The designers made enough changes so that you can regard the updated campaign as a whole new thing much as the 4th Edition of D&D is something like a complete new game in many regards. In any case, you should at least have a look at this great book at you Friendly Neighbourhood Game Store.
Tiny Adventures
1Some time ago I stumbled upon “Tiny Adventures“, a Facebook application created by Wizards of the Coast. In Tiny Adentures you choose from a set of different adventurers (the iconic D&D 4E characters), give your new hero (you start at level 1) a name and you’re ready to embark on adventures. I chose the half-elf paladin. He came with some gold, a dagger (WTF?) and a rusty chainmail. Hmm, paladins ain’t what they used to be. When I clicked on the Quest tab, I got a list of several adventures suitable for my level. I chose “Sins of the Saltmarsh” and off I was…
The process of adventuring itself is not very interesting. You wait for a few minute before you can press a button and you get some descriptive text about what had happened (an encounter, fight, whatever) and you get some XP, perhaps some gold and/or equipment. Even while you are on adventure you can go to the shop, buy and sell stuff and you can even equip new armor.
In my opinion this simple game is a pretty nice idea, but it could need a bit more interactivity. Let me make some decisions, give me some customization options and I am happy. But in its current state “Tiny Adventures” is a nice distraction but not a real game.
Why I fear the Forgotten Realms …
1…and why I have high hopes for the 4E version
I always feared the Forgotten Realms. There were instances when I really hated them. And if you are a gamemaster there a lot of things that can make the Realms to become your nemesis when campaign settings are concerned. The Forgotten Realms campaign setting is one of the more popular D&D settings. So a lot of players have played in the Realms, they have read books about the realms or they have played the computer games set into this world. So you can expect that everyone has his version of the realms in mind when he or she sits down at the gaming table. So it becomes pretty hard to create your version of this campaign setting. You constantly run into discussions with your players about what the world should be.
The devil’s in the details
The Forgotten Realms is probably one of the most detailed D&D settings. Even small villages are somewhere described in detail, perhaps even with a map and some NPC stats. These rich details create the situation that it’s very hard for a GM to add things of his own creation. When I created a campaign for my group it took me ages to find a spot on the map that was not too far from the major cities but where the lack of details allowed me to create an interesting campaign. But I always lived in fear that there was some obscure book that contradicted what I has built up. And making changes in one place often forces you to rewrite large portions of the world in order not to run into further trouble later. The first campaign I led with 3rd Edition D&D was a Greyhawk campaign that was much easier to pull off then the FR campaign I did later. Since Greyhawk has a lot of grey spots and even the major places where much less detailed I could easily shape the world as I saw fit.
The good-aligned dual-wielding drow
I am also pretty sure that a lot of GMs hate the books about that (in)famous drow Drizzt Do’Urden. A lot of players who all seem to have read the books always want to play good-aligned drow characters. Rangers are preferred of course, so if you don’t intervene instantly, you get a whole group of Drizzt lookalikes. I never read the books and probably this particular drow makes a good hero for a novel, BUT it’s nevertheless more than silly to have a lot of good-aligned drow running around. It just ruins this great villainy (is that a word?) race.
Faerun vs. Vanilla D&D
With the popularity of the Realms comes another problem: players tend to think of Faerun as the “standard” D&D world. But there are a lot of things that are different in the Realms when compared to vanilla D&D. Those misconceptions can be easily cleared up when taken some time, but it just gets annoying when people think in FR concepts in your Greyhawk/Eberron/Homebrew campaign.
I’ve tried to run several campaign in the setting because a) my group asked me to it and b) it’s not that I dislike it myself. But the decision to use the Realms comes with a price. Because of the things I’ve written above I started to avoid the Realms at all cost. When Wizards announced that they will make major changes to this classic D&D setting I was very excited. If they really change the world of Faerun in a major way, some of the issues I had will be instantly blown away. It will probably still be popular but Wizards promised us to give the world back to the GMs. There won’t be long descriptions of every small village, nations will have vanished, changed, new ones will have risen. Somewhere I read that even whole continents changed. The “new” realms will be diffent enough that veteran players will not have an advantage over the GM. And obviously will be enough “grey spots” for you to flesh out. With a bit of luck my copy of the new campaign setting is being shipped as we speak. And this time I am really excited.









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