Friday Round Up

Hey there space cadets! Time for a good old miss-mash of a mix-tape of a hodge-podge post!

First: new N7 operation this weekend! WOO!

Awesome things to note:

  • Commondation packs are pretty easy this weekend; you only need to get ONE person to extraction on SILVER or higher; and at least ONE person on the squad must be a new class (Vorcha, Male Quarian, or Ex-Cerberus).
  • Victory Pack guarantees an N7 (or Ultra Rare) weapon! So get out there and play some games!

This should be a nice, simple, fun N7 weekend, space cadets. I for one will be rolling random map/random enemy on silver and gold as I level up my soldiers, sentinels and engineers!

And now for something completely different: KINGMAKER!

My Thursday night group is currently on book 2 after over a year, I think, because a) we don’t get a lot of playtime and b) we are slooooooooooooow. In order to speed things along, we decided last night that I should go ahead and take care of the kingdom building stuff for about 12 months of game time on my own. I’m a big strategy game nerd so this appealed to me (and I’ve been basically running it for us from the get-go). The other players like the results but aren’t super into the crunch, being more interested in exploration and dealing with events/issues that arise. It’s especially hard to do the kingdom building as a group since we play online.

Thus, I went ahead and took some basic suggestions on what to build from everyone and plotted the events of our kingdom over the course of a year; and I have fairly handily busted the economy. And here is how.

SPOILERS I GUESS?

Every month your kingdom goes through four phases. During these phases you can assign new NPCs/PCs to leadership roles, acquire new hexes, try to get unrest under control, build cities/stuff in cities, and so on.

The important part is the Income phase, where you roll your economy check. It’s fairly easy to get your economy up rather high, but even so you’re not going to earn much revenue that way. This was slowing us down because we were saving to buy some big ticket items (market, town hall, etc), and it could take MONTHS to get enough income.

Then I searched a bit online and I found a clause in the Income phase that lets you sell magic items your kingdom generates for Build Points (the currency of this game structure). Since you generate magic items every month so long as you have empty slots, you can SELL them every month.

Minor magic items don’t sell for much, but when you start getting to Medium and Major items the rate of return is fairly significant; and this is on top of what you are earning with the normal Economy check.

To put it simply, I prioritized getting buildings that a) generated items and b) made OTHER magic item generating buildings cheaper, and by the end of 12 months our economy had increased it’s average income by over 800%. Pretty sexy, no?

For those of you who want to know the specific path I used:

Save money -> buy Cathedral -> buy Academy -> buy Caster’s Tower and Magic Item Shop -> go crazy.

Cathedrals halve the cost of Academies, Academies halve the cost of Caster’s Towers and Magic Item Shops. At this point you should have enough districts and enough items to be selling one Major and several Medium items every month, generating a TON of BP.

If you REALLY want to break your game, you can repeat that in multiple cities. I don’t recommend this, however; as with any strategy game, breaking the economy can make everything else a bit of a joke, and that can suck out a lot of the fun.

The cool thing about this path for us is that it made sense story wise, too; we have a good mix of Gods that we want represented (and a big Cathedral seems a great way to do that), our party wizard really wanted a tower, and Academies/Magic Item Shops are good for bringing in trade.

But I also made sure we built taverns and breweries and a garrison and a jail and so on, trying to flesh out the city.

All in all I found it to be an enjoyable exercise; it remains to be seen if our DM approves it or decides he needs to tone things down (which would be fine).

My suggestion to other DMs out there who are worried about this breaking their Kingmaker game is this: put a “cooldown” on magic items.

  • Minor Items refresh every month.
  • Medium Items refresh every two months.
  • Major Items refresh every four months.

That should keep things from getting TOO out of hand while still allowing this to be a viable (and I think necessary) strategy to build up the economy of the kingdom. It also makes sense thematically, since it takes longer to craft things with higher GP values.

Kingdom building aside, I am enjoying Kingmaker as a whole. One of the big challenges in the game is that the story is (for a while) very open and sandboxy; and it will take some good flair from the GM (and a certain mindset from the players) to REALLY get into it. But it works perfectly fine as a weekly hex-crawl, too, which is how we play it. Just expect to do a bit more work than normal to get people invested in the world.

Finally, I’ve been preparing to run the introductory module for the Eclipse Phase quick-start rules.

Eclipse Phase is AWESOME. Crazy transhumanist dystopic hard sci-fi setting with a lot of flair and flavor. Mechanics are simple on the surface, deep as you get into things (from what I can tell). The best part is it’s all Creative Commons licensed! That’s right, the core book is FREE! CRAZY!

It’s good stuff, and I’m excited to run it for my Monday group (who have never played before).

One of the things I’ve been doing to get ready is to flesh out the very bare-bones scenario they give you in the quick-start rules; it’s a great framework, but it needs a bit more meat to be run properly I think. When I’m all done and have finished running it, maybe I’ll do a post about my process and reaction to it … until then, here’s hoping it goes smoothly!

That’s all for now space cadets, have a great weekend!

COMMENTORS: SURPRISE ME!

Diablo III Patches, Internet Vitriol

This past Monday, Blizzard put up a post detailing the game design philosophies behind Diablo III. This post included some statistics about the game. Of note, only 1.9% of all players have unlocked Inferno difficulty, and 80% of characters are between 1st and 30th level (out of 60).

It’s an interesting read, and gets into why they’ve been releasing Hotfixes (mini-patches) that alter game balance, as well as what they have planned for future patches (like the one that came out yesterday).

But what struck me about the article as I read it was lines like this: “That said, we also wanted to let you know we’re keeping a close eye on Inferno. ”

If you remember, only 1.9% of the total player base has even UNLOCKED Inferno, and the vast majority is probably only scratching Nightmare mode. So why would they dedicate three paragraphs to something only a tiny fraction of the fanbase cares about right now?

gamerzines.com

Breakin’ up this wall of text with the face of TERROR.

Because that tiny fraction is by far the LOUDEST fraction of the fanbase.

If you go onto the Diablo forums (I would avoid it unless you really need some build tips or you like laughing at trolls), there are many, many posts about how terrible the game is, about how broken high level play is, about how worthless certain classes are (typically Monk and Barbarian), about how much Legendary Items suck, about how useless crafting is, and ON and ON and ON. So much complaining you have to wonder how anyone had the time to GET that far in the game so they could whine about it in the first place! And if they hate it so much, WHY DO THEY KEEP PLAYING?

It nearly ruined Diablo III for me, because so much doom and gloom about a game can really dump ice-water on your nerd boner. I thought: well, did I screw up my class selection from the get-go? Am I really regulated to “tanking” at end game? Should I have not invested any money in the Blacksmith and instead saved it all for the Auction House?

And then I thought about it and I laughed and I closed my browser because there are DOZENS OF HOURS OF GAME TIME before I even get that far. And maybe I won’t LIKE Inferno! Maybe I’ll just stick to Hell, or START A NEW CHARACTER! Maybe I’ll get bored with the game and play something else! Who cares?

Well, apparently people care. And they care enough to post about it vehemently and at length. And Blizzard reads and responds and reflects on these posts and makes decisions based on them.

And this is where the trouble can start.

See, I have no problem with a company listening to the fans. I have no problem with them actively nudging the game to help improve balance or the overall experience. I have no problem with Blizzard (or others) using online forums to get a sense of what is working or not working, or what needs to be addressed. This is a good thing, and has resulted in good things (like Blizzard clarifying the fact that Legendary Items aren’t SUPPOSED to be the absolute be-all/end-all for every character).

But it must be noted that, again, the number of players who have even UNLOCKED Inferno difficulty number around 1.9%. And while that number will grow over the coming weeks and months, right now potentially the loudest segment of the games’ population represents a TINY fraction of the total player base, who will never encounter these problems.

But this small fraction has a great deal of influence. Which is where the trouble starts. Because who’s to say they’re RIGHT?

WoTC D&D 3.5 logo

Vaguely old School, baby.

Let’s take a look at another RPG in a totally different genre: Dungeons and Dragons. Back when 3.5 edition was the news, I was on the official forums pretty consistently, looking for build advice and learning how to optimize characters and general tips and tricks from other players. I also learned that spellcasters were the be-all, end- of high level play. I learned that the system breaks down as it scales up, and that wealth by level is ESSENTIAL to game balance, and that the “15-minute work day” was a persistent and common problem.

(For those who don’t know the term, the “15-minute work day” refers to a style of play in which characters with limited resource abilities (spellcasters, typically) blow all of said resource in the first few encounters and then force the party to rest.)

But … what I learned may not have been TRUE. It didn’t really reflect my experience much (outside a few players who were quite good at optimizing), and it still doesn’t to this day. There are absolutely issues in the system, yes, that require some attention; spellcasters can change the flow of an encounter with a single action, and combat gets much harder to manage as you level up. But it is nothing like what tends to get echoed across the various forums online.

When you bring that up, however, there tends to be a reliable answer: anecdotal evidence is meaningless! Look at the numbers!

And sure, if we put Dungeons and Dragons in a vacuum similar to what we find in a PC or console game (where the player can’t influence things beyond predetermined parameters set by the developer), that might hold water. But tabletop RPGs are so very MALLEABLE that it is foolish to claim that X is always right and Y is always wrong. There’s too much diversity, which is what I LIKE about it. It allows for many styles of play, and a good GM can handle any problems that come up.

But I wasn’t the only one reading the forums. Wizards of the Coast listened to those same people. And they listened to them all throughout the development of 4th edition. And many of the design decisions we see in 4th reflect the “problems” that were being toted so often on the boards. Problems a lot of people didn’t seem to think were such a big deal …

And they continued to listen when 4e came out, resulting in such a crazy amount of errata that my Player’s Handbook (that I bought and have collecting dust on my shelf) is effectively unusable.

4e fractured the fanbase.

And why? Because a vocal minority spoke loudly and consistently enough that Wizard’s (and myself) began to think they represented a MAJORITY.

That’s the problem, right there. And the internet only exacerbates it because all it requires of the community is an internet connection and time. The barrier of access is very low, which is good, but the people who are most active are STILL the people who are most invested, and there tends to be a bit of an echo effect.  And it’s very easy to complain when something isn’t what you wanted, especially if it could never BE what you wanted. And those complaints get bounced around until everyone is thinking the same way, even if they wouldn’t have had they just played the damn game and made up their own mind.

I’m not saying reviews are bad, or discussion is bad, or forums are bad. Because that isn’t true. A lot of good comes out of these communities. But people like to be negative. You have to be mindful of the fact that at the end of the day, YOUR experience with a game is what counts, whether it’s different or the same as the prevalent opinions online. Which is why I am glad D&D 4th Edition is the game it is! It is built around a certain type of play and it does it very, very well. And I’m equally glad that Pathfinder exists! Now we have both, and I think the pen and paper genre is better for it, whatever your tastes are.

And Diablo III is not perfect, but it IS fun. And as with anything that’s very popular, you have to tune out a lot of the shouting and just play it and enjoy it for what it is.

Tirade over. Enjoy slaughtering the forces of Hell!

Mixtape

As the name implies, today I talk about all kinds of things!

First: as I mentioned Wednesday, Operation SHIELDWALL starts today at 6:00 PM PT! Be sure to get out there and get those promotions in-between beach time and BBQs!

Second: the Mass Effect 3: Rebellion Pack comes out on TUESDAY! Bioware hinted at this in the description for Operation: SILENCER, and it’s coming sooner than I expected and it’s FREE! Super pumped (despite the fact that I STILL haven’t unlocked any Geth or even all of the launch class/race combos), especially for the new maps!

Things of note:

  • SIX new class/race combos including VORCHA!
  • New guns!
  • Two new maps!
  • New equipment!
  • Whatever this totally kick ass power is! (see below)
Ex-Cerberus class screenshot from Rebellion Pack

WINNING.

You can check out the full list of details here. Drops on Tuesday, May 29th stateside!

TAKE THIS POLL:

 

Third: In non-Mass Effect news, looks like Skyrim is getting even more free goodies! The Kinect patch came out a while ago, adding some very handy voice commands to the X-Box. I didn’t realize how much the limited real-estate on the controller hampered you until I started mixing in the Kinect commands … Sort By Value by itself would have been worth an update. And now, we are getting MOUNTED COMBAT.

This is a first for the Elder Scrolls franchise, and if it’s at all usable I may finally buy a good horse, because up until now there has been no point in owning one (aside from watching them kick dragons in the face). Okay, so now there will be MORE reasons to own a horse. Looks like both melee and ranged combat will be possible from horseback, which could make some outdoor battles pretty cool!

No word on when that will drop for consoles, but PC players can hop on the Beta now. The update will be free and will contain some mild bug-fixes as well, so grab it when it comes out!

But free mounted combat isn’t the only thing in the works for Skyrim; Dawnguard is on the horizon! The first paid DLC for the Elder Scrolls V has some sketchy details at best, but Bethesda is planning to reveal more at E3 in just a couple short weeks! Stay tuned for more!

Dawnguard teaser pic

Mmm Dovahkiin.

Fourth: since I haven’t posted any crunchy goodness in a while, I leave you with a simple list.

What’s that hallway like, anyway?

  1. Water stains are evident on the ceiling in several places. A DC 17 Perception check notices some water actively dripping down the walls.
  2. The walls are bowed inward slightly, as if there is pressure from the other side.
  3. The walls are covered in hideous wallpaper. A DC 15 Perception check notices that the wallpaper is relatively new.
  4. The floor has been covered with a series of once-beautiful rugs. Lifting them up reveals a large number of stains on the wood floor.
  5. The walls have been hastily whitewashed. A DC 20 Perception check and some time scraping with a knife reveals that the white wash covers mad writing, haphazardly painted in black ink.
  6. A series of portraits hangs on the walls. Close inspection (and a DC 18 Perception check) reveals that the paintings have recently been re-arranged.

Enjoy!

COMMENTORS: What feature would you most like Bethesda to intruduce to Skyrim in the Dawnguard DLC?

A Trio of Twelves

Hey there space cadets! Today I present you three lists to help enhance your gaming session. Pick your favorite or roll a d12 for random fun. Inspired by this guy! Who rocks, by the way.

Random picture of a fantasty tavern found on the Enworld Forums.

12 Rumors for Small Towns (up to 2000 residents)

  1.  “Well, I heard that Mrs. Buxley, the butcher’s wife? She’s been seeing that young man who got hired on at the stables.” – Butcher’s wife is having affair with a stable boy.
  2. “Hmph! Iron isn’t the only thing being pounded at the blacksmith THESE days. It’s unseemly!” – Blacksmith is sleeping with one of his assistants.
  3. “Mr. Jeffries has been getting an AWFUL lot of custom leatherwork done at the tanners, if you know what I mean.” – Local resident has a leather fetish.
  4. “If you ever find yourself at the Hair of the Dog tavern, talk to Jaocim and ask to see the “special reserve.” But don’t tell him I sent you.” – Local bartender is involved in the drug trade.
  5. “Old Jim runs a classy shop, sure, but he knows what we know: sometimes you need a bit of help dealing with all the vermin around here. Ask him about the fish.” – Local alchemist sells poison on the sly.
  6. “I don’t like that Serena lady. Have you ever been in her shop? The whole place feels wrong. “ – Old shop in town buys and sells cursed/evil objects.
  7. “Yeah, the priests are always talking about how they can only help the faithful, but I hear if you pull Mother Richards aside she’ll help you out for an appropriate tithe, faithful or no.” – One of the town priests offers divine spellcasting services to anyone with coin, regardless of religions affiliation.
  8. “You see that new shop just opened above the stables? All kinds of weird stuff in there! I heard the proprietor used to be an adventurer!” – Retired adventurer has opened a magic item shop in town.
  9. “Looks like Sam got that contract to make armor for the baron’s men! That should put us on the map!” – Local armor smith is the best in the region, can make any kind of armor you want (including basic magic armor).
  10. “Last couple of merchants to come through told us the roads are gettin’ dangerous. One even thought he spotted orcs! I just hope we get enough salt before winter …” – Orc bandits are attacking travelers on the main road into town.
  11. “The Baker farm has been losing livestock. I heard they’re talking about packing up, can’t make taxes if they lose much more.” – Roving monster is attacking farms in the rural areas around town.
  12. “Todd and the boys from the mine came in earlier, wouldn’t shut up about some door they found while tapping a new vein.” – An ancient dungeon has been unearthed in a mine near town.

12 Personality Quirks For NPCs

  1. Sarcastic
  2. Abrasive
  3. Curious
  4. Loud
  5. Shy
  6. Boastful
  7. Haughty
  8. Flat
  9. Creepy
  10. Wheedling
  11. Cowardly
  12. Direct

12 Interesting Scars

  1. Puncture wound on left cheek.
  2. X-shaped scar on back of right hand.
  3. Long thin scar across neck.
  4. Twin sets of four claw marks down chest.
  5. Five long faded scars on back.
  6. Circular scar on scalp.
  7. Scar running from nose diagonally across the lips to the base of the chin.
  8. Bite wound on most of right thigh.
  9. Mass of scar tissue on gut from old projectile wound.
  10. Matching scars on palm and back of hand.
  11. Circular scar around mid bicep of left arm.
  12. Letter “S” carved into forehead.

Enjoy! Let me know what you think in the comments!

Character Folio

A little while ago I finally broke down and purchased an iPad 2 (I know, I know). One of the principal functions of my new toy was (hopefully) to be a great little device for table-top gaming, allowing me to store a bunch of characters and information in one light-weight device. I can even use it to roll dice, make maps, and check the SRD!

Main Stats page for Character Folio

This is the basic "home page" for your Pathfinder Character. I love the Notes box on the right; you can fully edit it. It's a great way to track things like Smite Evil or Bardic Performance.

After doing some online searching, I found a little program called Character Folio. A friend of mine (and occasional guest host on Chronicles of a Game Master, my podcast) had been using it on HIS iPad for our Carrion Crown game, and I decided to pick it up.

Currently, it features integration of the Pathfinder Rules (core+advanced players guide), with plans to maybe add extra game systems down the line. It’s fully editable and even does some math for you! Building characters is pretty fast and easy (at least if you know the game as well as I do), and it only takes a bit of noodling to figure everything out.

Character Folio doesn’t have a lot of bells and whistles; you still have to track some things yourself (per-day abilities, magic item bonuses, things of that nature). The spells section is glorious, however, and really makes tracking your spells per day a breeze. You can also add any number of companions (familiars, eidolons, animal companions, followers, etc) to your character, although you have to do the math yourself.

That said, there are a number of errors. Spells that have the wrong descriptions, feats that are missing data, you can equip a bow and a sword at the same time (you do take full two-weapon fighting penalties, however), things of that nature. For a product that costs $6 dollars, it’s a little disappointing. To be honest, however, I wasn’t expecting it to have the degree of built-in data it DOES have, so the errors are by no means a deal breaker (and easy to fix).

Overall, I find that while it hasn’t revolutionized how I run my characters, it is pretty handy to have. If you’re looking for a solid digital character sheet replacement for your Pathfinder Game, check out Character Folio.

Spilling soda on your sheet is still a disaster, however.

Artificer – An Alchemist Archetype

Artificer

Artificers are a group of alchemists who pursue the art of magic item creation over the more traditional discoveries of their contemporaries. They believe in the flexibility and power of a good set of scrolls or a wondrous item, and are typically well received in larger communities.

Image from Magic of Eberron, copyright Wizards of the Coast

A dwarven artificer and his homunculus.

An artificer has the following class features. (The alchemist base class can be found here)

Item Creation (Ex)

An artificer is a master of crafting magic items of all kinds. At first level, the artificer receives Scribe Scroll as a bonus feat.

At 3rd level, and every two levels thereafter, the artificer may select one item creation feat they meet the prerequisites for.

Additionally, an artificer can create potions, spell-trigger and spell-completion items of spells not on their extract list. The Spellcraft DC to do so is 20+2x the caster level of the item.

This ability replaces Brew Potion and Discovery.

Trapfinding (Ex)

As the rogue ability.

This ability replaces Poison Use.

Trap Sense (Ex)

An artificer has an intuitive sense that alerts them to danger from traps. At 2nd level, an artificer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

At 5th level, and every three levels thereafter, this bonus increases by one to a max of +7 at 20th level.

This ability replaces Poison Resistance.

Metamagic Spell Trigger (Ex)

At 6th level, the artificer gains the ability to apply a metamagic feat they know to a spell trigger item (typically a wand). They must have the appropriate item creation feat for the item they are using (Craft Wand for wands, etc). Using this ability expends a number of extra charges from the item equal to the number of effective spell levels the metamagic feat would add to the spell.

For example, an artificer can quicken a spell cast from a wand by spending five charges (one charge plus four additional charges, since Quicken Spell increases a spells effective level by four). The Still Spell feat confers no benefit when applied to a spell trigger item.

This ability cannot be used on a spell trigger item that does not have charges (such as a strand of prayer beads).

This ability replaces Swift Poisoning.

Metamagic Spell Completion (Ex)

At 10th level, an artificer gains the ability to apply a metamagic feat they know to a spell completion item (generally a scroll). They must have the appropriate item creation feat for the spell completion item they are using.

Doing this is difficult, and the artificer must make a Spellcraft check with a DC of 20+(3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + their Int modifier.

This ability replaces Poison Immunity.

Legendary Artificer (Ex)

At 20th level, the Artificer has truly become a master of magic item creation. They now create magic items at a rate of eight hours of work per 10,000 gp of the base price, with a minimum of eight hours spent working on the item. Scrolls and Potions who’s base prices is 1000 gp or less take two hours to craft.

Additionally, the artificer expends 1/3rd of the base price in resources instead of 1/2 when crafting magic items.

This ability replaces Grand Discovery.

*Editors note: this archetype creates dead levels. Due to the caster level requirements for Item Creation feast, however, it is necessary to switch from 2nd level and every even level thereafter to 3rd level and every odd level thereafter.

Ahead, the hallway splits …

Today, Wizards of the Coast officially announced the development of the 5th edition of Dungeons and Dragons.

According to Mike Mearls, Wizards will be developing 5e with a large amount of player input, via playtesting and (I would assume) crowdsourcing ideas. Monte Cook (one of the designers instrumental in the creation of Dungeons and Dragons 3rd edition) has been brought back into the fold and will be working with the rest of the team at WotC on the new edition.

Fourth Edition was released in 2008. It’s still a baby, all of three years old (coming up on four). It tried some very radical things, many were successful, many were not. It has grown and seen changes and radical shifts in it’s own design philosophy over a tumultuous run, bogged down by a huge glut of content, mis-managed digital tools, and ineffective PR (which lead to a schism in the fanbase). Yet it remains quite fun and very good at a handling dungeon delving and adventuring, delivering very balanced classes and three distinct, enjoyable tiers of play.

And now, it would appear that in lieu of another “3.5-esq” release (patching up the holes in the current system), Wizards is going to go back to the source code and try again.

From the D&D episode of Community

At Greendale Community College, they have concerns.

What does this mean for us, the gaming community? A lot, I should think.

First, 4e was designed in-house and under wraps over a fairly long period of time. 5e will be far more open (theoretically). There really is no substitute for volume when it comes to playtesting, but my fear is that good ideas may get crushed (or never voiced) under the collective weight of all those involved. And, I think it is fair to say that committees have a tendency to be ineffectual, and if your committee is the internet (or at least the portion of it devoted to D&D) … you see my point. It could be disastrous.

Still, having a feel for what your customers WANT during the development stages and keeping the public involved throughout should go a LONG way towards making this easier for people to swallow. And from a purely business standpoint that’s a good thing.

Second, 4e was not released under an Open Gaming License the way 3rd edition was (and Pathfinder is now). This limited development of rules and classes and extra crunch from third party developers, presumably because Wizard’s didn’t want the competition, especially given the aggressive release cycle seen at the games inception. But given the success Paizo has had with Pathfinder, despite the fact that practically EVERYTHING rules-related they publish is available for free (here), I think Wizard’s would be wise to return to that model. It encourages 3rd party support, which helps bring new customers to the core game, and supports the industry as a whole. And given the fact that they are developing this in a more open way, I think there is a good shot of the new edition having an OGL.

Third, 5e runs the risk of creating yet ANOTHER divide in the community. As I said above, 4th edition is a baby. There are STILL people who are outraged about the changes they made from 3rd edition; these wounds run deep. Creating another new edition (especially if it’s drastically different from 4e) could re-open old wounds or create new ones. That causes issues with sales, and hurts the organized play aspects of the game. Remember, even though there was a nasty schism at launch, 4e has a vibrant fan base. You can see it at conventions and it game stores, in weekly D&D Encounters, Living Forgotten Realms, and other organized (and home) games. The board games (Legend of Drizzt, Castle Ravenloft, etc) that have come out run a rules-light version of the 4e system, another potential avenue for getting people into the pen and paper core set. But with another edition on the horizon, however far off, all of the work done on 4e may be for naught; or worse, we may see a split, where the fans of 4e don’t adopt and purchase the new books for the new edition, because they don’t like it or they feel like Wizard’s abandoned a good game that was still fixable in favor of … something else.

Given some of the PR blunders WotC has made during 4e’s run, and the issues facing brick and mortar stores and the book publishing (and table top gaming!) industry moving forward, the risk of alienating the fan-base while trying to stay afloat in uncertain times might be a death knell for this game. This is a bit dramatic, but I do think it will take more than new rules for killing orcs with your buddies (or toppling governments or rescuing princes or whatever your group gets up to) to keep Wizard’s viable.

D&D Chaos!

A Pathfinder fan and a 4e fan walk into a bar ...

So, what can they do?

The open playtest is a good start. Despite my trepidations, I think this will be better in the long (and short) run than keeping everything tightly under wraps. The playtest articles for the Barbarian and other 4e classes worked well, I think, and helped create better content; hopefully the same will hold true here.

Next, they need to focus on the digital side of things from the get-go. PDFs (with free updates as errata comes out; updates of the actual PDF, not just an errata sheet!) for sale along with (or even in lieu of) hardcover or paperback books should help keep costs down, and create a lower barrier for entry. An OGL would lower it even more, of course. And the character builder + adventure tools + compendium + other digital resources for players and GMs alike are a must. Make those subscriptions worthwhile by giving us working, well tested, robust tools that allow us to use the game as written or modify it as we like. The ability to create custom powers (or feats or spells or whatever we end up getting) and then share it and use it with the digital tools provided by WotC will make them much more attractive.

Finally, the focus needs to shift from crunch to fluff. Yes, lots of GMs will come up with their own fluff; true. And I’m not saying we shouldn’t see a second Monster Manual; rather, I think you can sell more books if you create content that ties people into the worlds you create. Wizards still owns the license on the Forgotten Realms, Eberron, Dark Sun, Ravenloft, and more; these are iconic settings, each geared for different styles of play, and I think focusing on THAT rather than the umpteenth iteration of a goblin is the way to go. If you want to make another goblin, don’t make “generic adjective+goblin number five,” make “Ruthpa, Lieutenant of the Reborn Empire” instead. Give players and GMs alike hooks to use your content in the stories we tell! Give monsters ecology information again! Tell is what they are and how they fit into a fantasy world! We know we can change it if we want to, but sometimes a GM just needs to know what a party is likely to encounter when travelling in a forest, and what it would be up to when they do encounter it.

The same goes for players. Sure, that new power might give me a cool effect (dazing and a slide, say); but what does that MEAN? How does it work? Help me visualize and contextualize what my character is doing!

Finally, WotC should take a page from Paizo’s book and focus on producing better adventures. New crunch is nice but not everyone wants it or will use it; a new adventure path, or a dungeon delve, or a short encounter, or a sweet skill challenge can all be used by any GM pinched for time or content. Dungeon and Dragon magazine are a perfect place for this, and we’ve already seen WotC doing this with 4e; what I’m encouraging is more focus on the story and world-building aspects of these adventures. Give GMs and players a bit more credit; we’re not playing an MMO, the computer does that better. We’re playing in a reactive world, so the adventures and encounters you design should reflect that.

There is opportunity, here; but it is fraught with peril. Much like the dungeons to which this game is tied, there are unknown dangers around every turn, and pitfalls for the unwary. But if we prepare, and don’t split the party, and focus on why we’re here … we may all get the treasure.

-CJ

Jandor’s Magic Item Series #14 – One of Five

Hey there space cadets! Check out the first in the series here!

NAME: One of Five (small +2 fire resistance moderate fortification champion hide armor)

Aura Strong abjuration; CL 13th; Craft Magic Arms and Armor, protection from evil, resist energy, limited wish; Price 54,165 gp; Identify Spellcraft DC 28

DESCRIPTION: This suit if hide armor is sized for a gnome or halfling. A tower, with banners streaming from its battlements, is etched on the chest piece, and a simple symbol for fire is etched on the pauldrons.

Anyone who wears the armor has fire resistance 10, and a 50% chance of negating any critical hit or precision based damage. Additionally, any good-aligned creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladinshalf-celestials, and creatures with the celestial creature template) gains an additional benefit. When worn by such a creature that uses a challenge or smite ability, the wearer gains a +2 sacred bonus to AC against attacks from the chosen opponent.

HISTORY: One of Five is one of five suits of hide armor crafted by a master armorer named Filiu. Filiu built these suits for a band of cavaliers who had made a name for themselves defending her country from a variety of threats.

The adventurers were planning on leading an assault against a fire giant stronghold, with the hopes of slaying their leader and putting an end to raids coming from the mountain. They ordered these suits of hide armor in the hopes that it would give them an edge in the fight (and a cool look).

It took her the better part of a year to complete the enchantments. The cavaliers had been fighting off patrols, skirmishing with the giants, and gathering intel in the meantime, and once the armor was finished they launched their attack.

Two weeks later they returned, having lost two of their number but bringing the fire giant king’s head with them. They retired soon after, selling this particular suit of their armor to fund the resurrection of their fallen comrades.

SAMPLE TREASURE HORDE: 10,005 copper pieces in a heavy gold coffer worth 1000 gp, and One of Five. This horde is suitable for any CR 9 creature that uses standard treasure.


Now for the legal stuff:

This supplement uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This item is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

Sources Used: Core Rulebook and Ultimate Combat

Creative Commons License
Jandor’s Magic Item Series by Anthony Borzotta is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Based on a work at www.d20pfsrd.com.
Permissions beyond the scope of this license may be available at http://www.d20pfsrd.com/extras/community-use.

Jandor’s Magic Item Series #13 – Eclipse

Hey there space cadets! Check out the first post in the series here!

NAME: Eclipse (+3 Bastard Sword)

Aura Moderate evocation; CL 9th; Craft Magic Arms and Armor, blind-fight, darkness; Price 20,495 gp; Identify Spellcraft DC 24

DESCRIPTION: This bastard sword is a very well-balanced weapon made of superior steel, with a worn leather grip. When drawn, it sheds silvery light (reminiscent of moonlight) like a torch. Due to the blade’s exceptional craftsmanship, it swings quickly and surely despite its weight.

Once per day, the wielder of Eclipse may (with a command word) turn the light it sheds into darkness, as the spell, centered on the weapon. This effect lasts for9 minutes, or until dismissed (a free action). If the wielder has the Blind-Fight feat, he or she does not need to roll for concealment caused by this effect.

HISTORY: The bastard sword Eclipse is one of a series of weapons bearing the same name, each created by an Oracle of the dark tapestry named Orien. Cursed with clouded vision, Orien had spent many years training to overcome his limitations in combat. He was in many ways a better fighter than his longtime companion, an Inquisitor, and one of his favorite tactics was to lure his foes into a location where sight did not present much of an advantage (shade, caves, darkened alleys, etc.).

Later in his career, Orien began a study of weaponsmithing, and his proudest accomplishment was a line of weapons he called Eclipse. Each weapon shed light, much like the light of the moon and stars Orien worshiped. But in a unique twist, each weapon could also invert that light, creating a pool of darkness, a great advantage to those trained to fight with more than their vision.

This particular Eclipse was wielded by Orien’s Inquisitor companion, and was donated to their church upon the Inquisitor’s death. Many agents have wielded it in the years since, and it has become something of a collectors item. How it ended up here is a mystery, but perhaps the church might know more …

SAMPLE TREASURE HORDE: 900 gold pieces in nine leather pouches, and Eclipse. This sample horde could belong to any CR 7 creature that uses standard treasure.

Editor’s note: I specifically didn’t mention any Gods in the description above so as to keep this item setting neutral. Feel free to substitute any deity who may be connected to the Dark Tapestry in your campaign setting (or to stars, night, darkness, the moon, or another similar domain).


Now for the legal stuff:

This supplement uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This item is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

Sources Used: Core Rulebook and Ultimate Combat

Creative Commons License
Jandor’s Magic Item Series by Anthony Borzotta is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Based on a work at www.d20pfsrd.com.
Permissions beyond the scope of this license may be available at http://www.d20pfsrd.com/extras/community-use.

Jandor’s Magic Item Series #12 – Coplamak

Hey there space cadets! Check out the first post in the series here!

NAME: Coplamak (+5 huge Heavy Mace)

Aura Strong evocation; CL 15th; Craft Magic Arms and Armor; Price 50,336 gp; Identify Spellcraft DC 30

DESCRIPTION: This 10 foot long, 8 inch thick wooden pole is reinforced with copper bands. One end is wrapped in leather and has a strap; at the other end, a heavy stone ball is securely fastened. It weighs around 32 lbs altogether. Given the size and balance, it looks like it’s was created for a Storm Giant or something of similar size.

HISTORY: Coplamak is an ancient heavy mace, created by a Storm Giant priest named Taştan.

During the mythic era, when giants walked the earth and orcs, elves, dwarves and the other humanoids were just beginning to come into being, the storm giants of Gökyüzü were warring against the devils of the Nine Hells. The conflict had been raging for centuries, with neither side gaining the upper hand.

Taştan, a warrior priestess, was the leader of the Gökyüzü church, and one of their mightiest warriors. Frustrated by her foe’s natural resistances to sword and hammer, bow and blade, fire and acid and many energies besides, Taştan desired a weapon that would instil fear in her enemies and give her people an edge.

Many prototypes were created. Some were instilled with holy energy; some aligned themselves with the wielder; some exploded with frost and silver flame upon striking a creature or object. She used cold iron, steel, stone, bronze, mithral, adamantine, dragon bone … and rejected them all. Each had a single element in their favor, but none accomplished her goal.

Frustrated, Taştan communed with her gods for a year and  a day. The war waged on, and the giants, bereft of one of their most powerful soldiers, began to give ground. The Gökyüzü high command begged her to return, to fight, to help, but she refused.

In the end, the priestess had an epiphany. She looked around her chamber at all of the discarded ideas, the formulas worked and re-worked and abandoned, the countless hours of thought, and she realized that she was simply trying to hard. She realized that sometimes, simplicity is the key to greatness.

So she forged Coplamak, and she forged it with such skill and precision that despite being made of stone and wood, despite having no unique properties or powers, it was and remains her greatest work. And when she finished Coplamak, she took it up and strode into battle and laid waste to an army of devils, their natural resistances as nothing before its might.

Coplamak did not win the war, but it did turn the tide. Since that day, all giants revere it as an example of the perfect weapon, and seek to wield it themselves.

SAMPLE TREASURE HORDE: 9,000 gold pieces in a dragonskin sack, a complete set of the Harmonious Figures of Kan-Le (each a statue of a monk, approximately 1 foot high, in a unique pose; when collected, the depict a lost kata of the Kan-Le style; individually they are worth 1500 gp each, together considerably more), and Coplamak. This sample horde could belong to any CR 17 creature that uses standard treasure.


Now for the legal stuff:

This supplement uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This item is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

Sources Used: Core Rulebook and Ultimate Combat

Creative Commons License
Jandor’s Magic Item Series by Anthony Borzotta is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Based on a work at www.d20pfsrd.com.
Permissions beyond the scope of this license may be available at http://www.d20pfsrd.com/extras/community-use.