Archive for the ‘Design, Mechanics & Efficiencies’ Category

The Big 3 Potions

Wednesday, April 6th, 2011

alt textAre you packing the big three potions in your campaigns?  In the midst of a pitched battle, they can mean the difference between the infamous trifecta of dying, unconscious and helpless and a turn filled with spectacular tide-turning heroics.

A Tactical Choice

It’s important to understand the nature of curative or protective magic and potions has changed in 4e.  While you’d pack sometimes half-a-dozen or more of potions of cure light/moderate/serious, etc. wounds in the past, and the cleric would pray for just as many each day, there’s no longer fire-and-forget stockpiles of healing magic.  The greatest strength of D&D 4e is its wealth of meaningful tactical situations and choices

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D&D 4e: Turning the Corner

Monday, April 4th, 2011

alt textNow that Dungeons & Dragons 4th edition has been out since the summer of 2008, I feel it’s turning the corner on its originally highly mechanical and gamey feel and presentation, now striving for the wise balance of game and roleplay or storytelling D&D truly is.  The game has matured, the products have matured, and between us all – from designers to players and DMs – we’ve now learned that this precious balance of D&D’s core aspects is its driving force, like it is for nearly every roleplaying game.

Product Evidence

Look at the layout in Monster Manual 3 or Monster Vault, where monster lore, fluff, history and ecology all get plenty of attention – by far the most inspiring amount of campaign, adventure and encounter-generating ideas in any monster book we’ve seen in 4e.  An emphasis on personality or instinctive traits, temperaments, motivations and relationships with other monsters is found in each creature’s entry. 

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D&D 4e: Top 12 Ways to Stop Sounding So Damn Metagamey

Friday, April 1st, 2011

My single greatest pet-peeve of Dungeons & Dragons 4th edition is how gamey it can sound during play. 

That is, we tend to use gamespeak or metagame terms far too often during our favorite roleplaying game.  Want to stop?  Or at least cut back? 

Here’s a start – another Leonine 12 to the rescue! (more…)

Reward Moments of Greatness: ‘I Attack the Darkness!’

Wednesday, March 30th, 2011

What’s a Moment of Greatness?  Chances are you’ve already been the star of several!  They are often their own reward, but also consider reinforcing and encouraging awesome or otherwise memorable play and roleplay with a few simple rewards.

In D&D, we’ve all had those times during the game where the story leaps to life through epic dramatics or hilarious roleplay, problem-solving brilliance, or even a witty gut-busting pop reference to a movie, show, classic skit or fantastic actor.  Hey, it’s what we do, we’re gamers, right?

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Strikers: Assassins vs. Bruisers

Monday, March 28th, 2011

alt textWhat playstyle do 4e strikers favor – assassin or bruiser?

Dungeon’s Master recently compared the avenger’s offensive strengths to all its peers, and found it… lacking, in Avenger – Worst Striker Ever.   Now while many people came rightly to the avenger’s defense, myself included, it got me thinking about the different ways a particular striker is best played.  Sometimes, a class’ greatness and strengths are more subtle, and a basic shift in your tactical approach changes everything.

It occurred to me how critical that difference in approach is for strikers, and I immediately made the connection to one of my favorite (and FREE!) video games, League of Legends (LoL). 

Imagine two full D&D parties battling it out in one large encounter area, complete with stealth, flanking, defense of key outposts and your home fortress, and spectactular “dailies” (ultimates) that can turn the tide of battle.  That’s League of Legends!  LoL’s striker-type champions are called assassins, bruisers, or carries. 

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Why Are D&D Tools Developed So Slowly?

Friday, March 25th, 2011

alt textWith the speed and quality of technology and digital tools in many other entertainment-related sectors always improving at sometimes mind-boggling rates, are you having an increasingly difficult time understanding what takes so incredibly long to continue updating the online Character Builder or even the new online Monster Builder?

I know I am, and I’m one of the few silver lining guys of my playgroups.  While I’ve studied instructional design and technology, and appreciate what technology can and can’t do for learning, communication and the organization of information, I also game with around five programmers and software engineers who know a good amount of what’s involved in software tools development.  Try getting those guys to calm down about how much the new online version of the Character Builder stinks!

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Adding Character to Your Character

Wednesday, March 23rd, 2011

alt textYou already know your characters are more than the sum of their abilities and statistics.  You already know your characters have a unique look and a style all their own.  You have a sense of how they treat people and how they look at the world.  You have an idea where they’ve been, where they’re going, and most importantly… why!

Now the question is: how do you present and share all this truly awesome characterization in your head? 

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Mount Up and Ride!

Monday, March 21st, 2011

Have you gotten away from using mounts and mounted combat?  Or just don’t understand the rules or find them a bit wordy?  Or think mounts are too expensive and don’t provide enough benefits?  If you answered yes to any of these questions, get on your horse and ride!
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Like ritual magic, mounts and mounted combat may be a bit of an untapped resource for your playgroup in 4e.  They may not get enough play or stage time, for a variety of reasons.  Well, let’s change that, shall we? 

Where to start?  Skim over the Mounted Combat and Overland Travel rules and charts in the Essentials Rules Compendium, and you’re well on your way to riding mastery.  When you come back, just ride on through the rest of this article.

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Balance in All D&D Things: Rules & Atmosphere

Friday, March 18th, 2011

alt textSo I’m on Facebook yesterday talking with a friend about how we all rocked last night’s D&D session like, well, rock stars in our now-paragon Nentir Vale campaign.  We start talking about other cool characters we’d like to play in case, Raven Queen forbid (and bring us back as revenants even!  Love revenants!), we bite it. 

We get to talking about controllers in the game, and we both simultaneously mention playing an Invoker would be really cool.  We enjoy the RP aspect of the game, and like Dungeon’s Master tells us in Divine Intervention, divine characters always seem a natural fit for great roleplaying right out of the gate for anyone.  My friend then mentions how the martial power source is the only one missing a controller right now. (more…)

Mapping Options Deathmatch

Wednesday, March 16th, 2011

How do you create and present the encounter maps in your games?  Do you ever struggle with figuring out the most efficient option?

After finally getting a better handle on visually tracking combat conditions with markers and cards, mapping is a similar visual aid I really struggle with in 4e, as much as there are tons of mapping options we have today between tiles, poster-style battle mats, and erasable battle mats, never mind 3D terrain and digital options. 

The ultimate question: Which physical mapping method saves the most time and communicates the most information quickly and evocatively while reasonably affordable? alt text

We’ll save a look at digital mapping tools and software for another time, as those come with special considerations of access and execution at the game table.  And we’ll stay away from Dwarven Forge’s 3D terrain too for now, as truly stunning and 3D as it is, for cost reasons.

So that said let’s take a quick look at some of the most common and more affordable physical D&D encounter mapping options we have (and please comment on any I missed!):

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