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Dark Awakening : A Solitaire Adventure


Article: Dark Awakening : A Solitaire Adventure

This article is very interesting. When I first heard we were getting a solo adventure I thought that perhaps it would be an adventure that could be run for an individual player - you know one DM one Player.

This article could be used that way, but that isn't the intention. This adventure is actually an adventure that you play by yourself. You are both the DM and the player. At first I didn't like the idea, but I figured that I may as well give it a go. I'll give you my impressions of it, and try not to spoil anything in the process.

First lets talk about how the system works here. You play as both the DM and the PC's - so going into it with a mindset of "let the dice fall where they may" and a very firm "It's too late" rule in place is really the only way to play this thing. During combats they give you a section that details the options you have during that combat, things like knowledge checks and objects to interact with. Each of these options has a corresponding paragraph in the back of the article that tells you what happens when you do that thing, or make that check. This felt really good actually, like I had a DM who knew things I didn't. All monsters have a set of basic tactics that they follow in lieu of anything more interesting, and then each individual monster has specific tactics they follow when possible. If you follow these as close to the letter as possible, running the monsters becomes pretty quick and easy. Then at the end of each combat there is a conclusion section that basically gives you your next steps - like a "Choose Your Own Adventure" book. These choices also refer you to the back of the article, which then directs you to which part of the adventure to read next. Rinse, Repeat.

The adventure starts when you find yourself and your trusty companion Splug, a cowardly goblin, waking up from a dead sleep in your adventuring parties camp and being attacked by these mottled black roots. Combat ensues. Without giving anything away after that, Splug follows you as you delve into  a small dungeon filled with all kinds of baddies, but you had better be nice to him or he wont put up with your crap, and trust me you want Splug with you because as long as he is cringing behind you, your character gets to make additional attacks in his stead. This is an interesting mechanic, and one I rather enjoyed. It gave me more actions so that I could stand up to the baddies, but it wasn't just "Oh and because you are in a solo adventure you get two standard actions a round." It worked and it really made me feel connected to Splug by the end of this thing. Plus this way I didnt have to run all the baddies, and two fully fleshed out characters. I think this mechanic makes the whole thing a viable system really.

So when I started to think about a character for this adventure, the article says to play whatever you want. In all honesty I wanted to play Splug most of the adventure, his abilities and stats are actually pretty good. But he is a support character and I made sure to follow his directions as close as possible. So I played a class build that I have never seen in action - more out of curiosity than anything else - I played a Dragonborn Cosmic Sorcerer. The ability to deal damage to enemies that start adjacent to my character proved to be invaluable...

As I started playing it felt a bit like playing chess with myself. But once I got into it I was able to effectively split my mind into "me and them" and a few times I actually ended up finding out that I had moved my PC into an non-advantageous position and the monsters rejoiced in that mistake.

Anyway, long story short - I got to the last enemy had him bloodied and on the ropes before I died. Thats right my PC lost. TPK. But actually, it was still a hell of a lot of fun, and I may actually play through it again with a different PC. The whole thing took me about 3 hours, including character creation and setup. I used Maptool (http://www.rptools.net) for my maps and pieces, which I will post for you guys in another article once I get them put together enough to be used by anyone but me.

So after everything is said and done, it was a great time, and I would suggest it if you have a few hours to kill and want to try out a new character build.
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Channel Divinity: The Traveler


Article: Channel DivinityThe Traveler

This is a very interesting choice for a Channel Divinity article. Though it seems to me like WotC must be getting a whole bunch of feedback from people that want to play evil god worshiping characters because there have been quite a few Raven Queen oriented articles the last few months and now they move over to Eberron (finally) and they pick the god that is the most evil-but-only-by-association type deity there is.

So this article starts out talking about the followers of the Traveler, a character concept I'll be honest I had never thought of this way. Basically, it talks about them being agents of change - not just agents of chaos - that pick a direction and go just to see where they land. When they get there, they believe it is destined for them to invoke some sort of change in the area so they go to work. Once they have stirred up a bunch of change they just quietly slip out the back to move on and do it again.

Conceptually this sounds very interesting. But as far as a player goes, I could see this concept getting you into a bunch of trouble at the gaming table. As a DM I love this style of player/character. The instigator they call them. This character would almost have to be that way, as they are just looking for a change -- something to do, someplace to go. I as the DM love them so much because they drive the story forward, and frequently they pull the game off track, heading in directions I never thought of. This gets me into improv mode, and these character/player types tend to be able to roll with the improv stuff without thinking too much about it.

But, as a player at the table sometimes this type of character concept can lead to bad blood. I have known more than one player that is rubbed the wrong way by the character that isn't a team player. When roleplay comes up, instead of doing what the party thinks is best to pull the story onward this character could say or do anything. Plus, an instigator type character tends to take front and center with their character most often, which can lead to other players feeling left out.

So my advice to anyone thinking of playing the "Agent of Change" style character would be this: Remember that you are playing in a collaberative game with your friends, so dont build your character's personallity to be a chaotic loner. Also, remember to step back and let your party take a whack at deciding where to go and what to do every once in a while, and just step up with the crazy change instigation when the party seems to not know what to do next.

Back to the article now, they also give a single paragon level Channel Divinity feat and a new paragon path: Traveler's Harlequin. The paragon path is a little weak in my opinion, because most of what it gives your character is the ability to freely multiclass like a bard and the changeling's ability to change shape.There are some reroll options there too, but really if your a Changeling Bard who multiclasses into Avenger for the oath you pretty much are this paragon path. I know thats a very specific thing to say, and this paragon path does probably open up some additional character breaking-ness along the way due to the fact that now anyone that took the right background and a single multiclass feat can start ripping through mulitclass powers like candy without the downfall of having your main class be Bard, but all in all I just wasn't that impressed with it.

As for the article as a whole, its a good article and I would suggest you give it a read. If for nothing else then to better understand another god of Eberron.
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More Toys for Assassins


Article: More Toys For Assassins

The article title really says it all on this one. This article is refreshing in that it has only what you would expect, new options for the assassin class - which up till this point was lacking in substance.

My first thought when scanning through this article was disappointment because they added almost nothing but racial feats at the heroic tier, and those are okay, except that I am thinking of playing a Genasi Assassin which feat wise, is yet unsupported.

Content wise, the article is solid - with the racial feats of heroic making each race feel very different from each other; Paragon feats really step up the Assassin's sneaky factor, and Epic feats essentially making him a ghost for all intents and purposes.

The ki focuses that are listed in this article only really wet our appetite for true ki focus support. There are only 6 of them but most of them have very interesting and flavorful properties that go along with them. I dig the ki focus having more properties rather than Daily powers, it feels more like the focus is channeling your characters inner energy and changing the way your character acts at all times, rather than just a single power you can use daily.

On the negative side of things some of the feats could use a little more explanation, such as the feat Killer in the Crowd - the way it is written it would seem that your character is always considered to have cover from your enemies. I believe it meant to say that your enemies grant you cover as your allies do. I can just hear them at the local game store now, "Are you sure? It just says 'You gain cover from your enemies. Period'"

Other then that, I did enjoy the bit at the beginning that talked about the forums and the blogs - which just means that they really do listen to us! And I also rather enjoyed Mr. Mearls saying, almost literally, forget the fluff on this one - Assassins, its time to play!
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Player's Handbook 3 Debut: Ardent


Article: Player's Handbook 3 Debut: Ardent

With the release of the Ardent Class, there is now one less known unknown from the PB3's lineup of classes. The Ardent is a Psionic Leader, with Cha/Wis and Cha/Con builds. Between the ability scores used, and the class flavor based around manipulating emotions, the Ardent seems custom-made by WotC to highlight the strengths of the Kalashtar and Half-Elf races by matching their ability scores and underlining their racial narratives as the "emotional" and "people-person" races, respectively.

So, what can we expect an Ardent to look like in battle? Well, it's a melee leader who starts with proficiency in martial melee weapons, chainmail, but no shields, which means Ardents will tend towards two-handed weapons, especially since they often won't have the Strength to take shield proficiency feats. Polearms should be especially popular, because they work well for leaders who often appreciate the ability to hide behind tougher melee allies. Unfortunately, Ardents will usually lack the Dex or Str needed for the great polearm feats like Polearm Gamble (15 Str) and Polearm Momentum (15 Dex).

The Cha/Wis Ardent also has a great basic "shtick." It grants all allies within 5 squares a bonus to defenses against opportunity attacks equal to the Ardent's Wisdom modifier. This bonus will generally start at +3 to +4, which is very nice, but at high levels it eventually becomes +7 to +8. A higher-level Ardent's comrades will find that they can almost ignore opportunity attacks, and enjoy nearly unlimited freedom to walk multiple squares in combat instead of shifting just one, which should be a huge advantage.

Some quibbles:

1) The Cha/Wis Ardent is yet another build with terrible secondary defenses (low Reflex and Fortitude). The Cha/Wis clerics and bards of the world can at least hide in the rear lines, but the Cha/Wis Ardent joins the Cha/Wis paladin on the front line, where it will find its Reflex and Fortitude frequently targeted, and easily hit, by numerous foes.

2) Although the article says they changed the way humans gain a bonus psionic at-will from the Psion write-up, the text indicates that they still seem to be stuck with a single unaugmentable 1st level at-will, which is pretty weak. All other classes get 1st level at-wills that scale at 21st level, so they stay useful throughout the PC's career. But psions and ardents are supposed to replace their 1st level at-wills with higher level at-wills, and thus their 1st level level at-wills don't scale. So humans will still find their best racial trait devalued highly for these classes.

3) The Ardent's healing shtick is pretty dull. It heals the same amount as the Warlord (healing surge plus a d6, scaling at higher levels) and adds either +1 attack or +1 to defenses until the end of the next turn. +1 is pretty minor, and kind of forgettable, especially as compared to the interesting heals most other leaders get, which are either stronger, more flexible, or have other useful boosts like the bard's bonus movement. Note that the Heartening Surge feat Ardents can take makes the boost into a +2, which will make the effect much, much more noticeable.

So, all in all, and interesting new class which should stand out on the battlefield from other leaders, due to different weapons, different passive boosts, and the flexibility provided by power points and augmentable powers. Also, a build that really highlights the Kalashtar, which is nice.
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Class Act: Invoker


Article: Class Acts - Invoker

This is a very interesting article. It presents only a single feat - but it still manges to fill up 3 pages of content. This feat is called "Awaken God Fragment" and what it does is allows the Invoker to create an even deeper connection to their deity. This deeper connection is, mechanically, represented very much like a familiar for Arcane characters, but without all the rules for active/inactive and movement, because the God Fragment cannot leave your person.

Most of the Fragments grant a solid +2 to a skill or two, or some other interesting benefit, such as the ability to roll two saves of certain kinds of effects. This is about standard for the usual Heroic Tier feat. Then each Fragment gives the Invoker an extra benefit when they use an encounter or a daily power, things like granting a +2 to defenses or allowing friends to teleport a short distance. These effects are really where the concept can get interesting, in my opinion.

Only the core Deities are covered, but I hope soon to see both the Eberron and Realms pantheons covered. In the mean time, I think I'll start thinking up some of those on my own (which I'll post of course).

Overall, its a great article. Gives the Invokers a bit more flavor, and some mechanics to showcase their connection to their god, not that they where lacking that. I also like the way this article takes the game, because it shows that in the future we may end up getting more of these "sub mechanics" for the existing classes. I think this could give us some more mechanical depth to our characters, if we so choose, but doesn't require us to pick up one of those new fangled psionic classes.
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Bust Out the Map: Minion Factory

I originally didn't like the idea of minions in D&D. I thought for sure that they would just bulk up the amount of actions I as a DM had to take every round, and that book-keeping would be a nightmare.

Well, I have warmed up to minions, and use them quite frequently. Almost every combat as a matter of fact, because I think they are a great strategic advantage for the monsters, and they let the players feel nice and effective when they clear 3-4 of them in one attack.

When my newest group of players got together the DM at the time ran a very interesting combat that I really enjoyed that sort of focused on minions. In this combat, there was a sort of Shamen type character that stood on a ledge something like 25 squares away and played his drums. Then on a large open space on the battle grid he spawned 4 zombie minions each round at a set initiative, that would then attack. These minions would then hold us down while nearby Artillery pounded us with ranged attacks. Our goal in this combat was not to sit and kill minions, it was to take out the Shamen and Artillery and stop the minions from spawning.

We did this sort of "Minion Factory" style combats a few times more in his game and each time they seemed very appropriate. So when it was my turn to start running the game, I gave it a try. I dont remember my first Minion Factory combat that I ran, but I have done many of them since, and my players seem to still enjoy them. Here are some basic guidelines for a Minion Factory style combat:


  1. Minions in this combat are spawned from something else - perhaps a trap or another monster. Therefore, it is not appropriate to give experience for each minion killed.
  2. Spawn a number of minions each round on a set initiative, this need not be the same initiative as the minions are moving on. Also, set a cap as to how many minions you are allowed at one time and stop spawning them after that. I usually make it a fairly large number, like 20. This way it wont get too out of hand, but will still feel like an unlimited supply when the players are killing 2-3 each round.
  3. Have a stop point in mind. This could be killing a certain monster, shutting down a trap or just surviving a certain number of rounds.
  4. Describe the minions, and their deaths. Minion Factory combats should feel more cinematic than usual due to the large number of enemies the PC's are mowing through.
  5. Don't overuse the Minion factory or it gets boring. And each time you do use it make it wildly different from the last time.
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Making Skill Challenges Exciting: Structure

Vhoroth grabs his small friend and heaves her up onto a low hanging balcony so that she can gain ground on their prey out away from the crowded street. Nix jumps to the next balcony and manages to barely catch the edge of the railing - all the while attempting to keeping the thief in her sights. She hauls herself onto the platform, and immediately dashes across it and flings herself into the air again desperately trying to gain ground on the coward. This jump is much farther than the last one, and requires all her concentration to land correctly, when she looks up and scans the rooftops for her prey he is nowhere to be found. Then from the ground, she hears her companion Osric shout, "There! Two buildings down! He went into the window with the green curtains!" With a quick glance at her companions on the ground, pushing their way through the mid-day crowds, Nix sees where he is pointing and sets off to catch this vagabond and return their rightfully earned treasure.

-- Part of a skill challenge consisting of one athletics check, one acrobatics check, and one group perception check.

Okay, so as we all know there are some issues as far as the Skill Challenge system is concerned, otherwise there wouldn't be about 8 million blog posts out there on how each individual DM runs skill challenges. Well, I'm gonna add my drop to that bucket.

The way I approach a skill challenge is that they should have elements of combat, but in the end not at all feel like combat, otherwise your players will naturally gravitate toward wanting to use combat rules. Of course this is not a new way of thinking about skill challenges, but I think that that distinction is very important to make right here at the beginning of the article. In fact, to me combat is a slow methodical process of analysis and logical/tactical thinking. In contrast, skill challenges should be high action, high intensity in character actions and reactions. Now that doesn't mean that each skill challenge needs to be all explosion and chase sequences, but they should have an edge of intensity to them.

Moving on from that, I think it best to detail how I go about achieving this goal is to detail our actual play process.

First, I announce that we are entering a skill challenge. There are many DM's that would disagree with this - and I get where they are coming from. I myself dont actually say "We are entering a skill challenge" every time the PC's enter a skill challenge, but the times that I dont specifically say it are usually the times that the PC's have decided to do something on the fly and I have to come up with a quick complexity 1 skill challenge to accommodate. I think that announcing the skill challenge puts the players into "game mode" -- I'll post more about game mode in a while -- but basically this means that the players go to the same place they go in their head when combat is joined. Suddenly, they know that that wrong move or the wrong roll may cost them something.

Next, I actually have all participating players roll for initiative. This was a bit tough to decide on, but in the end having an initiative count really helps both solidify "game mode" and also stops one or two characters from dominating the scene.

Also, it is important to note that I said "all participating players." A "participating player" is anyone who is both present at the game table with a character present in the scene. Talking to the duke? Sorry not even Trogdoth, the socially inept Barbarian gets to sit this one out. If Trogdoth doesn't want to actively speak for the party, he still has to appear to be both interested, and to fit with what the party IS saying to the duke. So when his turn comes up and his player says "I do nothing" I may call for an insight check so that he can keep his mind on the long winded debate, or perhaps an intimidate check - roll low for success we are not trying to scare the duke... yet. Basically, Trogdoth's simply being in the room will have an impact on the situation as it unfolds. Everyone makes a check, in this way those that are good at this sort of thing can really shine and those that are not get to feel some of their characters flaws.

So, now that we know everyone is doing something how do we know what to roll? When planning the session I lay out 3-4 skills that are the primary skills. Continuing the example above with Trogdoth, the primary skills would be Arcana, History, and one other knowledge skill such as Nature. Wait? What? Not Diplomacy? Thats right. I hate funneling the PC's negotiation skills into the one skill I think would work. Does that mean the Diplomacy is not a useful skill? Actually no. It could still be the one skill that is required to complete this skill challenge, I detail this skill challenge a bit more below so see that for more info on what I mean. Diplomacy, Intimidate, and Bluff go into my secondary skills section for this one. Basically, primary skills to me are the skills that will always garner a success, no matter the situation. So in this situation seeming knowledgeable in your argument will always be a viable way to get you a success, but you may have to pick the proper time to try the considerably harder persuasive skills. Without completely detailing this skill challenge, I would say simply that primary skills will always work, and secondary skills will usually work but with some pretty heavy restrictions or additional rules attached. All other skills become viable options after getting my primary and secondary skills together. In my "Other skills" section of the planning I put down how any other skill, in general, will interact with the skill challenge, usually the count as a fractional success - say 1/3 of a success so it takes a whole lot longer to use them to succeed the challenge, and usually they count as a full failure to discourage using them too often. Or they will add a +2 or -2 to another type of roll. For instance, while Athletics could be used to subtly flex your muscles in a negotiation while your friends use intimidate (a +2, or perhaps every three successes gains one full success) just standing around a flexing wont get you anywhere very fast.

So during play on their initiative count I will ask each player what his character does - they need to explain it narratively to me. I do not accept "I use bluff to convince the guard to let us pass." Instead I ask for "I approach the guard and tell him we are the traveling entertainers that the lord requested." This not only helps the players to know how the story is unfolding but it also helps me adjust the DC's of the skill checks to suit the situation. After the players have described what they are going to do, I assign it a skill check. In this way, the players get the free range of motion instead of being constricted to just the 3-4 skills that "will work" in the challenge. Also, during this step I may give advise on things around the characters that they can interact with. Or as a rule, I let my players know that during these sequences they are fully allowed to add things to the surrounding atmosphere. If they are in a marketplace, they can decide that they are standing next to a chicken vendor and use that as part of the scene, as long as they dont create something that would totally compromise the scene in play (Creating a chicken stand in a marketplace is one thing, saying that a huge black hole to the Abyss opens up in the middle of that same marketplace is quite another).

Then after the check is made, I cross reference it with my list of primary and secondary skills. If the check is one of those skills (and fit the requirements for that skill to be used in the case of secondary skills) and it matched or exceeded the DC for that skill, I mark down a success for the skill. Otherwise, I follow the failure condition for that skill - usually accumulating a failure for the challenge.

Then after the check is made, I revise the characters description to fit with the rolled total. So lets say that the player from above had rolled a 1 on their bluff roll and missed the DC by quite a bit. I would revise the action as "Your character approaches the guard and attempts to pass your heavily armored crew of battle scarred veterans off as an entertainment group being expected by the local lord. The guard looks you all over, and responds skeptically, 'You guys are the Elven Troupe of Happy Sunshine Entertainment?'" Then I would leave that action unresolved and ask the next player what they are doing. If all the other players happen to say "I try to look more like an entertainer" then after all their rolls it comes back around to the original player and only a second of narrative time has passed before they try their next plan of social attack.

In this way, a skill challenge becomes more of a situation where the players are feeding me a string of descriptions along with a check result and I spit back the full narrative of the unfolding challenge. I try to make my re-rendering of the scene as interesting and flavorful as possible so that the scene can be painted in the characters minds. They may not realize that the check they just did gained them a success - but my descriptions should show it.

The players know when they have succeeded or failed on a challenge when I continue to describe the situation and stop asking for initiative order. I do not tell them if they succeeded or failed - they will have to decide that for themselves in the upcoming scenes, but usually they know how they faired...

One last thing I do for skill challenges is to have "group checks" at the end of the round. This is a specific skill that is central to the challenge. So for instance, a long overland hike would use Endurance as its group check. Usually, this check is a group effort - if more than half the players succeed something good happens (a success toward the challenge or an overall bonus next round) or on the other side, a more than half failure will result in something bad (rarely a failure on the challenge, mostly its loss of a healing surge or actual hp damage - which equates to a healing surge loss in the end but feels more deadly). These group checks both reinforce the idea of a group challenge, and allow the challenges as I have them set up to require a certain type of check each round to fill out the flavor without eating up a characters turn to get that check done. Most of the time these are more passive type of checks - Endurance, Insight, and sometimes even Stealth can fall into that category.

That is a basic outline of how I run skill challenges and some of the back end stuff I do to make sure it functions properly. I will leave off with a quick example of how my notes turn out on these skill challenges, and I'm gonna exclude the DC's. Next time I'll try to talk a bit more about how all this comes together to make an interesting and exciting skill challenge!

Example Skill Challenge: Negotiations with the Duke
Complexity 2 [6 successes before 3 failures]
Overall rules: The players are attempting to persuade the local duke into hiring them as the foremost defense for his town. To do so they must show not only that they are powerful combatants, but also that they are knowledgeable in the art of war and in the defense of a city. To do this they must gain at least 3 of their successes from a primary skill and at least 2 successes from the secondary skills. The players as a group must make an Insight check to watch each others actions carefully and react accordingly and to gauge the reactions of the Duke.
Primary skills:
  • History [DC ___]
  • Arcana [DC ___]
  • Dungeoneering [DC ___]
Secondary Skills:
  • Intimidate [DC ___] : Once this skill is used the DC's for the other secondary skills increases by 4.
  • Diplomacy [DC ___]
  • Bluff [DC ___] : This skill may garner only one success for the skill challenge. After that its DC increases by 2 and can be used to mitigate a failure, or to aid another primary or secondary skill.
Other Skills:
  • DC ___
  • All other skills can be used (creatively) to aid in a primary or secondary skill. Or if they are really creative, to gain a single success to the challenge.
Group Skill:
  • Insight [DC ___] : A group failure here results in all DC increasing by 2 until two more successes are gained. Additional failures are cumulative. A group success will gain 1/2 a success toward the skill challenge. (this way the skill challenge will speed up a little if all the characters are "working together" well)
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