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Caves of Chaos Plot Ideas

As many of you know, the recently released D&D Next playtest packet came packaged with the Caves of Chaos “adventure.” I put the word “Adventure” in quotes there because Caves of Chaos (hereafter referred to as CoC) isn’t really an adventure in the modern sense. Instead it’s a loose sandbox left open for you, the DM, to fill with your own goodies.

I get why WotC included this as the “adventure” in the playtest. It is open and unrestricted which would allow different groups to add their own flair and their own style to the scenario.

However, for those of us that want to playtest this thing, but don’t have a ton of time to figure out what politics and interactions we want the different factions to of the caves to have it would have been nice to have had a bit more structure than the simple hooks at the beginning of CoC.

So to that end I’m going to try to give some more in depth plot structures to the CoC that DM’s can simply drop in. These won’t be full blown adventures, or even delves. What I’m offering here are some simple plot threads that are a bit more structured than the small hooks in the front of the CoC pdf. I’m not going to go into the minutiae of planning the fights that take place, the CoC pdf can handle that pretty well. Instead, I want to give everyone a good story to frame their playtest around.

Surrounding Area

An adventuring site is only as good as the civilization that is nearby. Without one, where would the characters spend all that gold they sto... I mean obtained?

So the first thing to do is to add a home base for your characters - a place they can limp back to when they get their butts kicked, a place to hawk some stuff they found, and a place to spend some of that coinage they picked up while exploring the CoC.

For this purpose, I will suggest that you either grab a copy of the original B2: Keep on the Boarderlands or you head over to the WotC website (http://www.wizards.com/dnd) and grab the DDI article called “Keep on the Chaos Scar” 

Both of these give a description of a small keep that is positioned near a cave riddled ravine, so both of them work very nicely as a starting point for your adventurers. Going forward, I’ll be assuming that we’re using Keep on the Chaos Scar.

Getting to the Keep

Each of the following scenarios will need to introduce the characters and get them to the Keep on the edge of the Caves of Chaos.

Scene Objectives:

  1. Get the party to the Keep and establish a base of operations
  2. Introduce the characters to each other (and to each others players)
  3. Give the PCs some time to interact with friendly NPCs
  4. Allow the PCs that have interesting Background benefits to utilize them

Start the players off with something similar to the following boxed text:

The cart you have been accompanying sways back and forth as it hits the small bumps and ruts of the dirt road, groaning with each. The sun is beginning to set, and the unmerciful heat of the day is beginning to wane when you and your travelling companions finally reach the  small fortification you spotted earlier in the day.

The small fortress has high walls, and a dry moat with a draw bridge. The bridge is currently pulled shut, leaving no entrance. But as you approach a voice from above calls down, “State your business!”

The merchant you have been traveling with whispers something to the drover of the wagon, who answers back in a dusty voice, “Passing ‘froo. Gots us some wares that need passin’ on, and we need us a place to bed down for the night whereas we won’t get stuck or robbed!”

After another second or two the great bridge begins to move, and slowly it grinds open. A small troop of guards comes fanning out of the keep and escorts your group inside.

At this point, have one of the guardsmen take the group of adventurers to the side, and ask them their name, what their business is in the area and collect their weapons.

This makes a great place to introduce the characters in a more “meta-gamey” fashion. Have each player make up what their character looks like, where they’re from, and what their real motivations are in the area.

After this, let them free from the merchant - who might give each of them a small payment for the protection. Consider giving each character 10gp, so they have some cash for spending in town today.

From here the plots splinter off, depending on where you want your characters to go. Most of the players will want to look for the nearest Inn, which is a great (albeit cliche) way to introduce the characters to the plot.

Plot 1: Finding the Heir

The current lord of the keep, Lord Drysdale, has his head set on creating an empire from this once nearly abandoned keep. As such, he has been hosting dignitaries from the neighboring kingdoms to wine and dine them.

However, recently a caravan that carried one of the foreign dignitaries and his retinue has gone missing. A dire situation for any budding nation to be in, but Lord Drysdale is a resourceful man and he probably could have talked his way out of a few missing noblemen. That is if the missing dignitaries were just noblemen. This particular dignitary was the second son of a neighboring kingdom - but on his way to the keep, his eldest brother died in a tragic accident, which made him into the new (and only) heir of his kingdom!

This dignitary, along with all others, are under Drysdale’s protection while travelling to and from his keep. So now Drysdale faces the potential wrath of an angry nation at the loss of their heir. It probably won’t turn into an immediate war, but it will definitely strain relations between the two entities.

Due to this, Drysdale is trying as hard as he can to find the heir. He has put out an open call for all able and willing men and women to help find this missing prince.

The PC’s might become entangled in this mess by hearing a town crier or perhaps they are approached as they enter town. How they are swept up in this mess is up to you, but this is a great place for some interactions with the locals.

Drysdale's intelligence reports that about 3 days ago, the prince's caravan was waylaid by a band of kobolds and an ogre. They killed all the guards and servants (except one) but their goal seemed to be taking prisoners. Further, it’s common knowledge that the kobolds live in the area known as the Caves of Chaos to the northeast. Drysdale hopes that the abductors do not know exactly who they have nabbed, and wants the prince found as soon as possible.

To this end the characters are hired to rescue the prince, and their prize for success is a knighthood and a small plot of land to call their own within the new kingdom that Drysdale is founding.

From here the players will need to locate the abductors. The characters can either pick caves at random to try and find the prince, or they can attempt to track him from his point of abduction. I will assume the latter.

When they do find and defeat  the kobolds located in cave A, they find that the prince is no longer being held by them. He, along with most of the captives, was traded away to the band of goblins (in area D) and the tribe of orcs (Areas B and C) that live in the ravine as payment for their services defending against the Hobgoblins in area H. However the characters are unsure which set of monsters he was traded to. They will have to decide which group to attack next.

In reality, the prince was traded to the orcs though he didn’t stay there long. The orcs offered the whole lot of the captives to the cult of Zehir that has taken root in the caves recently as sacrifices. However, the orc tribes have only recently banded together (after a particularly nasty beating from the nearby group of bugbears and the ogre) and it should be obvious that the tribes are split on the decision to give away the captives. The fact of the matter is that one of the cheiftains of the tribe has been charmed by the cultists. This could make for a decent little non-combat encounter, to try to get the other chief to take over and help rid both tribes of the cults influence.

As for the cult of Zehir, they have placed a hidden agent in the keep - a brother Benwick that is offering healing and care to the needy. Through him, they have learned of the lineage of the prince, and they plan to sacrifice him as a focus for a ritual that will enslave the mind of the prince's father and mother. What they plan to do with that control, however, is up to you...

Plot 2: The Devil You Know

The treaty as always stood: Send monthly tribute of food, ale, and gold to the caves - followed by a yearly tribute of a hale young sacrifice on the summer equinox, and the keep goes unmolested. Those were the terms set down by the tribes of the Caves with the dwarven brigands that once occupied the keep so many years ago, and to this day they have stood as law in this unforgiving place.

The keepholders have upheld their end of the bargain, but the tribes that dwell in the Caves of Chaos have recently begun attacking holders and travellers as they go to and from the keep. And just last week, a large contingent of Gnolls attacked and razed the surrounding area.

The holders of the keep now live in constant fear. Worse yet, due to the recent attacks the travelling merchants that form the lifeblood of commerce for the keep have stopped coming.

This is when the PC’s arrive, and it should be immediately obvious that something is wrong. Everyone is on alert, and the arrival of a band of adventurers is a big deal.

Soon after their arrival, the PC’s are approached by Lord Drysdale directly. He wants the characters to go to the Caves and find out why the treaty has been broken. Furthermore, he wants the characters to attempt to re-establish the treaty with the leader of the tribes, a medusa named Sitherax. If that is not possible, he wants the characters to find some other way to stop the attacks, and authorizes them to offer up to double the amount of the original treaty if need be. If nothing else, Drysdale would not be upset if the PC’s could simply bring him back information regarding the situation.

Drysdale tells the PC’s that he has sent 2 groups of dignitaries ahead of them to try and open communications with Sitherax, but that neither of them have returned. He fears the worst for them, and that is why he wants to send a group of capable adventurers instead of more diplomats. And of course, if the PC’s could bring back any of those lost dignitaries, it would only be met with additional praise.

The characters are granted a small group of guards as escorts. It might work best if these extras stay behind and secure a campsite outside the caves - a place nearby that the PCs can run to if they need to rest. But these guards are not enough to repel a full tribes attack should it come to that!

The truth of the matter is that Sitherax has been usurped by an evil cleric named Von Urich, that has recently moved into the area. He is a powerful man that worships an even more powerful god. He, like the medusa before him, rules the tribes through fear but , unlike the medusa, has little interest in goods or gold.

Von Urich and his acolytes seek to create an evil artifact of great power - a sphere of annihilation. But to do so, they must enact a ritual to their profane deity that requires the utter annihilation of a large amount of victims. And over the course of the last few months, Von Urich has been strangulating the keep of all hope by commanding the tribes to attack all those that would travel to and from the keep, and now his ritual is almost ready.

The new moon is about to rise, and when it does Von Urich will complete his ritual by sacrificing the once powerful medusa. The ritual, fueled by the despair of the inhabitants of the keep, will consume all of the people living within the keeps walls. First during the first stage of the ritual the keepholders will begin to turn on each other, despair turning to anger. That is when the tribes will attack - and the resulting slaughter will be complete. At its culmination, the ritual will consume the death, anger and despair of the holders, as well as the bloodlust, victory and lives of the tribes members to form the sphere.

The PC’s don’t know it yet, but it is up to them to stop this from happening...

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Looking Forward to D&D Next Part 2

Now D&D Next is in the works, and it appears that it will hew closer to 3rd edition and 2nd edition then to 4th edition. That doesn’t mean, however, that we 4th edition fans are going to be left out in the cold. 4e taught the devs, and in fact the whole industry, some very important lessons about tabletop games. In the this group of posts I’m going to cover some of the lessons that I think should have been learned, and hopefully show how that lesson could be applied to D&D Next.

The next lesson is right after the jump!
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Should Weapons have Damage Types?

One of my favorite designers, Robert J. Schwalb wrote a little article today on the D&D Next group blog about weapon damage types and whether they are good to put back into the game or not.

My response to that article after the jump.

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Looking Forward to D&D Next Part 1

So now that DDXP is over with, and the WotC development team has shared their ideas with us on how they foresee the next iteration of the game working I’ve finally got some stuff to say about it.

From everything the dev team said, it sounds like D&D Next will be going back to the yesteryears of D&D in it’s feel and implementation, and that a whole lot of the mechanics that were established in the 4th edition of the game are going to be removed.

Now, I’m a huge fan of 4th edition, as evidenced by the other (admittedly sporadic) posts on this blog, and the sometimes 3-4 games of it I run on a weekly basis.

But to anyone that has DM’ed, played in or even read older editions of the game, 4e doesn’t really feel like Dungeons and Dragons.

But as far as a game goes 4e made huge advancements in balance, approachability, rule stability and tactical combat that most of the current D&D community do not want to see go away.

Now D&D Next is in the works, and it appears that it will hew closer to 3rd edition and 2nd edition then to 4th edition. That doesn’t mean, however, that we 4th edition fans are going to be left out in the cold. 4e taught the devs, and in fact the whole industry, some very important lessons about tabletop games. In the following posts I’m going to cover some of the lessons that I think should have been learned, and hopefully show how that lesson could be applied to D&D Next.



The first lesson after the jump.
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Editorial - Communism vs Capitalism in XP

There was an interesting set of blog entries over at the Id DM and The Dungeon Maestro regarding the difference between giving out XP only to players that show up for the session (Or Capitalistic XP) and the system of handing out equal XP to all members of the party regardless of participation (Communistic XP).

Interestingly enough I was just having this conversation with my players last night. Because I use Communistic XP for my group, but I play in a group that uses Capitalistic XP.

I suggest that you head over to Dungeon Meastro's arguments on the subject before continuing. And reading the Id DM's thoughts could be interesting for you too.

My thoughts after the Jump.

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Rule Zero: Playing Phoelarches

Phoelarch first appeared as monsters in the Monster Manual 2, and I loved the concept of them so much that I thought, "Hey, why can't I play one of those?"

So for all of those people out there that are like me - here is a set of bloodline feats that allow you to fulfill your part-Phoenix fantasies.

More after the jump.
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Review: New Hybrid and Multiclass Options


So over on DDI the team at WotC has given us a playtest of the mulitclass and hybrid options for some of the classes presented in the first Essentials books, as well as the classes from Heroes of Shadow.

And if you don’t care to read much further - they’re great. Of course there is always some tweaking that needs to be done. Those tweaks come after the jump!

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Realization about Essentials

So around the Wizards community boards, and also around my tables both digital and physical, there has been a resistance toward the new design direction introduced in the Essentials line of products that D&D has been moving toward.

The biggest concern posed by those that are opposed to the new design direction is that it removes the value of choice from character creation. Or phrased a different way, the new design direction strips the player of meaningful choices at every level. After examining this argument, and after watching many different players playing and different characters being built, I have come to realize that this is not the case. The new design direction does not strip the player of meaningful choices; it simply removes the substandard choices from their options. In this way, the new design direction really displays that the old design standards were merely an illusion of meaningful choice instead of any actual meaningful choice.

I first discovered this when I spoke to a player of mine who had become quite upset when I suggested that his assassin concept may have been better realized by using the Executioner version of the assassin. At first, he held to the fact that he really wanted a very shadow powered character and that the Executioner just didn’t fit his theme. A valid concern, to be sure; however, after repeated instances of his character wanting or needing to climb things, poison food, or dispose of bodies – I again told him that the Executioner Assassin may fit his style a bit better. His reaction to this was the he just doesn’t like Essentials style content because he likes to make meaningful choices at each level.

At the time, I shrugged my shoulders and accepted that as the truth – because I had skimmed through the Heroes of the Fallen Lands and Forgotten Kingdoms and I had agreed that compared to the “old 4e” these books striped away some of the characters options.

But the concept of Essentials striping choice stuck in my mind, and it bothered me for some reason, but as I read through the Wizard community forums and the blogosphere there was a sort of general consensus on that topic, so I just went with the herd. I really don’t play that often, and when I do it’s usually only for a session or two anyway, so I didn’t have any firsthand knowledge of these supposed “Meaningful choices” that all the players were feeling they lost in the Essentials product line.

Then, at a later time, I was having a conversation with another player, from a different table that I was actually playing at. We talked about my choice of character for the evening, a hybrid Sorcerer/Paladin, and how it actually ended up working pretty well compared to some of the other hybrids he had seen played. This other player had the assumption that hybrids were always less than the straight class builds, by a far margin and my build had turned that assumption on its head.

I laughed at this and began recounting some of my other hybrid builds that worked out just fine (Bard|Rogue, Avenger|Swordmage, Swordmage|Shaman, etc. ) and he made the comment that I don’t play that often, so I must just always play hybrids. He wondered why that was.

This got me to thinking – why did I always end up with a hybrid character? Did I just love the hybrid rules that much? Did the image attached to the hybrid class page just get me thinking so much I couldn’t help myself? Or was it because the hybrid system offered me more meaningful choices then any straight class could hope to manage?

Then I went through the process in my head that I usually go through when building a character. Remember, I rarely get to play in long term games, so many of my characters do not get much RP time (which I am sad about to be honest) so I try to choose a character that will be beneficial to the party first, interesting to me to play second, and fun to build third. I always built about 5 characters before landing on the hybrid that I eventually would play, and each time I would build a character it would be the same process.

This process is the one that, as far as I can tell, most players would see as being meaningful choices, but that to me, as I thought through the process, just seemed like busy work. This process is simple:
1. Pick a class
2. Pick a race that compliments that class (or human if you dislike the options for your class)
3. Pick a build option for your class
4. Distribute the basic ability array based on the build of your class
5. Choose the two at-will released to compliment your build
6. Pick the one encounter power for your build
7. Choose a daily power that fits your build (or else the only good one because the rest suck)
8. Choose the feats that compliment your build or make it workable
9. Buy equipment (usually dictated by build)
10. Name the character

After realizing this, I came to the conclusion that the old design standard really didn’t give much more choice than the new design direction. Because the classes were both build dependant, and stat dependant the actual choices presented to a character were next to nothing. Sure you could take some of the other powers or feats, but why would you?

But I didn’t want to believe this at first, and so I started to watch the character builds on the forums, and I started to ask about the characters around my own tables and at the tables of those around me.

And guess what – 90% of the time a Brawler fighter (which I am using as an example here) would take every encounter power he could that keyed to grabbing an opponent. And then he would pick up one of two types of feats: generic feats (like improved defenses or toughness) or else class specific feats. Other classes were the same – Dragon sorcerers took powers with riders that keyed to being a Dragon sorcerer, Int based Avengers took powers that had Int based riders, and Predator Druids took beast form powers that had Predator riders.

The only instances where I found this to be untrue (so far) are those off-cases were a player has built a character that does only one thing in exclusion to all else, usually what we would term as an “optimized” build, or else a hybrid character that does something unique that no other class could accomplish.

In other words, most players will pick a build of a class and they will go with it as intended. Sure, they could build a Brawler fighter that takes a random encounter power that relies on using a shield. Sure that player could build a Predator Druid that takes a swarm power or two – but from my own research (which of course isn’t conclusive) most players don’t, because those would be sub-optimal choices.

So, with this data I took another look at the Essentials subclasses, and what I found was that these builds don’t strip meaningful choices from the player. What they have done is to strip the poor choices out and in so doing, Wizards has removed the need for “system mastery” to build a workable character.

In addition to this, Wizards has included many of the “feat tax” style feats into the class features of the new classes. If a class is going to be based off of Dex, but will still use basic attacks pretty regularly why make that player take Melee training (for that matter why require that player to know melee training exists?) when the designers could just include it up front?

So in my informed opinion – All the new design direction has accomplished is to remove the poor choices, and built in the “choices” that were not really choices to begin with. Essentials just removed the illusion of choice, in favor of a straight forward mechanic that builds in all the necessary pieces so that the player doesn’t have to wade through a huge selection of bad choices and can instead get right into the story.

So now it’s your turn – do you agree with me? Am I full of it? If you disagree, I’d like to see examples of how I’m wrong. Things like how each class had true meaningful choices in the game before Essentials.
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Know Thy Enemy: The Narrative C*ck Block

Recently, I was reading on the wizards community forums and a question got posed that got me thinking: "How do you make sense of knocking prone a Gelatinous Cube?"

I've heard this argument before, mostly as a way of claiming that 4E has issues with its mechanics because "logically" a limbless, shapeless creature would not be able to be "knocked prone." In the same vein I have also heard (at my own tables no less) that a mindless undead creature should "logically" be immune to all fear effects, or that a halfling rogue shouldn't "logically" be able to daze a giant.

All of these issues stem from the same enemy - The Narrative C*ck Block. Basically, this enemy will nerf your character choices because in our world (AKA, "IRL", Earth, Real Life) such things seem very close to plausable, but still seem impossible. Or on the flip side, this enemy can rear his ugly head because some author somewhere said that it shouldn't work. But really, this issue stems mostly from certain game elements having misleading names, or those names being taken too literally. But to me, the biggest problem with this enemy is that it sits really close to a game-play virtue: verisimilitude.

It is sometimes hard to tell when verisimilitude is taken too far and turns into a Narrative C*ck Block. But basically, when a player (or DM) begins making up narrative reasons for a character's (or monster's) mechanical abilities to not function as expected - you've taken verisimilitude too far.

In past editions, and in fact in many other systems, the designers attempt to give individual mechanical definitions to all the possible things that could happen in a situation. This system can lead to either bloated rule sets or to the players having to create new rules for each situation. Neither, I'd like to point out, is an "incorrect" way to play and can carry their own rewarding play experiences.

However, 4E took a different route. Instead of attempting to model reality with slightly different rules for each scenario, the designers took a more abstract route. They created a set of "conditions", or generic negative mechanical packages, that could be applied to a creature. These conditions were given names that would correspond to a narrative situation in which they would mostly likely apply to. In this way, a single condition could be applied to a wide variety of situations in which a similar set of mechanical penalties could be utilized. Plus, its more evocative to say prone, rather then "Condition Set 14."

So for the condition of "prone" you've got to look at it as a condition that imposes a -2 penalty to attack rolls; grants adjacent enemies combat advantage, and imposes a -2 penalty on ranged attacks made against the target, instead of "the creature is laying on the ground."

It is a bit of a shift. But when looked at in this light, it makes sense that a power would be able to apply a -2 penalty to a Gelatinous Cube, allowing adjacent allies to gain combat advantage against it, and impose a -2 penalty to all ranged attacks against it. This is called, in game terms, making it "prone" for ease of use. And this can be said of any condition, or other game element.

So, to make sure you don't push your games verisimilitude into Narrative C*ck blocker-y - don't get hung up on the name of a game element, look at what that game element does and dust off your imagination! You can come up with a narrative way to explain all those mechanical penalties!

Sure, you really can't make a limbless, amorphous blob fall flat on its face. But the same attack that may do that to a humanoid creature, when employed against an ooze, might just make the creature jiggle violently, slowing its movement and making it easier to hit up close, and harder to hit from far way, until it takes a move action to stop the jiggling of course!

The important thing to remember is that you shouldn't penalize your players (or yourself) for taking a mechanical element, because it doesn't immediately "make sense" to you how it could "logically" work. Or if you are going to, make sure to tell your players in advance - so they can weigh that mechanical option against other, less situational options.
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DDI Review: Silverlight Character Builder

In case you haven't been keeping up with the latest news from WotC. Here's the low down:

The much beloved Character Builder software is going to be moving to an online only subscription based service run in Silverlight.

There is all kinds of controversy regarding this move, and below you can read my take on the whole thing.

I think the online only model has both pros and cons, and whether it effects you or not depends on how you use the program. If you use the program at the table, as an interactive character sheet then this change will limit your ability to play in your preferred way while in the mountains or in someones basement. Granted, you can still print those characters to PDF, and use them from your laptop - but that isnt exactly the same. For me it makes absolutely no difference, aside from not being able to utilize iplay4e with essentials material. My primary use of the character builder has been to create characters and then print them (or use iplay4e) I dont just "dabble" in character creation - because my out-of-game game time is spent developing adventures and scenarios for my characters to hack their way through :).

And the benefits to an online only based model are that your character is backed up on their servers, so when a cat drops water on your laptop you dont loose all your characters. Also, for those of us that dont have laptops it means that you can access your characters from any internet enabled computer. Which a quick Google search shows is greater then 70% of all US households.

Also, for those people that cannot install the program for some reason, like owning a Mac, being on a computer that does not belong to them (ie work computer) or cannot figure out how to install .NET, an online only solution gives them easy access to the builder without a need to install.

Plus, from a technical standpoint users will never have to update their builder again (a process that was a nightmare for some) and the development team wont have to package update modules which means they can spend that extra time developing NEW functionality instead of just updating content. A single database is a whole world easier to update than pushing content patches.

Then there's the elephant in the room - piracy. An online based system will ultimately cut piracy. And while people may still be able to hack the system and run their own databases and such, it becomes much easier to send S&D letters to a person running an illegal server than to try and go at the torrent sites. Legal battles with torrent sites always become nightmareish, and the people running them know it. Will more people pony up the money for a product they previously stole? Perhaps. But from Wizards stand point, those people were not making them any income, and if even one person begins paying for it because its no longer easy to find and use then they win. And when Wizards wins (ie makes more money) we win because that means Hasbro will spend more on development of a flourishing franchise.

In all, I'm not sure its a step backwards nor a step forwards. I really feel like if they can deliver on the export feature within 1-2 months (we'll give them the benefit of that extra month with the holidays coming up) then this update is really more a shift the the side. 100% better for some, and a need to shift game play for others.

Game breaker? I dont think so. I can not foresee a situation that this would ever get me to stop playing the game system I so enjoy. Unless the whole reason you started playing D&D was to utilize their character creation tools.
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Rule Zero: Morale System

I was sent an article the other day from Dice of Doom that attempted to tackle one of 4th editions biggest downfall, "The Grind." I've spoken at length about how I feel the grind might be alleviated, through better encounter design or through spacing out powers and such, but the folks over at The Dice of Doom blog have come up with a system that is at once effective, both mechanically and narrativly, and simple to implement.

I am speaking about their Morale System.

I was skeptical at first - "A morale system for D&D?" but then I remembered that a morale system has been in place in most editions of the game from the beginning, its just that no one ever used them because they were a pain in the butt. So I gave it a quick read through (as I suggest you do as well) and I thought to myself "Wow, that sounds like it could be really, really fun!" But I did have one or two quibbles with the way it was worded so I am going to basically re-write it here, in my own terms with a few extra rules thrown in to flavor.

I mean think about it, during the high action combats that take place in your game, the miniatures and the dice rolling are used to determine the outcome of a grand battle taking place in a fantasy world. This imagined battlefield is ever changing and extreamly dangerous, every 4-6 seconds swords are clashing together in showers of sparks, and spells are completed that send their deadly energy burning through the air. In this environment it is important to memeber that, while the Player Characters are fearless heroes who throw caution to the wind, most of their adversaries are living, breathing (and often times) sentient beings, who have their own best interests at heart. So when the chips are down, or the situation seems dire, these enemies may break ranks and flee! That is what the Morale System is for.

I haven't been able to playtest this system yet, but I hope to in the near future.

Click through to the full article to read the Moral Systems I've come up with!

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Editorial: Things I enjoy from other systems

So I have been playing a lot of D&D 4e lately. And I mean A LOT.


1 monthly game,
1 weekly game,
2 bi-weekly games,
and a D&D Game day this weekend...

That's enough to burn anyone out, especially since I run all but one of those games! And when I'm feeling a bit burnt out on D&D it becomes a bit tough for me to even look at the cover of one of my rulebooks, let alone actually put any thought into the story lines or characters that are in those games.


But that leaves me with nothing to occupy my brain, because usually D&D is like the mortar that holds the bricks of my thoughts together, it takes up all my extra computing power as it were, and so if suddenly I can't bring myself to think on it, all the other thoughts in my head become kinda disjointed and my world takes on a sorta odd bent.

Click on the title of this post to read how I cope.

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Know They Enemy: Game Mode

This enemy is one of my most hated enemies – and I’ve mentioned it once or twice before. Game mode is defined as the state of mind that most players enter into, as soon as a battle map is drawn, or dice begin to roll. They zero in on the game aspects of D&D and usually forget about roleplaying or the world that their characters live in.

More on this insidious multi-headed demon after the jump!

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Know Thy Enemy: The Grind

The Grind, The Slog, Sammich combat - its been called many things, but they all refer to the very same enemy. Fourth edition brought us many new ways to play the game, and it's combat system was one of the biggest changes. But along with those changes came an unwanted side effect. The Grind happens at the end of combat, after all the players have used their encounters and are either out of dailies or sitting on them for the next encounter, and the Artillery have been delt with, the enemy controller is dead, and the PC's Striker/Defender is at-will mopping up the hard to hit, low damage output Soldier monsters. The end of the encounter is a hand, the PC's have won - but there are still over two hundred hp to finish up with on the board. This state of affairs is what I will refer to as "The Grind."

After the jump we will identify the Enemey and then learn some Combat skills to fight it!

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Custom Creatures: Priest of the Dark Eclipse

The Priest of the Dark Eclipse is a modified version of the Initiate of the Dark Eclipse, which was printed in the RPGA adventure "The Black Knight of Arabel", with the Avenger class template applied.

Stats and explanation after the jump.

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DDI Reviews: The Ruthless Reach Barbarians

Article: Class Acts: The Ruthless Reach Barbarians

Ruthless reach barbarians are a strange idea, strap a long weapon on a damage dealing machine and let it loose, but not one that I am not unfamiliar with actually.

More after the jump.

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Bust out the map: Terrain Experiments


So recently my party, "The Clearwater Knights" found themselves able to finish a retelling of an encounter with "and then we killed her with a boat!" And I was just as flabergasted when it happened as they were.

More after the jump.

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Rule Zero: Combat Ritualist


I've always thought that the ritual system needed some tweaking - and I'm not sure what I would do to make rituals more acceptable in non-combat situations, but we here at Forced Movement have come up with a way to use Rituals in combat. Based on the Alchemy system, these new items - called Combat Rituals - key off of a specific ritual, and require the caster to have the Combat Ritualist feat.

Combat Ritualist
Prerequisites: Ritual Caster
You can create and use Combat Rituals.

Combat Rituals
Your character has learned the art of tweaking a ritual so that it can be cast in the heat of battle. A combat ritual is a new type of magic item that only a character with the Combat Ritualist feat and the proper ritual memorized may create and use.

Creating a Combat Ritual:
Creating a Combat Ritual takes half the amount of time it would normally take to cast the full ritual, during which the character spends time scribeing the nessesary components onto a specially prepared scroll. The cost of these special scrolls and component is given on each Combat Ritual, and can usually be found for sale at most places that sell ritual components.

Sample Combat Rituals:
Immediate Repose:
You use a small portion of the healing ritual Gentle Repose to staunch a friend's bleeding.
Level 1
Price: 20gp
Required Ritual: Gentle Repose

Power (Consumable): Minor action. You succeed on the next Heal check made to stabilize a dying ally.

Protective Circle:
You intone the final words of the Magic Circle ritual that you began earlier, with slight variations and a circle of blue-white ethreal runes shoot out around you.
Level 5
Price: 50 gp
Required Ritual: Magic Circle

Power(Consumable): Standard Action. This power creates a zone in a close burst 2 that acts as difficult terrain to any creature of a type, chosen when this power is used. This zone lasts until the end of the encounter or for 5 minutes.

Arcane Reserves
Your eyes glow softly as you refocus some of your energy to ease your minor cuts and bruises.
Level 1
Price 20gp
Required Ritual: Simbul's Conversion (FRPG)

Power (Consumable): Move action. Gain 1d8+half your healing surge value in temp hp. While you have these temp hp you take a -2 to all the damage you deal.


Deadly Pyrotechnics
You have learned how to turn these otherwise harmless child's playthings into deadly weapons.
Level 2
Price 25gp
Required Ritual: Pyrotechnics

Power (Consumable): Standard action. Ranged 10; +5 vs. Reflex; on a hit the target takes 1d10+3 damage and ongoing 2 fire damage (save ends).

Fatefull Attack
The power of fate guides your hand but cares nothing for the risks involved.
Level 4
Price 35gp
Required Ritual: Hand of Fate (PHB)

Power (Consumable): Minor Action. +4 on your next attack roll and a -2 to all defenses until the end of your next turn.

Illusionary Ally
Using the magic stored within this ritual you create the illusion of having more friends then you have.
Level 12
Price 500gp
Required Ritual: Hallucinatory Creature

Power (Consumable): Standard Action. Close Burst 2; targets all enemies in burst; + 15 vs Will; On a hit the target grants combat advantage until the beginning of the target's next turn.

Instant Bonds
You cast your hand out with the final incantations of this ritual, and spectral chains burst forth wrapping themselves around the target.
Level 10
Price 300gp
Required Ritual: Tenser's Binding (DR. 366)

Power(Consumable): Standard Action. Ranged 5; +13 vs Ref; On a hit the target is restrained (save ends) and cannot teleport (save ends)

True Teleportation
Using this ritual's power your attack is everywhere at once.
Level 28
Price 85,000gp
Required Ritual: Linked Portal

Power(Consumable): Move Action. Until the end of your current turn you may determine targeting for a single power from any square on the battlefield, regardless of line of sight or effect. For powers the rely on enemies being adjacent to you or your powers effect, you must choose a single square. At the end of your turn you may teleport yourself or any one ally to any unoccupied square.
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January 2010 Content Calendar

After a quick look at the content calendar this month, it looks like it's promising to be a very "Class Acts:" heavy month, with six classes getting some more love. I am really glad to see the Artificer finally getting some attention, as one of the "non-core" classes it tends to get left out of a lot of the articles and such.

I dont have time to give my thoughts on every entry on the calander (I'll do that as the articles come out) but real quick I saw a few that interested me instantly:

On the 19th we get a full look at the hybrid rules that will be presented in the PH3. I am currently playing a hybrid and there are some definite things that need to change - I have no idea what and  right now they work mechanically okay, but instead of feeling like I am making a new "Avenger | Swordmage" class I really feel like I am just a cruddy Avenger and a cruddy Swordmage. Now the combinations you can come up with are interesting and varied and all but the features still just seem to distant from each other...

So of course on the 22nd they are giving us some more Artificer-y goodness. I hope to see a more melee focused set of powers, or perhaps a full on alchemist build, you know like an at will that is quickly mixing the correct components and then throwing the vial to see it either explode or freeze the enemy or become a sticky goop. We shall see, but most likely it's gonna be some new daily powers and a new familiar or something like that - just to spite me. :)

The 22nd must be my birthday - well okay I mean to say Jan 22nd because the 22nd is my birthday just in a different month... Anyway, on that day WotC is hitting us with a Winning Races: Humans. I was actually just ranting to my group the other day about this, how there seems to be a lack of Human love going on around R&D at Wizards. Like how in 3.5e they where releasing the "Races of..." books and when it finally came around to "Races of Destiny" the human book, most of the book was about the Illuminati or whatever they where.

And finally on the 25th, there is an article called "The Art of Binding." I saw that title and nearly exploded with joy. In 3.5e I never did get to play my all time favorite class, the Binder, nor did any of my players ever actually play one. My big baddy at the end of my campaign was a Binder, but that is a far cry from actually playing one. Then 4th ed. hit right after it was released and I never looked back (yet). I know it's probably not what I think it is, its not the resurgence of the Binder class, obviously they already gave the distinction to the Warlock with his Visage pact and such. But I was saddend by that move - it makes sense totally and completely - but one of the things I loved about the Binder was the act of Binding the Visage and then the resulting quarks that came over your character as a result. Also I have a bit of a thing against playing a Striker (even though I think when I have played instead of DM I usually get that role) and the Binder of old was so versatile... Oh well, either way the title has peaked my interest.

And the other articles look great too! Cant wait, to see all this month holds!
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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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