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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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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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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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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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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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