D&D 4.5, Burning Sky Campaign, and Other Ramblings.
August 9th, 2010
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Posted by martin under D&D, Gaming, RPG Collection, War of the Burning Sky
My War of the Burning Sky campaign appears to be over after three sessions. As I have mentioned before I have a good case of Gamer’s ADD so as a DM I need to be kept focused on the task at hand in order for a campaign to last over an extended period. That was the reason I had scheduled the campaign on a regular basis so it became routine and sought players who were dedicated to the schedule. Unfortunately things didn’t quite work out that way. Real life (i.e. work) issues came into play which have caused one of our players to no longer be available for our regular Friday nights. I grew tired of trying to herd everyone together to find an alternate time and none of the players have tried to take on the mantle of coordinator. It’s been a few weeks since we last played and since then my ADD has kicked in for the latest shiny objects (specifically the 4e Dark Sun Campaign Guide and 4th Edition L5R).
I never did have the chance to play Dark Sun back in the day, but it has always been one of my favorite settings. I love gritty and down to earth rpgs. The 4e version is pretty cool and for the most part makes me excited to play. There are some very nasty new game mechanics that are probably a little overpowered. I have a feeling people will start seeing a lot more Mul or Dwarven (more on that in a bit) Rangers dual wielding waraxes. At 1st level with a Str of 20, Twin Strike hits on +7 vs. AC and does d12+2 damage per hit plus the +1d6 hunter’s quarry damage. That’s a ton of damage in comparison to any other striker, especially if you consider the increased odds of getting a crit due to the increased number of attacks. At Paragon it gets worse with feats like Deadly Axe and Devastating Crit. Dark Sun pushes the envelope further if the character has the Wilder theme. The theme’s encounter power increases the crit range (to 18-20) of all attacks the character makes until the end of his next turn and a Paragon level feat increases the crit range to 16-20. Talk about a two round nova. Character uses theme power against target then moves into melee, uses minor action for Off-Hand Strike, action points and uses Twin Strike and uses Twin Strike again the following turn. All of those attacks get the increased crit range. Add in a leader that grants attacks (like the warlord) and you can have even more crit fishing fun. I can’t think of another build that has that kind of explosiveness.
Two other builds that have caught my eye from the Dark Sun book are the Thri-Kreen Monk and the new Sorcerer-King Pact Warlock. The latter simply because they have a feat that adds 1d6 psychic damage to their curse damage to go along with their fell scorn ability. Assuming they have said feat along with Killing Curse and spend their fell might they will do 3d8+1d6+ability modifier damage with their at-will against a cursed target. Now 1d8 of that is from fell might which they won’t be able to do every turn unless one of their cursed targets is killed each turn, but it’s still a good amount of damage. Puts the warlock more on par with the rogue’s sneak attack damage.
The Thri-Kreen monk has a feat which adds 2 damage to one target of their flurry of blows. This doesn’t sound like much, but added with the Crashing Tempest Style feat, a Dex of 20, and a Str of 16, you are looking at 1d10+15 damage against a single target with a d10 at-will. The flurry damage has a few other options in regards to multiple targets as well. Added with the Thri-Kreen’s racial power and you have a very interesting multi-target striker. Not overpowering, but very cool nonetheless.
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So apparently Wizards of the Coast has been actively denying that the new D&D Essentials line of products is not D&D 4.5. I find this concerted effort of denial interesting. Understandably from their perspective it is important to market the revisions as best as possible so sales do not lag, but I get this feeling I’m being lied to whenever I hear it. Now I’m sure that everyone has their own definition of what they would consider to be version 4.5, but the old adage is true: if it walks like a duck and talks like a duck, it’s probably a duck. I don’t recall the exact game mechanics that were changed when Wizards released 3.5, but there were some that were pretty different from 3.0. Enough so that they printed new core rulebooks. With 4.0 they are refusing to do that even though they are making some significant changes to the game and several rules have been errata’d since the core books came out. Instead they are printing new books that will overwrite some of the rules from the original books. To me that screams new edition, but to each his own I guess.
For the most part I am excited to see what changes they make to D&D in Essentials. One change they have confirmed that I fully endorse is Dwarves gaining +2 Con and either +2 Str or +2 Wis as their ability mods instead of strictly +2 Con and +2 Wis. This fixes the main problem I’ve had with D&D 4.0 dwarves since the game was released: dwarves are not great at their iconic classes (fighter, warlord, melee cleric, runepriest) since they lack a Str bonus. It does mean we will see a lot of dwarven rangers like the one I wrote about above, but that’s fine with me.
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I recently picked up the 4th edition of the Legend of Five Rings rpg and must say they have done a very good job of getting rid of the broken components of 3rd edition. I really like the setting and played in a wonderful, albeit short, campaign a few years back. My only real disappointment with the new edition is the lack of ronin techniques beyond rank 1. I understand that these will likely be in further books, but since my previous character was ronin I was very interested in them.
Also acquired a few other new games for my rpg collection:
- Dresden Files Volume One, Your Story by Evil Hat Productions. Wizards and the like in the modern world. Not my typical cup of tea, but interesting nonetheless. Made me watch a few of the episodes from the short-lived SyFy show. I still need to get Volume Two, Our World.
- Savage Worlds Explorer’s Edition by Pinnacle Entertainment Group. The generic version of the rules used in Pinnacle’s Deadlands rpg. I have been meaning to get this one for a while since two cool settings (Hellfrost and Sundered Skies) from Triple Ace Games use it.
- Reign Enchiridion by Greg Stoltze. I’ve always liked fantasy nation building from back in the days of CM1 Test of the Warlords to the Birthright setting to Last Unicorn’s Aria. Reign follows the same theme and I’ve been interested in the One Roll Engine the game uses for a while.
Anyway, that’s enough for now. Until next time…