Community

    Encounter Powers, Tricks and beyond the narrative device.

    Tuesday, February 28, 2012, 9:06 AM

    4e doesnt give a "why" you can only use power X once per encounter or once per day. You can envision it how you want. But there isnt really even much of a suggestion... other than perhaps the narrative reason that its not cool if you do the same things all the time or may that some powers are subject to enemy actions and the player is given control over that... well Encounter powers can readily be presented without that vague narrative hand.

    I like encounter abilities they are especially cool for martial characters. For me they represent a trick that once performed is revealed and is becomes prohibitively hard to repeat as the enemy is now aware of it, it relied on surprise before, A big bad can push you with his secondaries hoping you will reveal your tricks and thus undermine what you can bring to bear against him. The reason you can use the tricks again later even against the same adversary is because you have had time to think of a subtle variation on it especially true since you have that niggling feeling you may encounter the bad guy again.

    Similarly in arcane spell casting reality adjusts itself and learns to resist ie it hardens against the warping you just subjected it to until the fabric has time to relax once more. (At wills are talents where you are able skirt around resistance by adusting underlying details each time you perform them).-- see flavor text that encourages describing your spell different every time what is not to love about that.

    Divine powers as encouragement to press on... at some level I think all divine powers should be either encounter powers or milestone governed powers. The divine inspires and gives independent of mortal sleep cycles. The divine rewards for being heroic and not pausing to rest.

    Narrative and Game agree about encounters being good.
    Game wise they allow an intermediate ground between a really climactic ability and the at-will. -- >They break up and create variation in the potency texture within a given fight that merely having at-wills and dailies rather lack. They reduce the effective percieved "need" to stop when the climactic abilities are expended because they are going to be there and useful and allow some variance within the fight if you keep pressing on...  As an unrepeatable (well atleast within a single situation), they become a reason to use something other than just the "best" one available over the course of a longer span and where you know more than one... face it game designers are bad at avoiding there being a best... there will always be a best.
    3.7 (1 Ratings)
    [ 144 views ] Leave a Comment

    Arcane and Primal skills...

    Saturday, February 18, 2012, 12:02 PM

    I am a serious fan of making the flavor your own taking skills and manipulating them to fit your character rather than the reverse. My Warlocks intimidate is most definitely a fear spell isnt yours?

    But in some ways this all inspired me to think of using a feat ie the same kind of character design cost you use for skills as the enabler for a properly themed set of magically flavored abilities ie the feat call it a Talent or Gift allows fast casting of ritual magics... the rituals are then subcomponents of a skill. Rather like the specifc skill uses. Well enough defined the Gift could then be employed like skills are in a skill challenge type environment.

    Invocations of Mecha and Pyrexia

    These are Arcane and Primal manipulations associated with Mechanical Devices... They are largely analogous to Thieving and can even be employed in some skill challenges 
     
    Knock or the Admittance Spell, Following Hidden Mecha Pathways (make an Arcana Check vs the lock with +5 on the DC but you also add your Wis Mod to offset that (ie the perception attribute) you are sending your minds eye down through the mechanics of the mechanism)I paint runes on the surface of the lock and send my minds eye down the path ways of its mechanics make an arcana check it is difficult unless you are very perceptive however.
    Warding the Baneful Device 
    - a glowing rune appears on a complex mechanism such as a trap so long as the glow is active the trap may seem to fire but it is harmless ghostly visuals and hollow sounds without bite and moments later it appears to once more be in an un-triggered state. A successful religion or arcana check befoul this ward and make the trap active once more.  
    Conjuring of  Gremlins - minor demonoids suround the mechanical device gnawing on its pieces, if you dont carefully prevent them they will simply destroy it but you might be able to repair the damage with a purification or some elbow grease and ingenuity after wards as most of the damage is actually cosmetic they arent actually that smart, this might make the device stick open or closed and istn always predictable.

    Primal

    Bribing Appropriate Spirits - this is Charisma based, the household spirits are really the ones who allow or deny entrance in to a building locks are camouflage (a bowl of milk or similar inocuous thing when properly invoked with mystical forces is usually just the thing to allow entrance as nobody remembers to propiate them these days).

    Binding Guardian Spirits 
    - all things have spirits and humans invest mana in the devices they use to protect themselves, forcing one of these to manifest and binding it will disable the device associated with it at least for a time, its not actually that difficult to free such a bound spirit after all the original investor in it was able to manipulate or create this spirit unknowingly.

    Conjuring a Spectral Seaman - this fellow is expert at fixing and repairing boats.
    4.1 (2 Ratings)
    [ 329 views ] Leave a Comment

    Warlock Channeling Flavor

    Friday, December 30, 2011, 8:40 PM

    Warlocks have awesome flavor I mean "Channelling arcane might wrested from primeval entities" that just rocks and inspires even more.

    Even the methods they exploit Constitution or Charisma for their power can be melded into very interesting flavor.

    Constitution can be percieved as
    • Using there own life force the stronger that life force the mightier there power
    • perhaps this life force is in promise of the future gift where the quality of their eventual sacrifice to their pact holder is based on those life energies 
    • Constitution may represent resisting of pain I mean the idea that the alien power source they draw from is painful and your ability to resist that pain governs the control you have over it.
    Charisma opens the other end of the scales 
    • having the will to resist the pleasure which channelling your power induces.
    • clever bending of the rules of this universe (I would love Arcana to be based on charisma for this one).
    • tricking/seducing the other worldly entities in to giving you power they dont necessarily want you to have.
    • The voice of power - many warlock powers are psychic and remember communication is a medium of control - perhaps you were chosen to be the voice of this other world entity and your ability is entirely eldritch charm.

    Individual powers 

    I will also be compiling and presenting inspirational flavors and descriptions for specific powers 

    Eldritch Strike

    • Glare of the Possessed : An intimidating roar mingled with a spirited slashing attack and your enemy cannot resist drawing back.
    • Otherworld flames: I wreath my weapon in flames in which you can see other worlds if you look closely enough - space itself warps and slides my enemies back when the flames lick them.
    • Slash to the Knees : Nothing special I try to cut his legs out from under him and he staggers back
    • Saurons Smash : With each hit a boom presses the enemy back 

    More Dynamic flavoring of the classes fightersswordmages.

    3.7 (2 Ratings)
    [ 343 views ] Leave a Comment

    Entitled to the Items which define you

    Wednesday, August 24, 2011, 5:09 AM

    It occured to me that in previous editions of the game, some DMs tried to do some balancing of well the non-spell caster with the caster by giving the unempowered ones items that were both powerful and highly flavor defining for the character...King Arthur isnt himself without Excaliber. The problem was they were a bit overwhelmingly so the character didnt feel special except with this item and the acquisition of which was completely under the DMs jurisdiction. 

    Premise

    The acceptabilitiy of these "character defining items" or even "character defining magics" for me is directly based on how player controlled they are.

    Basically an item can be more important to a character both in terms of defining there abilites and acting as the basis of his power if the player has more say in its nature and certainty of its inclusion in the characters story.  

    The trend I have seen and heard in 4e is towards making items less defining by using inherent bonuses... without inherent bonuses item based power seems too great... Items with big themes and lots of powers and lots of impact on the characters power... are fine if they are literally a player resource.

    Legend and fantasy give us both heros like lancelot and beowulf who may have had magic items but who's personal awesome totally over shadowed them ... and we have arthurs and elrics who conversely were probably either highly item dependent or overshadowed.

    Solution

     Allow the same resource spent for personal awesome to be spent for magic item awesomeness..  You could do this by defining a theme or paragon path in terms of magic item awesomeness... Fated Weilder would make your character the bearer of insert Item of uberness X which they determine to be part of there characters story... its no longer an item that can be lost or stolen except temporarily its nature is something the player can design perhaps you could spend item specific feats on it... 
    However maybe that can be done already.
    OK I admit it I do think a healthy dose of flexible imagination solves everything. See the player is welcome to explain how any of his advancements occur ... where did you get those new rituals or that new battlefield spell oh wizard ? and why does the character get a white lotus riposte from his eldritch strikes?  Perhaps its that new magic sword that is responsible (is it the source or did it just awaken that innate gift?).  This can be done with any character design feature .... I didnt learn to do ritual magic the skull with runes painted on it I tote about possesses me and I can do deep magics because of it.   

    Some people moan about players feeling entitled to there magic items.. I say they should be.

     

    3.7 (3 Ratings)
    [ 420 views ] Leave a Comment

    Vampire, Bloodwright

    Saturday, August 13, 2011, 11:21 AM

    I am writing this one both to Flesh out and Explore an Idea I have for a new character and as a response to a poster who was very adamant about saying no divine classes - belong in Dark Sun no matter how you flavor them... this is a hybrid between two divine classes who might fit well in Darksun as I understand it. (Mechanically it is a shifter/cleric-invoker ) But really this is Vampyre, Bloodwright.

    Point of View : The world is a dark place and we stride as heros through it ... but for me it is a question of making up for my past.

    My powers source is not something I flaunt outwardly in fact its basis is something of a secret though though at least one of my companions knows my nature and others may suspect... you see I am a Vampire. Most emotions I lock behind a veil of pure discepline I really dont think this is a choice  

    At-Will Powers:

    Guided by Scent: I strike the monster and the smell of his spilt blood fills the nostrils of my cohort who's eyes gleam his vehement attack will be guided by that scent lending insight in to our enemies next move  (originally righteous brand)

    ".... they might not remember it clearly in part because the hunger is prone to leaving your mind a bit fuzzy but in a fight my allies manifest the needs of blood, and teeth which gleam sharp  and to a degree the very infecton I carry almost as much as I do. "

    Visions of Blood  nightmares from her own experience fed in to the minds of enemies. (as per original invoker power)

    Encounter Powers

    Blood Hunt: Can you feel its fear my freind justice shall feed (wisdom vs will attack ) allies gain temporary hit points equal to my wisdom when they attack the target... and it takes additional damage of that amount when they hit (originally exacting utterance)

    Daily Powers

    Blood Tears : I bleed tears of blood as they spout fountains of life on to the sands of this desert  ... a shame really.  (originally execretion) 

    Implement : The ankh symbolizes life and immortality and is a focus I have grown fond of . Alternately a Bloodstone in a necklace or embeded in a rod or staff (per invoker).

    Rituals :

    Communal Blood - we cut our palms and blood pumps betwen our bodies in a circle of unity you may have seen something like this used by mortals even to shore up social connections and establish emotional bonds ... when I do it blood actually flows.(originally Comrades Succor) 

    Appearance: She is thin and pale in spite of the supernatural strength in her veins, Shortly after her "genesis" she  was almost entirely white skinned with a birthmark on her throat that looks like a moon crossed by twin blades...  the birthmark... has grown since then and she now has what seems to be monotone tattoos including complex dragon forms which touch upon brow and wrap her breasts and thighs.  In the heat of battle she finds it difficult to restrain the beast within and her teeth and nails grow longer her eyes become swirling gold and red. The life force which seems to flow in to her in her rage is it nature sympathetically feeding her? is she defiling? or is she giving in and drawing on dark power in her blood.

    Serellia Fontaine, level 8 Vampire, Bloodwright Longtooth Shifter, Cleric|Invoker Hybrid )

    Cleric: Battle Cleric's Lore (scale armor proficiency+)
    Covenant Manifestation: Manifestation of Malediction
    Hybrid Invoker: Hybrid Invoker Reflex
    Background: Redemption Seeker, Birth - Cursed, Nightmare of Defiling (Redemption Seeker Benefit)
    Theme: Templar of Borys (Dragon of Tyr)?

    FINAL ABILITY SCORES
    Str 20, Con 10, Dex 10, Int 13, Wis 20, Cha 9.

    STARTING ABILITY SCORES
    Str 16, Con 10, Dex 10, Int 13, Wis 16, Cha 9.
    AC: 23 Fort: 19 Reflex: 16 Will: 20

    HP: 21 Surges: 6 Surge Value: 5
    TRAINED SKILLS
    Heal +9, Insight +10, Bluff +5, Nature +9
    UNTRAINED SKILLS
    Acrobatics, Arcana +1, Diplomacy -1, Dungeoneering +4, Endurance +2, History +1, Intimidate -1, Perception +4, Religion +1, Stealth, Streetwise -1, Thievery, Athletics +6

    FEATS
    Learned Spellcaster: Ritual Caster
    Wild Talent: Thought Projection
    Level 1: Vampiric Heritage
    Level 2: Learned Spellcaster
    Level 4: Word of Retaliation 
    Level 6: Harbinger of Rebirth 
    Level 8: Wild Senses or Sturdy Shifter

    POWERS
    Hybrid at-will 1: Guided By Scent (Righteous Brand)
    Hybrid at-will 1: Visions of Blood (remembrance of the defiling)
    Hybrid encounter 1:Blood Hunt ( Exacting Utterance )
    Hybrid daily 1: Blood Tears (Execration)
    Hybrid utility 2: Sanguine Lending (Sacrificial Aegis)
    Hybrid encounter 3: Fearsome Command (from theme)
    Hybrid daily 5: Vampyric Thrall (Servitude in Death)
    Hybrid utility 6: Otherworld Mysts (Solid Fog)
    Hybrid encounter 7: Fettering Glare (from theme)

    ITEMS

    Adventurer's Kit, Ankh (Holy Vampyric Symbol), Cloak of Resistance +2, Deathsteel Scorpion Scale Armor +2, Lifestealer Morningstar +2, Javelin of Speed +1(impaling fun), Warwing Drake (Servent Mount).
    RITUALS
    Communal Blood (Comrades' Succor), Endure Elements, Feat of Strength, Animal Messenger, Banish Vermin, Simbul's Conversion, Last Sight Vision, Spirit Fetch, Transfer Enchantment, Mindshape Warwing Drake, Gravesight, Inquisitive's Eyes, Shadow Bridge, Phantom Steed

    Her genesis may have related to Defiling we can leave that a mystery to explore

    The mace picture is just in case anyone actually thinks they are gentle weapons. And not blood nasty. For Darksun one made out of the skull of some creature with bone spikes coming out of it might be nice.

    Shifted.... 

    NOTE its possible to leave the draining as a life force manipulation rather than an actual blood thing but blood is so visceral that it feels like a flavor that fits the world.

    More unusual character designs at the Creative Character Build Collection

    3.7 (1 Ratings)
    [ 1046 views ] Leave a Comment

    Flashing Blade Ranger (Versatile Weapon)

    Sunday, May 15, 2011, 1:15 PM

    One thing that annoyed me about the ranger class and still does is... well at some level when you are making one I feel stuck with Dritz (sp) the two weapon ranger... Now Strider wasnt a two weapon fighter - note carefully he pretty much used one healthy melee weapon.

    I am not stuck on Arragorn son of Arrathorn the King to Be - being a ranger heck no he builds way too awesome and interestingly as a Warlord with a dabble of nature skills  for that to be an actual issue (and Tolkeins rangers were actually considered a race akin to half-elves)

    Martial strikers now have some substantial class choices as it stands we have the ranger (twf) we have the rogue(light weapons and daggers)  and the Slayer (Great weapon fighters)

    So who is left holding the bastards sword/long sword this is for the Versatile weapon striker, surely not just defenders. 

    My answer:

    The Flashing Blade Ranger

    Like the Two-Blade Rangers you like to get up close but your fighting style relies on swift slashing movements of a single versatile weapon used in two hands. Naturally, you prefer melee attack powers, and that means Strength should be your highest ability score. For your second ability, Dexterity is a good choice because it improves your AC. Make Wisdom your third choice, since it adds to your Will defense and provides a bonus to many of your powers. Choose powers that reflect your versatile fighting skill.  

    Flashing Blade Fighting Style

    This fighting style allows you to use a Versatile weapon as though it were a double weapon when used two handed (in place of the normal +1 bonus). In addition, you gain Toughness as a bonus feat. 

     Associated &  Versatile Weapon Feats

    Flashing-Steel Flair (Dex 13) 

    "You have learned to exploit the leverage and speed provided by versatile weaponry unusually well, your blade flashes in fast deadly arcs."

    While wielding a versatile weapon two handed, you gain an additonal +1 bonus to the damage rolls of melee attacks with that weapon.

    Flashing-Steel Defense (Dex 13, Flashing-Steel Flair)

    "With your flashing fast blade you can make of it a barrier of purest metal. "

    While wielding a versatile weapon two handed, you gain a +1 shield bonus to AC and Reflex.

    Flashing Flurry (21st level, Dex 19, Flashing-Steel Flair)

    "It isnt just one opening when your blade is lightning"

    While wielding a versatile weapon two handed, if you make a successful opportunity attack, you can also attempt a second opportunity attack(but with a –5 penalty to the attack roll).   

    Lightning Blade Arena Fighting Style (Dex 13, Flashing-Steel Flair feat, any martial class)

    You gain a benefit with any of the following exploits you possess.
    Dual Strike (Fighter): If both attacks hit and you are wielding a versatile weapon with damage die under d10, you gain a +2 feat bonus to attack rolls and damage rolls with opportunity attacks until the start of your next turn.

    Twin Strike (Ranger): If both attacks hit and you are wielding a versatile weapon with damage die under d10, you deal extra damage equal to your Dexterity modifier. 

     Flicker of Flashing-Steel (11th level, Flashing-Steel Flair)

    "Exploiting openings left by a truly awesome attack your fast follow up demonstrates what a flexible combatant can accomplish. "     

    While wielding a versatile weapon two handed and score a critical hit, you can make a melee basic attack with it against the same target or to adjacent target with an unarmed melee basic attack as a free action.   

     

    4.1 (2 Ratings)
    [ 406 views ] Leave a Comment

    The Party Death Spirol

    Saturday, May 14, 2011, 11:31 AM

    D&D has always been anti-deathspirol at its core - you didnt get gradually worse with innevitable death as an individual hit points acted as a buffer preventing it ...

    However death spirols still exist in D&D how is that possible? Easy its the party Death spirol where a character death weakens the over all party and generates a cascade failure.

    4th edition has increased intra-party synergy some and this is very cool in so many ways and appropriate however it does increase the likelihood that one players character going down can take ot the entire party because the whole is indeed greater than the sum of its parts.

    TPKs are generally not fun and for the most part they mess with everyones story DM and player alike... removing synergy and dependence isnt a good solution its like removing a layer of all the time fun trying to prevent an incident of un fun.

    My solution involves a Trope called the Conservation of Ninjutsu = I wont link to tvtropes.org that is evil but I will employ plausibility deniability to let you do it to yourself. 

    Note In fiction this occurs amongst the heros not just the adversaries a group of - You see what happens when one hero goes down? they get flash backs of relationships and moments with that hero they become emotionallly inspired etc. They are enraged / or driven..  

    This effect doesnt necessarily happen all at once after all everybody gets there turn for a spot light... and it is often  a reflection of the hero how he affects his allies.

    Solution in Simplest Form : The player can when there character is down / disabled operate in a fashion like a defacto LazyLord creating various support effects and maintaining the action economy of the fight. It keeps the player involved in the tactics of the fight.

    The idea is just because your character is out of the fight you the player are not. 

    More than One Bird with a Single Stone.

    Players don't like characters being disabled for long durations make sense as it takes them out of the play - deprives them of choices removes there vehicle of influence.

    However with all the deadly tools being employed sometimes it also makes sense within the narative for this to happen... by finding ways to allow the player to influence play even while ther hero/avatar is disabled. We solve multiple goals.

     This concept improves the acceptability of longer term character disabling effects whatever there flavor...  

    One element of implementation might involve giving characters powers which require they be disabled or down to varying degrees. 

    Heck you might establish a special relationship with another hero so your two characters could use powers that are normally restricted to a downed hero could target one who is just disabled.

    May your story never be ruined by a tpk.

     

    4.1 (4 Ratings)
    [ 406 views ] Leave a Comment

    Ulysses and A Dabble of Martial Control for the Warlord

    Sunday, January 9, 2011, 6:11 AM

    A Warlords Control. 

    My Players handbook only mentions Leader under the Warlords roles...But sometimes in legend and fiction we have arguably Warlords like Ulysses the archetypal archer warlord who are very much manipulators who bend their enemies to there ends (and its not about using the bow or for that matter caltrops and smoke bombs for control either - see a rogue about that). And that is the point this idea takes off from a theme its not about filling a grid slot, though what it accomplishes may well be adding some serious control to the Warlord

    Master Manipulator  

    The idea is to keep the divergence in to the realm of control a little under control I might need a build and split up the new Control oriented powers in to something  onlly slighly controller oriented unless you get the build rider.

    A couple of potential class features

    Domineering Leader

    "I am your worst nightmare"

    Your manipluations leave enemies off balance, robbing them of there certainty or over-agressive and  over-confident. It could be fear of you -  or the opposite they Underestimate you and your allies.  Sometimes loosing track of there own positions when an attack doesnt turn out like they expect ...

    Once per round, when an enemy attack misses an ally within 5 + int modifier squares of you, you can slide that enemy 1 square as a free action.

    Feat: 

    Inspired Courage 

    Prereq : Domineering Leader
    An ally you chose adjacent to the enemy you slide using your Domineerng Leader ability may shift into the position vacated by that enemy.

    Warlords Presence:

    Domineering Presence .. 
    "your presence and manipulations leave the enemy muddled and easily controlled by your allies too"

    When an ally able to see you uses an action point to gain an extra action, they can choose to slide an enemy within 10 squares a number of spaces equal to your Intelligence.

    The Implements of Nobility

    A Warlords Mark of Authority is an identifying Coat of Arms or Family Crest etc... often scribed on and carried on various things including rings, tabbards, banners and even painted on to shields and similar devices that can be seen from a distance... for some like King Arthur there weapon itself is there symbol of authority.

    Warlords by default dont have implements we kind of have to change that. I am not thinking any of these would be weapon based attacks and many should be Lazy Moves that dont involve an attack.

    The Trigger

    As this is largely about using enemy mistakes against them, so the enemy misses self or an ally can be seen as a primary trigger. This is not so viable as an at-will ability so we will see it more in encounter powers and a class feature - see Cunning Manipulator (based on the Virtue of Cunning from the Bard).

    The Area/Range of Effect

    The manipulating of enemies are easier when they are allies near to contribute, effects may involve moving an ally and mirroring it in your enemies movements.

    An Existing Option : The Warlords Power -  

    Freindly Fire Level 7 encounter power (could technically be adjusted to any level really).  One idea is to actually allow it to be taken it as a lower level encounter power if they wish.

    An Accidental Target - Warlord Level 1

    Your tricks and manipulations connive an enemy into just the right place at just the wrong time.

    At-Will ♦ Martial, Implement

    Standard Action -  Close Burst 5

    Target: One Enemy in blast

    Attack: Intelligence, Charisma or Wisdom vs. Will

    Hit:  You slide the target 3 squares.  One creature of your choice that the target is adjacent to during the slide makes a opportunity attack against the target.

    Domineering Prescence: If the attacking creature is lower than the 
    Warlords level  that enemy takes CHA modifier psychic damage. 
    (minions defeated by this typically drop there weapon and  flee).

    Special: It the target is adjacent to you  - you may use Strength for this powers attack

    Regroup AKA Tactical Repositioning - Warlord Level 1

    At your command, your allies move into position, forcing their opponents to back off and regroup.

    At-Will ♦ Martial, Implement, Fear 

    Standard Action -  Close Blast 5 Target: Each Enemy in blast

    Effect:  Each ally in the blast can shift 1, either before or after you resolve the attack.

    Attack: Intelligence vs. Will

    Hit:  Psychic damage equal to your CHA mod, and you push the target 2 squares. Level 21: 3+CHA mod damage

    The above was derived partially from Beguilling Strands

    The Perfect Plan

    Encounter ♦ Martial, Implement 

    Standard Action - Close Burst 5

    A coordinated Attack "Everybody now"

    Enemies adjacent to your allies within the burst each take damage equal to your int mod. 

    The above is a real minion clearer.


    Falling all over themselves  

    Certain they have you... your enemies rush you or selected ally only to knock themselves prone (handy to have so many enemies prone nearby.)  Ducking or Jumping above either way the bait may well be in an interesting position to exploit the situation. 

    Basically induces a variant of come and get it but enemies are knocked prone and take damge based on the Intelligence of the Warlord. 

    Propagating Hostilities

    I always pictured Frodo when captured as taking out the Orcs in tower of Cirith Ungol almost as a epic class  daily power... perhaps an effect where each enemy within a fairly big area was affected like the wizard at-will hypnosis, in story he and the secrets he carries are a tempting morsel for each of the tribes represented there and lucky coincidence and his arrival turned churning hostilities in to a tower of "minions" whacking each other shortly after his capture... it cleared the way for Sam to make his way to rescue Frodo of course.

    Yes I do consider luck a part and parcel of the Martial Power Source 

    You didnt know the shire nobleman and inheritor of Bag End was a warlord?

    4.1 (4 Ratings)
    [ 461 views ] Leave a Comment

    Knights of D&D and The Knighted Lord

    Monday, November 8, 2010, 3:36 AM

    I love Knights (Arthur and Lancelot and Gawaine but also Charlemagne and Roland for the win) and based on the offerings of Essentials previews ... So Does the current D&D Development Team and they do it with a passion 2 of the the first 8 classes arguably target Knight archetypes... wow. 

    Ok call me way too picky - I am not massively happy with how either the knight class or the cavalier invokes a Knight....  I posted an earlier blog which basically presented a house rule opening up the fighting man to being a skilled individual - I think heroic fighters are skilled in more fiction than not and the old stereotype should be dead.

    My take on the knight is a tad different I want to start with well not Arthur or Charlemange specifically but with the educated nobleman raised to lead men... the Knighted Lord... The players handbook already had a class who was strongly oriented towards this already it was called the Warlord (so maybe the players handbook also favored 2 knights eh? Paladin and Warlord) - the flavor text of this class mentions the Knight Commander!

    The warlord is close but misses on perhaps only a very small arena. The Warlord lacks the shining armor I hybrid with Paladin to give him it but that honestly that seems like a heavy handed thing to have to do especially when such a Knighted Lord might have less than Holy personality in an era where might made right.

    CON and the Knight

    Realism divorces stamina from plate armor strangely enough  the stuff is actually easier to wear than chain in this regards

    And In spite of being known as the greatest knight/fighter of all history Lancelot was also known as being of poor endurance he was often found sleeping at inopportune times (and subsequently oggled by females) - sure most definitely a paladin and Like Arthur also of Auspicious birth (see hit points and being raised by the lady of the Lake).

    So about the Knighted Lord our Warlord whos fluff and function is so close already to a knight should he be stranded at scale without having to unrealistically and unmythically have to pump his constitution????

    What to do? eh.... one thought was just to reduce/remove the CON requirement for Plate... that might be one solution. The melee oriented battlefront warlord could then take his Plate without having to pump constitution or engage in hybriding.

    The other thought i had was to have a feat like the Armored Warlord -- perhaps one which skipped scale and jumped to Plate armor and brought another feature of the nobility in that thing called diplomacy.... how about calling it knighted lord.

    Knighted Lord

    "wearing armor is easy convincing the council of elders now that is hard"

    prereq: Warlord, Chainmail Proficiency and Trained in Diplomacy

    benefits proficiency with plate armor and +2 on history.

    Do we need another way to build a Knight or is that a King? No but heck it can be fun.

    4.1 (3 Ratings)
    [ 406 views ] Leave a Comment

    Killing Cows - The Unskilled Fighter

    Monday, November 8, 2010, 2:50 AM

    Unlike the Essentials Developers I prefer killing cattle to resurrecting them (if you have met real life cows they are stupid on wheels - yes our fault but taste great)

    I think heroic fighters are skilled in more fiction legend and history than not.D&D has a tradition as treating the fighting man as unskilled labor. 

    For my taste this is one more steak that can be barbequed. I think given the nature of current 4th edition skills and the largely separated impact of in combat and out of combat abilities this is definitely called for.

    One possibilitiy was to allow fighters a single pretrained skill associated with their build kind of like rangers have with nature and dungeoneering.

    A Knight would have Diplomacy or History

    A Battlerager could have Endurance or Intimidate

    A Brawler or Slayer might have Athletics or Acrobatics

    A Weaponmaster might have Perception or Insight

    Another thought was to allow fighters to just plain have a 4th trained skill... and add any of the above to the skill list they are allowed to pick from if they already arent on the list. Yeah more player design freedom that is a good thing.

    4.1 (4 Ratings)
    [ 310 views ] Leave a Comment

    Page 1 of 2  •  1 2 Next