• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
The might of your attack boosts the vigor of an ally fighting at your side.
At-WillPrimal, Weapon Standard ActionMelee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier. Level 21: 2[W] + Strength modifier damage.
You unleash the beast within and take on a savage countenance.
EncounterHealing Minor ActionPersonal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.
Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place.
DailyCold, Polymorph, Primal Minor ActionPersonal
Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Special: Once during this encounter, you can use the Form of Winter's Herald Attack power while you are in this form.Form of Winter's Herald Attack PowerShow
EncounterCold, Polymorph, Primal, Weapon Standard ActionClose burst 1
Requirement: The Form of the Winter's Herald power must be active to use this power.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
When not wearing heavy armor, you can add your Wisdom modifier to your AC instead of Dexterity or Intelligence. In addition, when you spend your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw.
At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on the current turn. If you fail the saving throw, you still save normally at the end of your turn.
Karn is a city shifter. His parents migrated to the city before he was born. Karn grew up poor, the alleys and marketplaces were his fields, his forests. He and his older brother Parker roamed the streets like they were true wilderness. Since Karn was a pup, he's seen the spirits in his dreams. One figure in particular stands out, calling to him, a woman with frost in her pale hair and ice in her eyes. When Karn and Parker came of age, their pack instincts started to kick in, and the brothers began to see themselves as the protectors of the common folk. It was around this time that Karn discovered some of the spirits would respond to his call. The two hunted thugs and criminals with the aid of the spirits. Made quite a name for themselves, too. It all backfired, though, about a year ago. Karn and Parker bit off more than they could chew. They took on a top enforcer for the thieves' guild, and he killed Parker. Karn grabbed up parker's spear and left a nasty scar on the man's cheek, but ultimately he had to flee for his life. He's fled all the way to Fallcrest, and he's pretty sure he's lost anyone that might have been tailing him. Recently, Karn has fallen back into his old habits, and started to hunt down anyone that poses too great a threat to innocent people. Besides, Parker wouldn't have wanted him to stop, and the Cold Lady has been in his dreams of late, urging him on...
(DM's choice as to which city Karn is from. Just so long as it is rather large, and not Fallcrest.)
Karn is generally a good-natured, amiable guy. He's not too well-spoken, but he means well. He can be strongly loyal if he begins to view companions as his 'pack', but he's often very stubborn. He always sees more than he lets on.
Karn is 5'10" and 167lbs. He's got a lot of muscle, but it's lean muscle, so he doesn't look too big. He's got bestial shifter features for the most part, but his nose isn't flat like most shifters. He shaves once a week or so, resulting in almost continuous chin scruff. His hair and fur are light brown. The hair is worn long, in a single braid.
As for apparel, Karn wears a long, black leather coat and various other pieces of leather armor, backed up with dyed animal hides in vital places. Everything he wears is just a little dusty. His spear is a really nice number. Good stout wood, a wicked-looking bladed spearhead and a nice brass counterweight on the end. It was Parker's pride and joy, now it's Karn's.
Weapon: Defensive weapon(Level 2, AV) Armor: Armor of Durability(Level 4, AV) Neck: Cloak of the Walking Wounded(Level 4, AV) Arms:Iron Armbands of Power(Level 6, AV)(All the other cool arms things are shields :/) Hands: Parry Gauntlets(Level 5, AV) Waist: Belt of Vigor(Level 2, PHB)
Zypher N'gall, level 3 Gnome, Psion Discipline Focus: Shaper Focus Background: Con Artist (Con Artist Benefit) Theme: Alchemist FINAL ABILITY SCORES Str 10, Con 11, Dex 14, Int 18, Wis 8, Cha 17.
STARTING ABILITY SCORES Str 10, Con 11, Dex 14, Int 16, Wis 8, Cha 15.
"Ladies? Does your hair not shine like elven wine?
Men! Does the morning light bring aches from last night?
Do your eyes seem dim, your pimples flare bright?
Is your figure not slim, your teeth un-white?
Well then, friends and fellows today is your lucky day for my master Meistro Q's potions are made from the rarest ingredients, fangs of the manicore, wings of the dirge, spleen from fire hawks, and are mixed with arcane recipes divulged from ancient ruins from the bygone days of splendor to cure everything that ails you. And you can only find it here folks!"
Zephyr can still remember the spiel by rote, each word choreographed with flamboyant gestures, the ol' song and dance. In those days the money came easy and spirits flowed freely, but the party always had to end sometime. "Q" knew that. He wasn't surprised when the end came and he'd already prepped Zephyr for what he should say and do when the mobs came for him. Justice was swift and overly harsh for his partner, ulyQualis, they tore the elf limb from limb. It wasn't fair, not all of their potions were made from dwarven spirits and fruit juice, some of them worked as more than a placebo. They were both trained alchemists but the problem with being merchants of alchemy is that most people cannot afford real remedies. So Q hit on the idea that since most people's problems were imaginary they should just make imaginary cures and sell them cheap. If the problems persisted they could give them real potions and take the loss. If the people couldn't be placated they'd just move on to the next town. Which they did, often, at night, in disguise. But they did pretty good for themselves, they had big dreams of buying a warehouse and setting up teams of sellers to cover the whole area.
But they were just dreams. The stories of false cures far outweighed the tales of good and their reputation dogged them like winter wolves. Finally in the border town of ________, their reputations preceded them and they were turned away. The only place they could go was back to where they came. Although they were disguised the gnome and an elf with their halforc bodyguard, made up as husband and wife farmers with their strange looking child, was sure to fail. The body guard was the first to be discovered, he was untrained as a thespian, and immediately resigned from his position, running for his life throwing coins over his shoulder. Q turned to the crowds blocking there progress and attempted to quell their hostility. He told Zephyr to go into the carriage to get them all their money back, which was the signal to try and escape through the bottom hatch. It broke his heart to flee his friend but they'd planned for this and he honestly felt that the elf could talk his way out of this mess.
Not even Q's golden tongue could work effectively when his head was removed and there wasn't even enough of him left over for a decent burial. Not that Zephyr would have had the chance. He fled town with what little he could muster up and didn't stop running till he arrived at ___________. The only profits he'd retained from the venture were his clothes, a handful of coin, and his friend's prized possession, his crystal orb. It is a reminder to him of the greatest time of his life and to be honest (although he still forgets that from time to time).
Although haunted by his past mistakes, Zephyr still keeps a cheerful demeanor and still enjoys the thrill of buying and selling. He is also a dedicated gambler who'll wager what little he has on pretty much any venture. He has little care for the material. His talents and powers have made life pretty easy for him and if he has any real worries he isn't likely to let anyone know about them. But he is hunted. People who he's wronged are plenty and while most don't have the resources to track him some folks just can't let go of a grudge.
He doesn't look the same as he used to when he was a professional grifter. He used to dress flamboyantly and wear a huge swooping false mustache and a tall hat. Now he looks much younger and has lighter colored hair. His clothes are plain soft leather vests and linen shirts and breeches. He looks almost like a child but for the dark eyes and the lines in his face. His flair for the dramatic still persists though, he enjoys conjuring items out of thin air for the amusement of children and playing his flute when the taverns get quiet.
His primary motivation for adventuring his to get out of civilization and find money, but he also has a good (albeit a little corrupted) heart and will help people in need if he can. At the moment he doesn't have a friend in the world (literally, his family and kin are in the feywild) and is desperately lonely to find a group to give him some companionship and protection.
I'd like a book of alchemy formulas, however many you think are appropriate. Onyx Dog (for protection when enemies get too close) Lv 4 Cloak of Distortion Lv 3 Crystal Orb of Nimble Thoughts Lv 6 Bracers of Mental Might Lv 6 Alchemy Gloves Lv 2 Belt of Vigor
Passive Perception: 10 Passive Insight: 10 At Will
Dishearten
At-WillAugmentable, Implement, Psionic, Psychic Standard ActionArea burst 1 within 10 squares
Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. Augment 1Hit: As above, and the target cannot make opportunity attacks until the end of your next turn. Augment 2Hit: 2d6 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
Mind Lock
At-WillAugmentable, Implement, Psionic, Psychic
Standard ActionRanged 10
Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn. Augment 1Hit: As above, and the target also cannot shift until the end of your next turn. Augment 2Range: Area burst 1 within 10 squares Target: Each creature in burst
Betrayal At-Will Augmentable, Implement, Psionic Standard Action Ranged
Target: One creature Attack: Intelligence vs Will Hit: You slide the target 1 sq adjacent to an enemy, the target then makes a melee basic attack as a free action against that enemy with a bonus attack to hit equal to your CHA mod (+3). Augment 1: As above but target also gains a bonus to dmg equal to CHA mod. Augment 2: You slide the target a number of sq equal to CHA mod (3), target makes a melee basic attack as a free action against an enemy, with a bonus to hit and damage equal to CHA mod (+3) and target is Dazed until the end of your next turn.
Encounters Ghost Sound Shaped Conscience Second Wind Fade Away Minor Creation Serpent's Tongue
Daily Ravening Thought
DailyImplement, Psionic, Psychic Standard ActionRanged 10
Primary Target: One creature Primary Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends). Miss: Half damage, and ongoing 3 psychic damage (save ends). Effect: Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
Implement (Orb) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 psychic damage Property: You gain an item bonus to initiative checks equal to your Intelligence modifier.
Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.
Augment 1: You regain the use of this power.
Cloak of Distortion +1 Shimmering Armor Property: You do not provoke opportunity attacks when you make ranged or area attacks. Onyx Dog
You gain the whirling lunge power, and you can wield a one-handed weapon in your offhand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
Background: Birth – Among another Race (Elves) (+2 to Perception) Theme: Sohei
FINAL ABILITY SCORES Str 18, Con 12, Dex 16, Int 10, Wis 12, Cha 10. STARTING ABILITY SCORES Str 16, Con 10, Dex 16, Int 10, Wis 12, Cha 10.
Standard Action. Melee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. (Level 21: 2[W] + Strength modifier damage)
Standard Action. Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon) Hit: 1 [W] + Strength modifier damage, and an enemy adjacent to you other than the target takes 1 [WI damage (off-hand weapon). If you are raging, add your Dexterity modifier to both damage rolls. (Level 21: 2[W] + Strength modifier damage, and 2[W] damage (off-hand weapon).
Immediate Interrupt. Melee weapon Target: One creature Trigger: You are dropped to 0 hp. Attack: Strength vs. AC Hit: 1 [W] + Strength modifier damage.
Minor action. Melee weapon Requirement: You must have hit an enemy with a weapon attack during this turn Target: One creature Attack: Highest ability modifier vs. AC Hit: 1[W] damage.
Standard action. Melee 1 Target: One creature Attack: Strength + 4 vs. AC (increase to +6 at 11th level, +8 at 21stlevel) Requirement: You must charge and use this power in place of a melee basic attack. Hit: 1d6 + Strength modifier (+4) damage, and the target is knocked prone. (Increase damage to 2d6 + Str at 11th, 3d6 + Str at 21st)
Free Action. Melee 1 Trigger: Your attack reduces an enemy to 0 hit points Effect: You shift 2 squares and then deal [W] damage (off-hand weapon) to an enemy adjacent to you that you can see.
Standard Action. Close burst 1 Requirement: You must be wielding two melee weapons. Target: Each creature in burst Attack: Strength vs. AC (main weapon) (Whirling Slayer: The attack can target Reflex instead of AC. Hit: 1 [W] + 1[W] (off-hand weapon) + Strength modifier damage. Miss: You take 1d6 damage.
Immediate Reaction. Personal Trigger: You are subjected to an effect that a save can end. Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Standard Action. Melee weapon Target: One creature Attack: Strength vs AC (main weapon) Requirement: You must be wielding two melee weapons Hit: 1[W] + Strength modifier damage. Effect: You shift 2 squares. If the attack hit, you deal 1[W] damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift. Whirling Slayer: The number of squares you shift equals your Dexterity modifier.
Standard Action. Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. Effect: You enter the rage of the bloodseeker. Until the rage ends, you can make an opportunity attack against any bloodied enemy adjacent to you that shifts.
Enhancement: +1 to Attack and +1 to damage Critical: +1d6 Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon’s enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.
Item Slot: Neck Enhancement: +1 Fortitude, Reflex and Will Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
Neldeorn is a friendly looking Minotaur of a subrace more resembling bisons rather than longhorned bulls, giving him a massive bulky torso. He is 7'2" tall and weighs 348 lbs. His head is covered with a shaggy white mane and the rest of his body a dark brown fur, with white tufts on his stomach, elbows, knees and the end of his tail. His dark horns are curved in a small S-shape, protruding from the front of his skull. Young children, unaware of the deadly reputation Minotaurs carry, almost always see him as a huge soft teddybear. He is dressed in supple leather clothing, a vest and short trousers extending to his knees, decorated with coloured braided leather strips. Two massive axes are crossed on his back, the blades lightly decorated, dark engraved lines flowing smoothly along the edges.
Neldeorn Blackhorn is a friendly Minotaur, keen on making friends, staying on everybody's good side and, quite unlike his fellow Minotaurs, not fond of combat. He would rather avoid battle, but when forced to, which to his dismay is rather often, he will hold his own, even if he is peeing his pants while wielding his two waraxes. He tries to hide this fact since in the past it has led to some nasty and embarrassing situations, where he was viewed as an easy prize kill or became a laughing stock by the local populace. Neldeorn is great with young children, who, as mentioned above, often view him as a friendly living stuffed toy, and the Minotaur is all too happy to fill this role when amongst the young ones. On rare occasions, during battle, the beast hiding in each Minotaur manages to take control, filling him with a bloodrage that can only be stilled by the death of all his foes. Neldeorn fights this with his entire being, but when he loses it is as if another Minotaur takes over. Most often he cannot recollect what he's done when the rage has subseded.
Neldeorn was cast out of his tribe when he was a young Minotaur. He had failed to complete the quest to gain his name, giving up halfway, while most Minotaurs easily accomplished the quest. Roaming around the wild, a band of Elves found him and reared him as their own, giving him his name and the magic necklace round his neck. Soon however, they realised the difficulties of raising a Minotaur, and tricked him, leaving him in the wild. Old enough to understand the Elves’ situation, and having seen the pain in their eyes, the Minotaur does not hold a grudge. Alone once again, he ran into a group of bandits, who instantly saw opportunities for a brawny fellow like Neldeorn. They taught him the way of the axe, encouraging the inner beast that Neldeorn always fought to control. The bandits soon started calling him Blackhorn, praising him for the black deeds his horns enabled him to perform. Then, after a particularly bloody raid on a merchant, Neldeorn realised this was not his path, and fled from the bandit group, hoping to find a new life more in line with his friendly nature.
If dropped to 0HP, MBA vs adjacent target (Ferocity). If bloodying enemy, shift 2 sq to stand adjacent to as many enemies as possible (Whirling Slayer) If dropping enemy to 0HP, shift 2sq and deal [W] offhand against other target (Whirling Lunge) If critical hit with Barbarian att power, MBA vs adjacent target (Rampage) If subject to an effect that a save can end, save and shift 1 on success (Shrug It Off)
Senses: 12 Insight, 21 Perception, Standard Vision
Encounter Powers [_] Second Wind [_] Goring Charge [_] Whirling Lunge [_] Whirling Frenzy [_] Shrug It Off [_] Whirling Step [_] Sohei Flair
Daily Powers [_] Action Point [_] Thunder Hooves Rage
Healing Surge Item [_] - Bloodcut Hide Armor +1
HP: HS: AC: Fort: Ref: Will:
Core 39 10 19 18 16 13
RndX 39 10
Temp: Surge: 8 hp Init: +4 Speed: 6
Resist: none Saves: none
Combat Round X Notes •
Last update: 1 march '12 (Item updates) UpdatesShow
[date unknown]: added Inescapable Waraxe +1, sold waraxe 7 jan '11: updated wishlist to lvl 6 28 jan '11: updated to level 2. See changes here 15 feb '11: added Cloak of the Walking Wounded +1, removed it from wishlist 14 may '11: added Dune Trader theme and associated feature 28 june '11: Added bloodcut hide armor +1, removed amulet of protection +1, updated wishlist to lvl 7 1 march '12: updated to level 2. See changes here
Malvolio the child prodigy began touring the known world as a young child performing both as a singer and story-teller. His fame grew, and he performed for nobles far and wide, even gaining the favor of the Autumn Prince in the Feywild. All the profits, of course, went straight to his domineering father, Faldor, the driving force behind Malvolio's never-ending tours. As he grew older, Malvolio tired of the constant performing and of all the old songs and stories. He already knew his voice and music could inspire others, and one day Malvolio decided to use his abilities adventuring. He began to travel the world again, this time seeking out the darker, more dangerous places in order to inspire others to new deeds of heroicism--deeds which would in turn inspire new songs and stories. In his search for great art, Malvolio may sometimes sacrifice safe choices to create exciting scenes. Dispite his abilities, he still fears that his father and force him back into boring performances.
Still very young for a gnome, 24 year old Malvolio is handsome and sturdily built. His chainmail is an ill-fitting but well kept family heirloom (a bit tight in the chest and shoulders). He has cowlick-filled brown hair with a hint of autumnal orange and bright blue eyes.
Minor Action: Close burst 5, me or 1 ally. The target can spend a healing surge and regains an additional 4 (my CHA) hit points and I can slide the target 1 square.
Standard: Ranged 10, vs Will, one creature, Thunder. 4 damage and I push the target 2 squares. As a free action an ally of my choice may make a basic melee attack against the target before, after, or during the forced movement.
Standard: Ranged 5, vs Will, one creature, charm. 1d6 +4 damage and I slide the target 2 squares. During the slide one of my allies can make a basic melee attack against the target as a free action with a +5 power bonus to the attack roll.
Close burst 5 vs will, Psychic, Charm, Int modifier damage and push the target up to 3 squares on a hit. [] Bard Daily 1: Stirring Shout Spoiler:Show
Standard: Ranged 10, vs will, one creature, healing+psychic. 2d6+4 psychic damage and as an effect whenever an ally hits the target, the ally regains 4 hit points
[] Fade Away [] Action Point [] Words of Friendship [] Second Wind [] Ghost Sound []Moment of Escape Spoiler:Show
Range 10, Move Action, Slide one ally within range 4 squares
Feat: Arcane Initiate (Beguiling Strands) Utility: Moment of Escape +5 HP (new surge value=7) +1 to defenses, attacks, skills, initiative Retrain: Misdirected Mark to Cutting Words
ITEMS Longbow, Leather Armor, Adventurer's Kit, Waterskin, Backpack, Bedroll, Amulet of Protection +1*, Battle Harness*, Duelist's Bow*, Bracers of Archery* ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Arakon was raised in the forests, under the loving care of his parents and extended family. The youngest of five children, Arakon was an especially outgoing child; from a young age, he took frequent walks and hikes whenever the mood came upon him, often daring to go alone, much to his parents' chagrin. He found his heart beat faster when he was surrounded by the beauty of the trees and birdsong, and felt a peace profound for someone so young. However, this peace would not last; as the forests became more dangerous, the Fleet clan decided it was necessary to relocate. Uprooting themselves from old homes, they were forced to band together with others as their borders became the homes of fell beasts and still darker beings.
Village life, unsurprisingly, did not satisfy Arakon. His family were treated as lepers, ignored by most of the other civilians. As Arakon grew, he found himself surrounded by few friends and siblings too tired from work to give much in the way of conversation. In his free time, he began to keep to himself, going on walks and practicing archery. He developed a special fondness for the latter, which soon grew into a full-fledged passion. This caught the attention of a pair of old scouts, whose skills with the bow had earned them much praise in their youth. They helped sharpen the elf's skills, and treated them with a respect and kindness he had not found outside his family. Treating these men as personal heroes, Arakon came to learn their ways, and found himself treading the path of the ranger.
Now, Arakon hopes to put his lessons to good use, and do justice to the time and care given to him by the old scouts. Refusing to stick to one spot for long, he has hoped to travel, stretching his wings as he takes in more of the world. His family has given them their blessing, and with this in mind, he has boldly set out, though where his path will lead, even he is unsure.
Arakon stands at about 5'7'', weighing just shy of 140 lbs. His hair hangs down slightly past his shoulders, a rich hazel color common to his kin. His eyes are a deep moss green; as dark as they are, they give off a gentleness in the presence of those Arakon respects or hold dear. His features are smooth and attractive, as yet unscarred, and he carries himself with the bearing of the hunter - a confidence built upon thorough knowledge of one's own abilities and limitations. Though his face is usually set into a guarded mask of neutrality, he allows his emotions to show - when angry, his face contorts with rage, and when happy, his smile is warm and genuine.
Arakon prefers earth tones - mainly browns and dark greens - in his garb. His boots are black and stained with mud; his clothes carry the dust of the road. Around his neck he wears a token of his family - an icon bearing the insignia of an oak leaf. He treasures this above his own bow, and keeps it tucked away in civilized areas, where pickpockets and overly bold thieves may take an eye to it.
Despite Arakon's difficulties after leaving the forest, his experiences have not soured his extroverted nature. Arakon finds conversation pleasant, and makes an effort to appear friendly and reliable to others. He rarely acts cold, having a great sense of patience when dealing with other people, though he surely has his limits. When flung into a crowd of new people, Arakon is the type to focus on those nearest him, neither keeping mum nor making a show to attract attention. He is typically more concerned with satisfying his own expectations than impressing others, finding greater joy in surpassing his own limits than jumping at another's order.
A dependable man, Arakon is a free spirit, preferring the open road to huddled hamlets and crowded cities. Having spent brief amounts of time in both while traveling, he knows neither are his cup of tea, though he can make do if forced away from his beloved wilderness. Arakon is no fool; he knows the threats of nature match the dangers of "civilized" locations, and proceeds with caution in either event.
Honestly, I have no great concerns when it comes to treasure. I'm happy with whatever comes my way. That being said: Duelist's Bow (Lvl 2), Eagle Eye Goggles (Lvl 2), Cloak of Distortion (Lvl 4), Battle Harness (Lvl 4), Shadowdance Leather Armor (Lvl 5), Bracers of Archery (Lvl 6), Acrobat Boots
Weapon: Duelist's Bow - Enemies hit by attacks take a -2 penalty to ranged and area attacks until the end of Arakon's next turn; On a critical hit, add an additional 1d6 damage to the attack
Armor: Battle Harness (Leather Armor) - +1 bonus to Initiative rolls; As a free action, Arakon can retrieve a stowed item or draw a sheathed weapon
Arms: Bracers of Archery - +2 bonus to damage rolls for attacks w/ bows and crossbows; As a minor action (daily), Arakon can ignore cover on his next attack this turn with a bow or crossbow
Neck: Amulet of Protection - +1 bonus to Fortitude, Reflex, and Will
Second Level Adjustments: ~ HP +5 ~ +1 to Attacks, Defenses, Skills, Initiative ~ Selected Superior Reflexes (+2 to Reflex, Gain CA at start of combat) as Feat ~ Selected Invigorating Stride as Utility
Third Level Adjustments: ~ HP +5 ~ Selected Disruptive Strike as Encounter Power ~ Selected Explorer as Theme
Minor. Designate nearest visible enemy as target. Once per round, target takes extra damage when hit by attack. When making multiple attacks, select one to which the damage will be applied. Lasts until end of encounter, target is defeated, or new target is designated. 1-10: +1d6/11-20: +2d6/21-30: +3d6
Standard [Martial, Weapon]. Ranged, DEX vs AC, 1 creature. 1[W] + DEX mod damage {1d10 + 7 damage} [Inc. to 2[W] + DEX mod at 21st level]. Shift 1 square prior to or after the attack.
Immediate Interrupt [Martial, Weapon]: Melee/Ranged, STR/DEX vs AC, Triggered when an enemy attacks yourself or an ally. Targets attacking creature. 1[W] + DEX mod damage, and attacking creature takes a penalty to the attack roll equal to 3 + WIS mod {5}.
Standard [Martial, Weapon]: Melee/Ranged, STR/DEX vs AC, 1 creature. 2[W] + STR/DEX mod, and target is slowed and takes 5 ongoing damage (save ends both). On a miss, half damage, no ongoing damage, and target is slowed until end of your next turn. {2d10 + 7 damage}
Move [Primal]: Personal. Move up to max speed, ignoring difficult terrain. Until the end of your next turn, gain +2 to AC and REF while in difficult terrain, and CA against enemies in difficult terrain
1. Elven Weapon Proficiency - Proficient with longbows and shortbows 2. Group Awareness - Non-elf allies within 5 get +1 to Perception 3. Fey Origin - Your origin is fey, not natural 4. Wild Step - Ignore difficult terrain when shifting 5. Prime Shot - If no allies are closer to the target than you, get +1 to ranged attacks against that target 6. Explorer Bonus - Always know which way is north, and gain +5 to all checks made to avoid becoming lost, spot a landmark, or find the way to a specific location
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Something like Tactical Shift is more magical than martial healing.
Telling someone to move over a few feet is magical now? :|
I weep for this generation.
Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical.
One request, while I think of it: As your characters develop, could you please update your character sheets? I refer to them frequently when I need to know stuff - defenses, skills, etc - so it would be of immense help if I don't have to remember that the magic armor you got last encounter improves your AC, or whatever.
Keeping a sblock'd log of changes (saying what got changed when) would be a good thing to do as well, but the character sheet is the biggie.
Also, please let me know if you want/need me to do anything differently than I am. Feedback on stuff like descriptions, NPCs, stuff I'm throwing in. . . it all helps me to serve y'all better.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
I'd like to know how you'd like us to format our posts, do we color our dialogue or ooc text? Is there a particular method you'd like for the stat blocks as well? Do any of you use iplay4e.com? It seems like a good way to keep track of your character and his links to the compendium for everything. Here's my character...
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Something like Tactical Shift is more magical than martial healing.
Telling someone to move over a few feet is magical now? :|
I weep for this generation.
Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical.