Results for tag: 4e
Posted by: wrecan on Dec 23, 2009 at 09:42:52 PM
In my prior blog, I introduced the concept of “Tricks”, which would allow a class of any Power Source to create minor supernatural effects like a wizard’s Prestidigitation if the character were trained in an Associated Skill assigned to the class’ power source. (Arcana for Arcane, Religion for Divine, Acrobatics for Martial, Nature for Primal, Insight for Psionic, and Stealth for Shadow.) In comments to the blog, Peter Schaefer, one of WotC’s developers, asked for some sample power blocks for these tricks. This follow-up blog is intended to oblige him.
Posted by: wrecan on Dec 17, 2009 at 07:37:35 AM
While I am overall satisfied with the ability of 4e to handle improvisational actions in the form of Stunts, I think there is room for improvement. I have been toying with several ideas, until someone in the forums posed the question as to why cantrips were limited to Arcane classes. That’s when it struck me: Stunts are a Martial form of cantrips. From there, the following proposal took shape.
Each power source has one or more associated Skills that represents an intimate knowledge of that source’s capabilities. Arcane classes, of course, utilize Arcane. Divine classes utilize Religion. Primal classes utilize Nature. Psionic classes utilize Insight. Shadow classes utilize Stealth. Martial classes have the study of their abilities divided into three Skills:...
Posted by: wrecan on Dec 5, 2009 at 07:21:32 AM
One problem with solos is how they handle conditions. Even with a +5 bonus to saves, Piecework Creatures can be locked down, and one condition – even if it only lasts a turn or two – can turn a pitched battle against a solo into a rout. With very few actions and lots of hit points, a battle with a Solo Creature is more of a slog than a dynamic encounter. Pluisjen developed an intriguing solution for Solos that I’ve expanded into what I call “Piecework Creatures”.
Posted by: wrecan on Nov 7, 2009 at 08:02:03 AM
A complaint about 4e that I sometimes hear is that players are eschewing roleplay in favor of combat. While one might expect this from younger gamers who might think of Final Fantasy or Warcraft when they hear "RPG" before thinking of D&D, I am hearing this complaint among older (er, I mean, experienced) gamers like me, who have been playing and DMing since the late 70's and early 80's.
I've heard this complaint often enough to think it is not an isolated phenomenon. In fact, I noticed the tendency to rush through roleplay to get to the fights in my own 4e campaign. What is causing players -- many of whom had a history of being dedicated roleplayers through prior editions of D&D (and in other role-playing games) -- to become so combat-focused?
What is Combat Investment?...
Posted by: wrecan on Sep 17, 2009 at 09:40:06 AM
In a recent thread in the 4e General Discussion forum, it was asked what we'd like to see in a hypothetical Fifth Edition, which got me thinking about what I thought most needed tweaking in 4th edition.
Don't get me wrong. I love 4th edition. But I'm a tinkerer at heart, so I can't leave well enough alone. For me, the one element of 4th edition that they could have done a little better is rituals. To me, rituals seemed to be one of those things that was either rushed, or not given sfficient thought.
Specifically, the decision to make ritual casting dependent on the expenditure of gold seems, to me, inappropriate for many rituals. As it stands gold translates to one thing -- combat effectiveness. Players are expected to have certain wealth levels...