Archive for the 'General' Category
Race and Class options

I’m trying to start a D&D campaign (or at least one solid adventure) with some of the people from work. Only one of them has played D&D before, so this is an introduction to character options for them. If there’s anything any of you want to ask questions about, please don’t be shy.

This is going to be far from a comprehensive guide, just some of the fundamentals.

Mathematically, the core to a character is their six stats: Strength (STR), Constitution (CON), Dexterity (DEX), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Each stat plugs into various formulas on a character sheet, and you end up with the actual numbers you use to modify the results of dice rolls. Higher numbers are better. The process of what each stat does exactly is much easier to explain in person, but the learning curve really isn’t as bad as it appears.

Anyway, here’s a list of races and classes to choose from for creating your characters:

Available Races:

Here’s the list of races to choose from. Each race (aside from humans) gets a bonus to two ability scores. Each race also gets a special power. Most powers are only useable occasionally (once per encounter), but humans and goblins can use their powers as often as they like. The last three races in the list are under 4 feet tall, and considered small creatures. They can’t use big two-handed weapons, and have to wield some one-handed weapons with both hands.

Race Ability Score Bonuses Special Powers (useable occasionally) Miscellaneous Notes
Human one ability of player’s choice Gets an extra power of their choice from their class. Very versatile, can excel as any class.
Dragonborn STR and CHA Dragon-breath area attack. General Combat bonuses.
Dwarf CON and WIS Can heal self much quicker than other races. Moves slower, but great defensive bonuses.
Elf DEX and WIS Can re-roll bad attack rolls. Moves faster than other races.
Eladrin DEX and INT Can teleport short distances. Smarty-pants skill bonuses.
Half-elf CON and CHA Gets an extra power of their choice from a second class. Social skill bonuses.
Orc STR and DEX Can add extra damage to an attack. General Combat bonuses.
Halfling DEX and CHA Can force an enemy to re-roll an attack. Can’t use two-handed weapons, but has lots of lucky defensive bonuses.
Gnome INT and CHA Can go invisible when damaged. Can’t use two-handed weapons, moves slower, but very stealthy.
Goblin DEX and CHA Can shift position whenever missed by a melee attack. Can’t use two-handed weapons, but great thieves.

Available Classes:

And here’s the list of classes to chose from. You can pair any race with any class, but some are better suited than others. The powers of each class are usually driven primarily by one or two ability scores, with certain secondary scores being important as well.

The classes are divided into four combat roles. Generally speaking: leaders have the best healing abilities, strikers do a ton of damage, controllers are good at putting foes at a disadvantage, and defenders are resilient tanks. Ideally you want at least one of each role in the adventuring party, but it’s not a big deal if that doesn’t happen. Leaders are essential though, you need at least one of those.

Class: Role: Primary Abilities: Secondary Abilities: Synopsis:
Bard Leader CHA WIS and CON A jack-of-all-trades. Charms foes, swings swords, sings songs.
Cleric Leader WIS or STR CHA A divine protector. Can choose to focus more on melee combat or spell-casting.
Captain Leader STR INT and CHA A military commander that thrives alongside a group of more melee-focused allies.
Barbarian Striker STR CON and CHA A wild berserker that sacrifices defense for extra damage. Likes big weapons and shiny things.
Sorcerer Striker CHA DEX and STR A spellcaster that channels raw power into potent spells lots of big bursts and blasts.
Ranger Striker STR or DEX WIS A naturalist that chooses between either primarily ranged weapons, or fighting with one weapon in each hand.
Rogue Striker DEX STR and CHA A stealthy thief. Ever hear of ‘sneak attacks’? This is where they came from.
Warlock Striker CON or CHA INT A spellcaster that has made a pact with sinister forces in exchange for power.
Wizard Controller INT WIS and DEX A student of magic with a spell for every situation.
Fighter Defender STR CON or DEX or WIS A trained and capable warrior. Very resilient. The ultimate student of battle.
Paladin Defender CHA or STR WIS A holy warrior in heavy armor. Some healing abilites.
Warden Defender STR CON or WIS A primal defender that draws power from the earth. Some shape-shifting abilities.
Fallcrest Campaign Introduction, aka Round 2: Start!

It has been waaaay too long since I last posted on the site. A whole campaign has come and gone, I have worked a lot on utilities to streamline table play, and I have multiple new adventures midway through development.

The one thing I haven’t done is maintain the site, my bad. I mean to change that now and grow this site into what it deserves to be. I gave things a fresh coat of paint today, and am brushing up on all the web technologies I’ve been missing out on.

I have so many places I could start… but I’ll think I’ll begin with an introduction to the Fallcrest campaign that ran earlier this year as my introduction to D&D 4th edition:

The Nentir Vale

I used the town of Fallcrest in the Nentir Vale as the campaign’s backdrop. Both of my primary players were D&D vets (though new to 4th Edition), and we all worked together with the source material offered by the core 4th edition books to craft the character’s abilities and backgrounds.

Both character’s backgrounds involved a recent personal tragedy relating to their clan/tribe which lead to them changing their devotional allegiances from their ancestral dwarven/elven gods to a darker god of balance and death known as The Raven Queen.

The Stonewheel clan of dwarves had recently discovered a dark strain of ore deep within their mountain caves. In the typical dwarven fashion they dug too deep, and indavertantly unleashed a rift of dark energy that surged through the caverns of their clanhold. The rush of energy swept up and out of the mountain killing and corrupting most of the dwarves as it went. Havor Stonewheel the cleric was one of the few uncorrupted survivors, and he left the mountains shortly after the cataclysm in search answers as to what had happened and why he suddenly felt so cut off from the spirit of Moradin.

Aumnibiru the elven ranger had grown up fighting goblins in a perpetual territory war for Harken forest. A huge surge in the goblin population over the last 10 years had all but obliterated the Oaksinger tribe, and the last remaining tribe members were forced to abandon their homes in a pilgrimmage for a new land to sustain them. Unfortunately their path lead them directly through the troll-infested Witchlight Fens. As dusk fell trolls rose out of the marsh and began slaughtering the unaware elves. Aumnibiru managed a narrow escape, but he was the only Oaksinger to make it out alive.

Two days after the massacre Aumnibiru stumbled into Fallcrest seeking refuge just as Havor arrived to the town in search of an estranged ancestor’s tomb.

The characters started at level 2, and over the course of the campaign made it up to level 8. Havor Stonewheel was a dwarven cleric specializing in healing and ranged magical attacks, (using a build commonly referred to as a laser cleric). Meanwhile, Aumnibiru was a dual-wielding elven ranger using bastard swords.

Four to six players are considered the ideal number according to the official books, and we only had 2 regulars. As a result, individual encounter design was a little more limited until I developed an understanding of the use of different monster roles. However, we were all learning the 4th edition system together, so starting with more straightforward and simple encounters probably worked to our favor.

I think that’s probably plenty for now, so I’m going to cut myself off. Hopefully if I actually keep up posting I’ll eventually get good at it, because I don’t think I’m there just yet. But in my next post on the Fallcrest campaign I’ll go into details about the first adventure, the arrival of an arrogant young lord to town, and his search for magical artifacts.

Worldwide D&D Game Day with Keith Baker, and Getting Back into the Dungeon Master Game

Keith Baker: Dungeon Master Extraordinaire

I spent Worldwide D&D Game Day at Stonebridge Games in Longmont playing a defensive dwarven fighter named Haskal Thoradane in a 4th edition Eberron adventure run by Keith Baker, the guy who invented Eberron. The above picture was taken from an article the Longmont Times-Call did on the event. Keith is kind of a big deal.

The adventure was called “One Night in Graywall”, and it was inspiring to witness what a professional writer and dungeon master can do at a game table. I agreed not to discuss any specifics of the adventure on the site, but at the risk of sounding fanboy-ish it really was awesome. Each character had a carefully detailed backstory that lent itself to an unfolding over the course of skill challenges and combat encounters. It all lead up to a climactic final encounter that had me both emotionally invested and tactically challenged. The man also makes great use of all kinds of gaming aids to keep the turns flowing and gamestate information manageable. There were counters for healing surges and action points, little metal brains to remind a player when they needed to make a saving throw, and magnetic discs to stick under minis to keep track of effects on players and monsters.

Keith was a really nice guy, and stuck around for several hours after the adventure to chat about Eberron, 4th edition, and whatever else came up. After a seven-player game of Three Dragon Ante (I took a respectable 2nd place finish) he talked to all of us about some of the deeper concepts behind Eberron, and made me see the setting in a light I hadn’t before. He has agreed to do some interview questions for the site over the coming weeks, so I’ve been straining my brain to come up with good questions.

In other news, I have been devouring the three core rule books for 4th edition. That is the reason this post is coming on Wednesday instead of Sunday like it should have. I also want to get a review up ASAP, but feel I’m not quite familiar enough with the system yet to quantify its value. I’ve logged about 10 hours as a player, but have only DMed a few solo encounters for friends. But that’ll change soon, my first 4th edition campaign begins in earnest on Friday afternoon.

The campaign is set in and around Fallcrest, the town detailed in the back of the Dungeon Master’s Guide. I only have two regular players right now, but I’m going to have appropriately levelled preconstructed characters ready should one of my other friends want to join in on short notice. On that note, I think I’m going to get back to working on their first adventure.

4th Edition Release Event – First Impressions

It’s about 1:15 and I’m just getting home from the release event at Gryphon Games and Comics in Fort Collins. It was a great introductory session. The event ended up being 5 tables (each with 5 players and a DM) all running a 1st level introductory module called ‘Into the Shadowhaunt’. Our table was made up of three buddies (Mike, Bill, and Lang), me, a quiet guy named Ray, and Sherman, our DM. The DM laid out the pre-constructed characters for us to choose from: A human fighter, dwarf fighter, human cleric, eladrin wizard, and half-elf rogue.

Mike and Bill seemed excited to play a duo of brawling fighters, Lang decided on the wizard, I was happy to play the cleric, and Ray seemed cool with the rogue. Sherman, a store employee, got his DM materials ready and briefly explained the rules. We all seemed to be pretty comfortable with the setup, although I think Ray may have been a newer player and kind of confused on just how many actions he got on his turn.

After an introductory explaination and about 45 minutes roleplaying the social encounters in a town called Shadowmere we headed to a mausoleum outside town that was the last seen location of two missing farmer’s kids. And then there was a puzzle encounter to even get in the place. I was itching to get into the combat by this point and found myself a little game weary, but thankfully we got through the puzzle and the DM brought out the game mat to get this fourth edition business started proper.

I found myself really liking the versatility of my cleric’s powers. I could heal, dish out some damage, and boost the effectiveness of my allies, often all in the same turn. The at-will/encounter/daily power setup works so much better than 3rd edition’s setup of spells and basic attacks. Everyone seemed to have a fun variety of powers, each useful in its own way.

Our table had a good social dynamic. Ray the rogue stayed quiet and stuck to ranged attacks for the most part. The eladrin (which everyone just called a faerie) wizard darted around with little concern for the rest of the party, occasionally including us in the blast radius of a spell or sneaking off in the middle of a fight to claim a treasure chest. The two fighters were loud and full of bravado, revelling in the highs and lows of their dice. At one point an axe was accidently launched at one of the fighters instead of the living statues we were fighting and there was a resulting in-game scuffle between the two that was alot of fun. As the cleric I played the party’s moral center. I gladly volunteered the party for a missions without rewards, and subsequently was suckered into paying the fighters’ bar tab the morning after their drinking contest.

Sherman was a confident and capable DM. He kept momentum up during the story encounters at the beginning of the game, and had a strong grasp of the combat rules. He wasn’t much for elaborate attack descriptions, aside from his regular explaination of the wizard’s magic missles. I have a feeling the occasional modifier fell through the cracks. However that was really as much the players’ doing as it was the DM’s, and no one seemed to mind.

We played through the preview adventure and then had an extra battle with a young white dragon on a frosty peak. I think everyone had a really good time, and I look forward to more adventures like that. Now if you’ll excuse me, I have a new Player’s Handbook to pour over for the first time…