Adamus Drake Official
  • The Nexus
  • Adamus Drake Music
  • GM's Corner
    • The Gray Owls Fiction
    • Voidspeaker
  • The Den
  • Instagram
  • Legacy Archives
    • D&D 5E Resources >
      • Character Creation - D&D >
        • Home-brew Feats
      • Knight Owls Armory >
        • Home-brew Races
        • Home-brew Class Options
        • Protection
        • Potions, Scrolls, and Consumables
        • Weaponry
        • Adventurer Essentials
      • Spell Compendium - D&D 5e >
        • Custom Crafted
        • Expanded Invocations List
    • Game Master Resume
    • DM Podcast
    • Owls History >
      • KO Event Dates - Descriptions

Re-Balancing Acts: 3 Character/NPC Studies

2/5/2022

0 Comments

 
Picture
I've been running campaigns long enough that I've stacked up NPCs like Pokemon cards, ready to unleash them onto unsuspecting players.  Sometimes they work wonders, other times they suck wind through a straw.  Let's take a look at a few and see what I could have done better.  
Picture

Jedrek Remo - Blackweave Monk
Gray Owls, Book 1 - 6th Age

Core Concept: Jedrek is a one-man army.  Built by a broken monastery as a final solution, a Blackweave monk wields the power of the broken weave.  Using his skin as parchment, a Blackweave covers himself in arcane runes and tattoos, each connected to an ancient power.  By engaging a tattoo, he can cast the spell that was inscribed upon him, wielding the cosmic powers of the lost tribes of wizards.  But once the tattoo was spent, the ink burns off of him, lost forever.
  A Blackweave can add permanent augmentations to his body by inscribing runes upon the skin, and burning them over 100 days.  These marks become infused scar tissue, sewn with residual power.  One can use this technique to add extra ways to manipulate their Ki, make their bodies more formidable, or make their minds sharper.
Version 1.0: A Way Of The Long Death Monk at Level 17, with a Level 14 Gunslinger as backup VS a party of five level 10 adventurers.  Low Con saves and lucky rolls on my end put the melee friends on the stun train pretty fast, but things got pretty close.  A Tattoo of Contingency - Revivify was placed on him as a last resort by his Compendium (the order branch), which saved his skin.  Using Step Of The Wind, he escaped, healed, and returned for his quarry, killing a PC and taking the body. 
  Notes: It was a tough encounter and a decent field test for the build, but he didn't use a lot of his tattoos.  As it stood, his action economy required use of his Bonus Action to engage a tattoo.
Version 1.5: The players, now at full force: 10 characters at Level 13 VS 1 Level 18 Long Death Monk.  Taking no chances, the resident pyro cast instead Telekinesis, holding Jedrek aloft and restraining him.  As Telekinesis is a contest of checks, not saves, Jedrek's Diamond Soul (proficiency in all Saving Throws) doesn't engage.  Good job party!  However, because of one small wording technicality in Jedrek's build language...he wasn't entirely shut down.  He still had access to ALL of his Weave, so every round he'd struggle against the Telekinesis (fail), then spend a Bonus Action to engage a spell that was laced onto him.  It was a "chip damage" fight; still interesting and dangerous, but felt off somehow.  It also took a long time.  They killed him and burned the body (evidence), and felt good about avenging their ally.

Future Adjustments: We finally figured out what was bugging me.  Engaging the tattoos can still be a Bonus Action, but I propose a few limiting factors.  Certain on 1 and 2, entertaining 3 and 4.
1) He has to touch the tattoo, which requires movement.  If he's restrained, he can't do that.  Telekinesis should have shut him down completely.  It's the anti-monk spell!
2) There should be a Ki cost to engage the spell.  Either Spell Level = Ki Points spent or 1/2 Spell Level (rounded up) = Ki Points spent.  Cantrips are always 1 Ki Point.
3) I'm considering a spell level limitation.  Like no spells above 7th...  Then again, even with a 20th level monk, using 9 Ki to cast that crazy Meteor Swarm that others at my level can also crank out ...as a Bonus Action...  Yeah, no.  We're limiting this crap.  No 8th or 9th level spells.  7th I MIGHT be okay with.  We'll play with it.
4) The Runes he's burned take up attunement slots, or 1/2 an attunement slot.  They take a lot to get, including cost and training (100 days, remember), but they *are* permanent; so someone with a lot of time and resources can add on Runes easily.  They already have a maximum of 3 Runic Augments before their body can't take the strain anymore, but after that we've got Bracers of Defense, a Ring of Protection, and a Cloak of Protection (a total +4 AC, and a total +2 to all saves).  With Runes that make your Martial Arts 1d12 (instead of 1d10), allow you to Hunter's Mark, and others that grant you Sneak Attack for Ki...  Don't want anyone to get too beefy too fast.

Why?: Action economy is too far broken.  He can be a better wizard than a wizard, and still PUNCH REALLY HARD.
Is the Blackweave dead?  Nah.  But it requires more tweaking as a subclass.  Monks have A LOT of options already, so it may serve better in another class (Ranger could be interesting), open-ended to all classes (needs some secrecy), or needs a few more limitations/refinement.
Picture

Slyana Jedaya / "Sly" / Knight Of Sloth
D&D Campaign 2 - 3rd Age

Core Concept: The Daughters of Syn had been a consistent villain group all throughout campaign 2 on Tuesdays, and I'm a big fan of using common mythos and turning it on its head.  In this case, we're using the Seven Deadly Sins as our model.
  "Sly" is Sloth.  Laid back and lazy, this knight doesn't want to do much, instead opting for her familiar, Freya, to do most tasks for her.  But for all her laziness, if ever you were to hurt Freya, or try to hurt her more severely, she would finally show you her true power - frightening and efficient, she'd like to end the fight as soon as possible, so she can return to her nap.

Encounters and Impressions:  Sly was my absolute favorite side villain.  Every moment the party encountered her, they fell in love with her dry wit and lack of commitment.  She would often show up on the outskirts of a battle (showing that she was always watching for her mistress, Syndrosa), smoking a pipe and giving raucous commentary of the fight, quick to crack jokes or just shrug at veiled threats.  In fact, the first time she met the group, she helped most of them escape the Underdark (I wonder if that endeared her to them a bit).  She was really just gathering information on them at that point, but she really didn't care either way, so killing them would be boring.

Fight 1: The first real encounter with Sly involved the group trying to rescue a little girl trapped in the Underdark.  Sly had an amulet on her person with a soul trapped inside (but the party didn't know that, only that she had a nice amulet, it looked valuable).  The party turned into bugs and snuck into her room, while others tried to deal with Sly's partner, an Oathbreaker Paladin named Naz (Pride).  For most of the fight, the party simply kept Sly occupied as she played with them, always at the edge of caring.  It wasn't until Naz was killed that Sly began to show her true ferocity.  Sly's first boon involves Freya; the fire fox fuses with her form, granting her lycanthropic strength and speed, as well as some Greater Invisibility.  Couple this with the fact that she's already a Level 16 Druid by now...and we've got something serious on our hands.  The party has A LOT of close calls, but manages to kill her, her form crumbling away in strips of...ice?

Fight 2: MUCH TIME PASSES and the group assault the now Queen Syndrosa in her OWN LAIR, and are promptly defeated.  Despite this Full Party Capture moment, the players were SO HAPPY to find out that Sly was indeed alive, and the version they killed was some sort of Clone or Simulacrum.  Heck, she even helps them escape the follow-up encounter (again: she doesn't really care).  But upon returning to the Fortress of Syn, now better prepared and after taking out Lust and taking some weapons from Wrath, they come across the real Sly.  She toys with them a little...and then the Paladin kills the fire fox.
  A Storm of Vengeance, and A LOT of near-death experiences (2 deaths total, but yay Revivify), a well-timed Power Word Kill drops Sly for good (strange, she could have totally Counterspelled, but she didn't...).  The party was the SADDEST I have seen them after this fight - they didn't want it to end!


Build and Boons
Class: Druid 20, Circle of the Moon (not that she cares)
Standard Boons: Boon of Fortitude (HP +50, Temp HP Ward +20), Boon Fey Step (Movement +30 as a Misty Step)
Boon of the Fire Fox - grants the Knight a familiar in the form of a fire elemental.  This familiar can heal you from a distance and merge with you to grant extra physical bonuses and a burst of fire damage at the end of every one of your turns.
Boon of the Sloth - Aura of Relaxation (little things don't stress you out, Calm Emotions at all times, advantage on saving throws against being charmed).  Social power of Disarm (disadvantage for foes to resist your relaxed charm).  You have entertaining and informative visions involving the people you observe; you no longer sleep, but napping opens these visions to your perfect memory.  Whether you act on them...is totally up to you.
Is Sly gone for good? - Mmm.  Tricky thought; death can get weird in D&D, and resurrection moreso.  Depends on where her soul ended up, and who cares enough to get her back.  I have a feeling her return would not be an unwelcome one, at least by a few PCs. ;)
Picture

ANOX / The Immortal General
D&D Pirates Campaign - 4th Age

Core Concept: A Circle Of Spores Druid hell-bent on conquering the world of beasts, controlled by the Mantle of the General; an ancient artifact forged by the Erlking of the Feywild.  Woof.  That's heavy.
  Anox was a product of the Erlking's choices; after the Archfey took the Helm of the Hunt, his purging Valkyries decimated the forces of Anox's predecessor, Gurlanik, the Fade.  To rectify this, Anox used his only son as a lure to other beings touched by Fey energy, and used his Circle to "seed" them with necrotic powers - and his control.  The resulting Treant-Hybrid army, coupled with the stolen Mantle's innate power to call nearby beasts under his command, Anox began preaching dominion over the Wilds beyond and amassing an army of druids who shared his ideals.
  His son, Darius, finally fed up with the loss of innocent life, formed his own pack of druids - attempting first a coup, then, when that failed, an all-out-assault upon his father, while freeing those that would be hunted for his dark purpose.  This betrayal marked the beginnings of Anox's madness, and the Mantle began to wrestle control away where it could.  Soon, the two entities became indistinguishable from one another, and the more Anox used the Mantle to augment his magic, the more it took from his mortal body...but he could not die as long as it was bound to him.


Boss Fight: This fight was...problematic.  There was a spore lair with infectious actions, a whole one on one duel where the PCs made strange tactical decisions and then got mad when they didn't work out.  And this was already a difficult campaign to run; huge mix of experience levels and play styles clashing all over the place.  If I were to run this in the now, 4 years wiser, I'm confident it would have been earned.  Honestly, I was still cutting my teeth on this one.
    There were personal stakes with a PC, which, in any other case, would have made this much more charged - the end result here...was confusing.  Misinterpretations of rules and descriptions, intentions, and flow; it got pretty awkward at times.
  What I WANTED to happen was a dynamic battle of shifting landscapes and status effects, a ticking time bomb of spore growth, and a possible moral quandary of tearing the mantle free to destroy it or don it yourself.  Instead, it was a jumbled mess with a few great moments (I'll give that to my seasoned players), tarnished by that constant confusion or rules-lawyering.  Different group, different time I guess.


The Build: Druid 18 [Circle of Spores], Warlock 2 [Great Old One*]
  The Warlock element of this build required a lot of homebrew.  This Great Old One ends up being the Mantle itself, a semi-sentient immortal object (one of my "Legacy Artifacts") that has held many hosts before, and draws power equally from the Shadowfell and the Feywild.  It had regenerative properties, negated by radiant damage, and the Mantle has its own suite of innate daily spells - it could even cast additional spell effects by placing levels of Exhaustion on its user.  
  At the time, I wasn't confident with custom Legendary Actions, but a second go would simplify Anox's action economy to that of a standard druid, and the Mantle would act with Legendary Actions of its own, illustrating the dichotomy of the two entities joined.  I could then drop better hints as to the artifact's nature, and I would allow the PCs to attack the Mantle directly, adding a puzzle to this duel of fates.
  As it stands, Anox - and myself - learned a lot from this boss fight, and we haven't seen the last of his character.  Perhaps a new version will retcon the old for us all. 


Anywho.
It's important to look back now and again.  To consider where our lessons lie, and what new adventures we can craft with them in mind.  Maybe I'll do this again - I've got plenty stashed in the mental basement.

If you enjoyed this, maybe say so, or check out the Patreon (it could always use some love).  
Stay warm out there.
-Adamus


0 Comments

A Random Kobold Monk

11/10/2019

1 Comment

 
So my buddy Shelley showed up to an event without a character.  She warned me first, like a good player, maybe about 6 hours ahead of time.  Lords bless my DnD Beyond subscription and knowledge of the game, because I made this character in 30 minutes flat and brought it to the game for her to play...and it was AMAZING.
Picture

The Core Concept

Normally she plays casters, so I asked if she wanted something familiar, or something new.  She picked the latter, citing that a non-caster would be welcome.  Knowing her, and her trust in me, I decided to give her something with enough technical choices to engage her caster experience, without worrying about spells, and had enough oomph to keep her on the front lines (when normally she doesn't put herself there), and finally some quirk to make things a little silly.

She's mentioned wanting to one day try a Kobold, so now's a great time to try it out.  
To keep her AC high, I've awarded her a Ring Of Protection and some Bracers Of Defense.  We rolled a decent array so I'll put a high stat in Dexterity and round out her Wisdom, and our Unarmored Defense will take care of the rest.

Race, Stats, and Features

So we started with an 18, 16, 14, 13, 12, and a 6.  We'll put that 6 in Charisma because that's hilarious, and the 14 in Strength.  18 and 16 in Dexterity and Wisdom respectively, and we'll fill out the 12 and 13 in Constitution and Intelligence.

Kobolds are one of the few races in 5E that suffer an attribute penalty.  -2 Strength and +2 Dexterity brings our Strength modifier to a lovely little +1 and our Dexterity already maxed out at 20 for a +5.  To keep this little spitfire moving, I grant the Mobile Feat (+10 feet of movement!, among other things) at Level 4, and then we'll up her Wisdom to 18 (so her AC goes up too).  

Add on her Grovel, Cower, and Beg feature, Darkvision, and Pack Tactics, this is rapidly becoming Team Advantage!  Slap a pair of sunglasses on that sucker, and Sunlight Sensitivity is no problemo.

Final Look

Name: AKI
Race:  Kobold       Class: Monk 8, Way of the Open Hand
HP: 64    AC: 22    Speed: 55    Initiative: +5    
STR 12 (+1)   DEX 20 (+5)   CON 12 (+1)   INT 13 (+1)   WIS 18 (+4)   CHA 6 (-2)
Saves: STR +5, DEX +9   
Gear: BAGPIPES (used hilariously as a sled, and played every time she fells an enemy),
​Bracers of Defense*, Ring of Protection*, Ring of Mind Shielding* (just because)
In practice, Aki is bloody hilarious.  When paired with our spry halfling barbarian, the small brigade is a force to be reckoned with, felling just about every big foe I can throw at them.  In character interactions, Aki is adorable, ravenous, and entirely loud at the worst times.  Mechanically, she has lots to work with using her Ki Points, but it's always the same list, and Open Hand gives her plenty of options to pivot to what needs to be shut down each round - whether it be Reactions, pushing them away, knocking them down - plenty of choice points.  

As it stands, Aki is currently level 12 in our Knight Owls Season 3 campaign.  
I'd say the character was a hit.


See you at the table.
-Adamus
1 Comment

Monster Of The Week - Aboleth

7/18/2019

0 Comments

 
Picture
In the time before the great pantheon of the gods, these gigantic creatures lurked in the primordial oceans and the underground seas.  They reached out with their superior minds and enslaved the burgeoning lifeforms of the mortal realm, pushing dominion that made them like gods.  Until the true gods took notice, smashing the aboleths' empires and freeing their enslaved beings.  
  Such an insult has never been forgotten.

General Knowledge - Aboleths in 5th Edition

Eternal Memories

  Aboleths have ancient, flawless memories, and pass on their knowledge from generation to generation.  This quality keeps the insult of the gods fresh and alive, perfectly preserved in their minds.  They are also treasure troves of ancient lore.  These entities play the long game; calling eons of planning to bear, patient and intricate.  

Gods in the Lake

Ancient aquatic beings, Aboleths dwell in the deep recesses of underground lakes and rivers, and unknown depths of the grand oceans.  They often reside in the Material Plane, and the Plane Of Water, but can show up just about anywhere with an underwater abyss.  In these deep lairs and the lands that surround them, Aboleths are like gods, demanding worship and obedience from those that live nearby.  
  They also add the experiences and knowledge of all they consume to their eternal memory, creating a lust for knowledge with all they come in contact with.  An Aboleth wields its telepathic powers to read the minds of creatures and know their desires, and they use this power to easily gain the creature's loyalty.  While in its lair, an Aboleth can augment its telepathy, creating the illusions of such fulfilled desires for its loyal servants...but it is still just an illusion.

Enemies of the Gods

With flawless memories, and connections eons long, the Aboleths forever recall the slight of the gods.  Their fall from power is written in stark clarity, for Aboleths never truly die.  If an Aboleth's body is destroyed, its spirit returns to the Elemental Plane Of Water, where another body is coalesced in a month or two.  Ultimately, the Aboleths dream of one day overthrowing the gods and regaining control, and dominion, over the world.  
  They've had eons to plan, and they never forget.  Truly, they are a great danger to the cosmos.
Picture

Legacy Lore

Aboleths are a race of malevolent, eel-like gargantuan Aberrations with frightening psionic and psychic abilities.
Fish-like amphibians of immense size, often reaching 20 feet or more (6.1 meters) in length and many weighing up to 7,000 pounds.  Though, as an Aboleth's body can live indefinitely if not destroyed, there are some cited at 60 feet in length, and others weighing upwards of 12,000 pounds.  They resembled a bizarre eel, with long, tubular bodies, as well as a tail at one end and two fins near the head and another along the back. Aboleths' mouths are lamprey-like, filled with serrated, jawless teeth.
Aboleth underbellies were often orange-pink, while their topsides were typically sea-green. A little bit back from the head were four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. Their heads were triangular-shaped, with a spherical, beak-like nose.  Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head.  Four blue-black slime-secreting orifices line the bottom of their bodies.  The creature's blood is green and thick, oozing like sap.
Aboleths breathe through a thick gray mucus, which covers their body and which they exude from four pulsating organs along their body as they move.  If robbed of the ability to exude this slime, an Aboleth would suffocate in water or on land alike. As such, an Aboleth had to take care of its mucus. Out of the water, an Aboleth's membrane-like skin dries out quickly, but this did not prove fatal in and of itself. Instead, the Aboleth would eventually enter a state of suspended animation, called Long Dreaming. During this process, the so-hampered Aboleth formed a tough, waterproof membrane, like a calcium deposit shell.  Over enough years, this shell would grow harder than steel, forever entombing the dreaming creature.
Picture

Aboleths In Io

I admit we haven't seen many Aboleths in the campaigns I've run, though their influence has been felt.  The first one encountered by a group was in the Halls of Pandemonium; a discarded, corrupted psionic entity - a far shadow of its former power.  They ripped it apart, with little understanding of what it was and why it was there, whereas in reality they had released its body from an endless cycle of torment by the ancient dragon, Narizguun.  
  As the world continues to clarify, especially in the Fourth Age (where the Pirate campaigns reside), the Aboleth is a creature that has always had influence in the world of Io.  Its power stretches to the depths of the world's memory, pulling strings and making plans.  A creature of the long game, eternal and dangerous...perhaps some villains have taken notes.  ;)

See you at the table.  
Thoroughly afraid of the water.
- Adamus

0 Comments

4E Builder - Gnome Warlock

7/16/2019

0 Comments

 
Picture

1) The Concept

Small, but mighty they call me.  And when they say cute and cuddly, effervescent and mirth, I shall call the lightning upon their hubris and laugh maniacally in their wake.
  Small, but mighty indeed!

2) Heroic Array = 17, 15, 14, 12, 11, 10

3) Racial Traits

Slight and sly, Gnomes are smart and charismatic, doing what they can to slip by unnoticed (if they want).  
So YAY, +2 Intelligence, +2 Charisma.

Fey Ancestry - I'm fey when it counts.
Master Trickster - Ghost Sound cantrip for free.
Reactive Stealth - stay hidden when initiative starts.
Trickster's Cunning - extra bonus to saves vs. Illusions.

Fade Away - Racial Encounter Power that allows me to go invisible when I take damage!

4) Class Traits and Abilities

Warlocks act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way.  My key abilities are Charisma, Constitution, and Intelligence, in that order, so my Gnome racial bonuses are BOSS.  Let's stat it out:
STR 11 (+0)
DEX 12 (+1)
CON 16 (+3) = 15 + 1 at Level 4.
INT 16 (+3) = 14 + 2
WIS 10
CHA 20 (+5) = 17 + 2 + 1 at Level 4.

Being Small, my speed is only 5 squares, but it helps to have some Low-Light Vision too.
Armor is Cloth and Leather only, but my Defense Bonuses are +1 to Reflex and +1 Will.
Weapon Proficiencies: Simple Melee, Simple Ranged

1) ELDRITCH BLAST - Your At-Will powers are intrinsically tied to your class choice by theme and pact, so Eldritch Blast is an automatic At-Will power.  Your Eldritch Pact decides your other At-Will power...
2) ELDRITCH PACT - You get three choices: Fey, Infernal, Star.  This selection decides your second At-Will power, as it is mechanically tied to the flavor of the pact.  Star punishes movement toward you with Dire Radiance (Movement), Fey makes you Invisible with Eyebite (Buff), Infernal channels additional damage to a target when I take damage with Hellish Rebuke (Offense).  Each one is still an initial attack roll, with the appropriate follow-up bonus.  I'm going with Hellish Rebuke, because the language specifies that the target doesn't have to be the one that damages me; I could take damage from something else entirely, and still automatically deal 1d6+3 fire damage to my chosen target.  That's nice.  Also, I get Dark One's Blessing, which grants me temporary HP when a creature under my Warlock's Curse (see below), dies.
3) PRIME SHOT - As long as I'm the closest to my target (so no ally is closer than I), I get a +1 to all ranged attack rolls against that target.  Nifty.
4) SHADOW WALK - As long as I travel at least 3 squares on my turn, I gain Concealment until the end of my next turn.  Which is great, because I plan to keep my distance whenever possible.
5) WARLOCK'S CURSE - once per turn, as a Minor Action, I curse a dude.  That dude is more vulnerable to my nasty attacks and takes extra damage (+1d6 for now).  So there.
6) IMPLEMENTS -  Warlocks make use of specific powerful wands or rods or pact daggers that add extra powers or bonuses to their spells.  Cool beans.

5) Powers (Spells)

A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power.  Many of my powers are already pre-determined by my Infernal Pact choice, so let's just lay them out.

At-Wills 
1) Eldritch Blast - you can choose your Charisma or Constitution to help out with this spell, but you can't change later.  Charisma is my OBVIOUS CHOICE with a +5 modifier.  With the added benefit of this spell counting as a basic ranged attack, allies that grant such opportunities open up a world of hurt against our enemies.  
2) Hellish Rebuke - Constitution-based ranged attack vs. Reflex, so 1d6+3 fire damage if I hit.  The added bonus is they take an extra 1d6+3 fire damage if I take ANY damage before the end of my next turn.

Encounters
Racial) Fade Away - We've talked about this.  Take damage, go invisible!
1st Level) Diabolic Grasp - Another Constitution-based power that hits nice for 2d8+3, and will move the target 4 freaking squares!  
3rd Level) Fiery Bolt - 3d6+3 fire damage, and burst 1 with 1d6+3 fire damage, with another +3 for my Intelligence.  Ouch.

Daily
1) Armor of Agathys - Gain some 13 Temporary Hit points and any enemy that starts its turn adjacent to me takes 1d6+3 Cold damage until the END OF THE ENCOUNTER.

Utility - Daily
2nd Level) Fiendish Resilience - Minor Action to give myself 8 temporary hit points.  Meh.  No choice in the matter.

FEAT SELECTION
1) Improved Initiative - the earlier I go, the better.  +4.
2) Improved Dark One's Blessing - when a Cursed enemy drops to 0, I'll gain 7 temp HP instead of 4.
​4) Magic Of The Mists - retain Fade Away when I attack.  Booyah.

6) Gear and Overview

Basic Melee = Sickle; +4 to hit, 1d6 damage --- Sickles have +2 Proficiency, + Strength (0) + 1/2 Level (2)
Basic Ranged = Hand Crossbow; +5 to hit, 1d6+1 damage --- Hand Crossbows have +2 Proficiency + Dex (1) + 1/2 Level (2)*
**I don't plan on using this, as my Eldritch Blast counts as a Basic Ranged Attack.  1d10+5, with a +9 to hit is way better.**
Implement: Magic Tome = +1 Attack and Damage rolls, but on a Critical add 1d6 damage.
At-Will Powers: ELDRITCH BLAST, Hellish Rebuke
Encounter Powers: Fade Away [R], Diabolic Grasp, Fiery Bolt
Daily Powers: Armor of Agathys

HP: 30 (15 at level 1, +5 per level [15])
Healing Surges:  9 (6+3)   Surge Value: 7
AC: 15 --- (10+1/2 level [12]+Dexterity Mod [1]+Leather Armor [2]
Fortitude: 15 --- (10+1/2 Level [12]+Con Mod [3])
Reflex: 16 --- (Int +3 + 12 + 1)
Will: 18 --- (Cha +5 + 12 + 1)
Trained Skills: Arcana, Bluff, Intimidate, Streetwise

Gnome made.  Let's blow some stuff up.
See you at the table.
​-Adamus
Buy me a Mocha CoffeeBuy me a Mocha Coffee
0 Comments

MOTW - Special Traits and Legendary Creatures

7/11/2019

0 Comments

 
Picture

The Stuff Of Legend...

Some entities in fantasy have stood the test of time.  They are either so old or so powerful that they have outlasted every adventuring party that has sought their ruin, or already stand amongst the gods and devils that rule the multiverse.  Ancient dragons, demon lords, aberrations that rule the Underdark...these and so many more fill the world of fantasy with legend.

Legendary Resistance / Legendary Actions

Many legendary creatures are tougher than your average beastie, and show that in their Legendary Resistances.  Three times per long rest, if a creature with this feature fails a saving throw, they can choose to succeed instead.  This pisses off my players to no end, but this is a great mechanical representation as to why these things have survived as long as they have.  An ancient being wouldn't be able to be charmed by one unlucky roll out of the gate; it has some fortifications against that.

Conversely, legendary beings are often, but not always, solo endeavors.  In other circumstances, such encounters can feel a little...one-sided.  As a party of 5-7 warriors gang up on a single creature, that's usually 5-7 swings on it before it gets its turn.  
Legendary ACTIONS provide a pseudo-set of extra turns each round for a Legendary Creature to use, simulating its great power and rebalancing the economy of the encounter.
  At the close of another creature's turn, not its own, this creature can spend 1-3 Legendary Actions to perform certain tasks, attacks, or powers, as dictated by their stat block.  Some powers burn only 1 LA, while others can burn 3 at once, especially if the creature is attempting something very powerful.  Sometimes it's a movement or an extra attack, or a bonus spell.  Whatever it is, stay alert!  There's a reason these things are legendary.


But to be clear:
Legendary Resistances only recharge during a Long Rest, but...
Legendary Actions return at the start of the creature's turn EVERY ROUND.  
  So you might force some saves and use up their resistances...but they're just as dangerous with their Legendary Action economy.  

A Creature's Lair

Location, location, location...

A Legendary being often has a place it calls its home.  A "lair," if you will.
  Such a place tends to grant them superior bonuses to their defenses, like a homefield advantage, and often pose great danger to an unprepared party.  
A Lair in a Legendary encounter acts on an Initiative count (often count 20) like a character, but you can't attack it or defeat it.  Maybe you're fighting in a volcano, and a wave of extreme heat hits you; or a pulse of necrosis randomly strikes someone within range of the dark altar of the Lich.  And many effects get worse the longer the fight goes on, so entering a Lair with a clear strategy will help keep your party alive and (hopefully) end this encounter quickly in your favor.

Pro Tip: If ever you can engage a Legendary Creature outside of its Lair, do so.  Those homefield advantages, coupled with its already frustrating extra actions and resistances, make these fights particularly nasty.

Other Special Traits

Powerful creatures, not just legendary ones, can often have extra special abilities to be aware of that set them apart from your average hobgoblin or bulette.

​INNATE SPELLCASTING
Some monsters have the ability to cast specific spells as part of their features.  These spells, unless otherwise noted, are always cast at their lowest level.  If it's a cantrip, we can assume the creature's challenge rating (CR) as its level if we need to determine damage (unless it's otherwise noted). 
  Innate spells often have other restrictions, like "target self" or "Reaction only." 

SPELLCASTING
A monster with the Spellcasting feature is considered to have a spellcasting level and an arsenal of spell slots, as if they were a player class.  Such a creature can choose to cast spells at higher spell slots, just as a player might, giving a large bredth of caster flexibility (and making them very dangerous).  

PSIONICS
Psionics is a form of spellcasting that allows a monster to cast spells using only the power of its mind.  This tag can be attached to both Innate and standard Spellcasting, and carries no additional rules, but other parts of the game might refer to it. 
  Assume, though, that a spell cast using Psionics does not require components.  ;)
And there you have it!
Next time, we delve into the depths and visit one terrifying little beastie.  I mean it, this thing's the stuff of nightmares!
See you at the table.
​-Adamus
Buy me a Mocha CoffeeBuy me a Mocha Coffee
0 Comments

4E Builder - Deva Avenger

7/9/2019

0 Comments

 
Picture

1) The Concept

Recently, I've been drawn to the image of an almost Dr. Whovian holy warrior.  The idea being that through the ages, this warrior has been reincarnated and reborn in many different bodies, all attempting to vanquish evil  This can be hard to pull off with mechanical justification without homebrew in 5th Edition, but 4TH EDITION has this concept down with the addition of the racial option, Deva (from the Player's Handbook 2).  Couple this with the class option (also from Handbook 2) of Avenger, and we've hit the ground running.

2) Heroic Array - 17, 15, 14, 12, 11, 10

3) Racial Traits

Devas are immortal spirits that are born and reborn perpetually into new physical lives, so it follows that the bonuses they enjoy are more mental representations.  
Long way of saying, YAY, +2 Intelligence, +2 Wisdom.

Astral Majesty - +1 to all my defenses against bloodied creatures.
Astral Resistance - resistance to necrotic damage and radiant damage.
Immortal Origin - I guess I'm considered Immortal when it counts.
Memory of a Thousand Lifetimes - Racial Encounter Power that adds a 1d6 bonus to an attack, save, skill, or ability check.

4) Class Traits + Ability Distribution

Avengers act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way.  My key abilities are Wisdom, Dexterity, and Intelligence, in that order, so my Deva racial bonuses are right ON POINT.  Let's stat it out:
STR 11 (+0)
DEX 18 (+4) = 17 + 1 at Level 4.
CON 12 (+1)
INT 16 (+3) = 14 + 2
WIS 18 (+4) = 15 + 2 + 1 at Level 4.
CHA 10 (+0)

Armor is Cloth only, so I'm pleased that my Defense Bonuses are +1 to Fortitude, Reflex, and Will.
Weapon Proficiencies: Simple and Martial Melee, and just Simple Ranged (so I guess I'm going up close and personal)
Now, that Armor proficiency feels a bit disappointing, but the Avenger gets a few little features to help out their "battle cleric" status:
1) ARMOR OF FAITH - as long as I'm not in heavy armor or using a shield, my deity rewards my courage in the face of certain doom with a +3 bonus to my AC.
2) AVENGER'S CENSURE - I choose one of two bonuses that tie directly to a creature that is the target of my Oath Of Enmity (what up, 5E Vengeance Paladin?), Pursuit or Retribution.  I like the damage bump (3 from my Int) of Retribution, as well as the synergy in Power selection later (you'll see), so I'll go with that.
3) OATH OF ENMITY - select a chosen prey, and take the best of two attacks on them until the end of the Encounter as a Minor Action.  Woof.  Probability is now on my side.
4) CHANNEL DIVINITY - you start with two Channel Divinity powers (more if you take certain Feats): Abjure Undead (deal sick damage to one undead target and immobilize them) and Divine Guidance (let an ally roll twice for an attack).  Both Encounter powers, so I've got 'em each fight.

5) Powers

A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power.  Let's get to it.

At-Wills - my focus is on dealing decent damage and chasing down opponents so I can smite the crud out of them:
1) Bond of Pursuit - Weapon attack plus Wisdom Modifier damage, but the kicker is that I can chase down the target if he ends his turn away from me.
2) Bond of Retribution - decent damage and radiant damage tied to my Intelligence if an enemy other than my target smacks me.  That'll learn 'em good.  :)

Encounters
Racial) Memory of a Thousand Lifetimes - didn't like that roll?  Let's add 1d6 to it!
Class Feature [CF]) Oath of Enmity - roll two attacks and take the better result for the whole fight or when the thing dies.  All that for a Minor Action.
CF) Channel Divinity: Abjure Undead - immobilize and wreck one undead creature.
CF) Channel Divinity: Divine Guidance - when an ally attacks your Enmity target, have them roll twice and take the better result.  Yes please hit my quarry!
1st Level) Avenging Echo - Don't stand so close to me!  Until the end of my next turn, enemies near me take 8 radiant damage (5 + 3 from my Int because of Censure of Retribution).
3rd Level) Halo Of Fire - same deal as Echo, but better weapon damage, and this time it's 8 fire damage.


Daily
1) Temple Of Light - Double weapon damage + Wisdom radiance AND it creates a zone of extra damage that follows the target.  Creatures struck by me in such a zone take extra damage.  I see this limiting a target's movement, as the spillover damage to their own allies is less than helpful.

Utility - Encounter
2nd Level) Resonant Escape - triggered by being hit, or missed, I get to teleport a few squares away.  Cool.

FEAT SELECTION
1) Improved Armor Of Faith - an additional bonus to AC that increases at later levels (+1 for now)
2) Melee Training - effectively (if I pick Dexterity) turns my basic melee attacks into 5E finesse weapons, so I can use my Dexterity modifier to slice the junk out of enemies instead of Strength.
​4) Melora's Tide - another Channel Divinity option that grants some regeneration to me or an ally until we're not half dead.

6) Gear and Overview

Basic Melee = Longsword; +9 to hit, 1d8+4 damage --- Longswords have +3 Proficiency, + Dexterity (4) + 1/2 Level (2)
Basic Ranged = Crossbow; +8 to hit, 1d8+4 damage --- Crossbows have +2 Proficiency + Dex (4) + 1/2 Level (2)
At-Will Powers: Bond Of Pursuit, Bond Of Retribution
Encounter Powers: Memory of a Thousand Lifetimes (Racial), Oath Of Enmity (CF), CD Abjure Undead (CF), CD Divine Guidance (CF), Avenging Echo, Halo Of Fire, Resonant Escape (Utility)
Daily Powers: Temple Of Light

HP: 33 (15 at level 1, +6 per level [18])
Healing Surges: 8     Surge Value: 8
AC: 20 --- (10+1/2 level [12]+Dexterity Mod [4]+Armor Of Faith [4]
Fortitude: 14 --- (Con Mod [1] + 12 + 1)
Reflex: 17 --- (Dex +4 + 12 + 1)
Will: 17 --- (Wis +4 + 12 + 1)
Trained Skills: Religion + Acrobatics, Heal, Perception

Time to kick some butt, Vered Felstaff.  Let's rock.
See you at the table.
​- Adamus
Buy me a Mocha CoffeeBuy me a Mocha Coffee
0 Comments

Monster Of The Week - Speed and Senses

7/4/2019

0 Comments

 
Picture
Last week we took a look at the multitude of Monster Types, now let's take a look at the terminology surrounding how they MOVE and how they SEE.

SPEED TYPES

BURROW
A monster with a burrowing speed can tunnel through sand, earth, mud, or even ice!  Bad news on a tactical map, but the monster can't burrow through solid rock unless it has a feature that says so.

CLIMB
Climb speed lets the creature scale vertical surfaces using all or part of its movement, and they don't have to spend extra movement in order TO climb.

FLY
Monster with fly speeds can use that movement to, you guessed it, FLY.  And some monsters have the ability to Hover, making it difficult to knock them out of the air.  Any decently smart creature with a fly speed (and a breath weapon) should be feared on a tactical battlefield.

​SWIM
Well, these are getting simple.  Creatures with a swim speed can swim their speed!  And they don't even have to use extra movement...  Who'da thunk?  Good to note, though, that a swim speed can only be used in a liquid; a semi-solid material, like mud, does not support a Swim speed (Burrow would be more appropriate), but in the same vein a Burrow speed does not allow you to swim (without costing extra movement as normal).

EXTRA SENSES

BLINDSIGHT
A monster with Blindsight can perceive its surroundings without relying on sight, depending on the radius.  Creatures without eyes, like an ooze or grimlock, will usually have this sense, as do creatures that might use echolocation (like a bat) or something with heightened senses (like a dragon).  
  A naturally blind monster might also use this term to indicate the MAXIMUM RANGE of its perception.


DARKVISION
A creature with darkvision can see in the dark within the specified radius.  Just like with player characters, they can see in dim light as if it were bright like, and in darkness as if it were dim light.  And, just like PCs, the monster can't discern color palettes, only shades of gray.  Expect creatures who tend to live underground to have this special sense.

TREMORSENSE
​A monster with Tremorsense can detect and pinpoint the origin of vibrations within its specified radius, provided that IT is not in contact with the same ground or substance.  No, it cannot be used to detect flying or incorporeal creatures.  Expect monsters that tend to burrow, like an Ankheg or Umber Hulk, to also have this ability.

TRUESIGHT
A popular thing among high-level players, a creature with Truesight can see (out to a certain range) in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of one who is a shapechanger or someone transformed by magic.  Furthermore, the creature can see into the ETHEREAL PLANE out to the same distance.  A few ancient or psionic creatures might have this ability, but it is much more rare.

​TELEPATHY
This is a magical ability that allows a creature to communicate mentally with another creature within the specified range.  The contacted creature doesn't need to share a language in order to communicate, but it needs to understand at least one language (so the Google Translate has something to do).  A creature without telepathy can still receive and respond to telepathic messages, but can't initiate them.  
  A telepathic monster doesn't need to see the contacted creature and can end the contact at any time.  The contact is also broken if the two creatures ever exceed the range of the sense.  It often goes without saying, but contact is broken if the creature is incapacitated.  

Note: A telepathic creature within an Antimagic Field or another location where magic does not function will not be able to send and receive telepathic messages. 

DAMAGE TERMS

Sometimes you smack that enemy really hard and it does nothing, or you hurl a particular potent concoction, roll real bad, and deal double damage...or you find yourself somewhere in-between.  There are reasons why and these are the terms you need to know going in.
VULNERABILITIES
When a creature is Vulnerable to a damage type, it is assumed that the type deals twice as much damage to it.  Some DMs will have players roll twice as many dice, or, for speed and efficiency, simply double the number rolled.  Whatever the method, the creature can be considered "weak" to this type, and will therefore suffer more when dealt it.

RESISTANCES
A very common term among the monsters in 5E, a Resistance indicates the creature will only suffer half of the damage (rounded down) dealt to it of this type.  It can be expected that many Fiends will probably be resistant (if not Immune) to fire damage.

IMMUNITIES
An immunity indicates that the monster either cannot be affected by the named status effect or suffers no damage (even if an ability might punch through a Resistance otherwise - ahem, Elemental Adept feat - cough) from the indicated type.  Powerful undead can be Immune to necrotic damage, or a large fiend Immune to fire damage, or how a construct might be Immune to being poisoned.

MAGIC RESISTANCE
A trait often reserved for older, more powerful beings, (the Yuan-Ti Purebloods also enjoy this at level 1 in Volo's Guide To Monsters) a creature with Magic Resistance rolls with Advantage against ANY MAGICAL EFFECT THAT REQUIRES A SAVING THROW.  Any.  Magical.  Effect.  Yeah, that's awesome...or terrible, depending on which side of the screen you are positioned.  :)

Next time on Dragonball Z

Legendary Creatures, Lairs, and what the heck that all means.  
See you at the table, sipping on my coffee.
​...Gods I need more coffee...
-Adamus
0 Comments

4E Builder - Dragonborn Ranger

6/25/2019

1 Comment

 
Picture

Why This One?

The first creature I played in 4th Edition was a Dragonborn Ranger.  I loved the idea of dual-wielding swords and breathing lightning.  It was dream come true.
  I was mobile, strong, and very dangerous up close.  I didn't have a bunch of Hit Points, but my enemies were often dead before they could deal much damage.  I was beautiful.  And with many fond memories flooding back, I figured I could ride this momentum into our first main build in this system.

1) Ability Scores, Racial Improvements, and Distribution

Though I'm usually in favor of rolling for my ability scores, luck tends to kick me in the face for this edition.  It is strangely much better to go with the standardized heroic array found in the Player's Handbook.  So, for each of these builds going forward, our choices are: 16, 14, 13, 12, 11, and 10.

RANGER Key Ability Scores: Strength, Dexterity, Wisdom
Dragonborn Ability Score Improvements: +2 Strength, +2 Charisma

So, the race bonus didn't entirely line up with my needs, but I didn't really care.  Plus, since we're building each of these to LEVEL 4, so I've got an ability score increase to think about too.  Let's flesh out my scores.
STR = 14+2 = 16 +1 at Level 4 = 17 (+3)
DEX = 16 (+3)
CON = 12 (+1)
INT = 11 (+0)
WIS = 13 +1 at Level 4 = 14 (+2)
CHA = 10+2 = 12 (+1)

2) Race Features

DRAGONBORN 
Pretty run of the mill here.  Medium creature, moves 6 squares each round, no darkvision (bummer).
Draconborn Fury - when I'm Bloodied (down to half or below half my Hit Points), I get a +1 bonus to all my attacks.
Draconic Heritage - makes my Healing Surge value bigger (1/4 my total HP + my Constitution modifier).
DRAGON BREATH Power - the reason I took the race in the first place...  An excellent Encounter Power.

3) Style, Powers, and Feats

Rangers operate from two main battle paradigms: Ranged and Dual-Wielding.  I'm going with the latter, and fulfilling my original idea of an up-close Striker.  This choice also grants Toughness as a Bonus Feat.

On top of this, a Ranger gains the Hunter's Quarry feature: as a Minor Action, you can designate the nearest enemy to you that you can see as your Quarry.  Once per round, you can deal extra damage to that quarry when you hit them, and that damage increases every 10 levels or so (ours will be at +1d6 for now).

At level 1, I need to select 2 At-Will Powers, 1 Encounter Power (useable once per fight), and 1 Daily Power, plus my Racial Power.  Level 2 I get a Utility Power, Level 3 another Encounter Power, and Level 4...an ability score increase.  Also, at Levels 1, 2, and 4, I select a Feat.

At-Wills are pretty obvious here:
1) Twin Strike - effective double attack.
2) Hit and Run - run past, slice through, keep running and no Attack of Opportunity.

Encounters
Racial) Dragon's Breath - we'll go with lightning, I think.  :)
1st Level) Evasive Strike - I can shift around the board 2 squares before or after the attack, and I deal double weapon damage + my Strength modifier.
3rd Level) Thundertusk Boar Strike - another double attack with a push; if both attacks hit, I push 'em a number of squares equal to my Wisdom Modifier (which I want to increase!).


Daily
1) Hunter's Bear Trap - Double weapon damage + Strength + slowed target + 5 ongoing damage if they can't save to stop it.  Ha.

Utility - Encounter
2nd Level) Yield Ground - triggered by being hit, I can move away and gain a +2 bonus to all of my defenses.  Gotta watch myself!

FEAT SELECTION
1) Dragonborn Senses - gain Low-Light Vision, and +1 to Perception
2) Enlarged Dragon Breath - increases the size of my Dragon Breath.  Booyah.
​4) Dragonborn Frenzy - +2 damage when I'm bloodied.  Because often the best protection is to eliminate threats faster, and that's damage.

4) Gear, Skills, and Proficiency

+ For Armor, I'm proficient in Cloth, Leather, and Hide only, so I'll pick standard Hide for a +3 to my AC.
+ Weapons are a little more vast, with Simple and Military grade melee and ranged.  Let's snag two Longswords to lay down the law with a little higher accuracy, and a Longbow for good measure. 
+ Defense Bonuses: +1 Fortitude, +1 Reflex
+ Hit Points at first level end up being only 13 (12+Con modifier), with increases of 5 per level, so add another 15 on for only 28 HP at level 4.  Even with Toughness, that only raises it to 33 HP.  Argh.  We'll see if we can do something about that.
+ Healing Surges = 7 per day, at 8 HP per surge (thanks Dragonborn).
+ Trained Skills (+5 training bonus): Dungeoneering or Nature (I pick NATURE), plus four others from a decent list - let's go with Acrobatics, Athletics, Perception, and Stealth.

5) Overview and Future Choices

Basic Melee = Longsword; +8 to hit, 1d8+3 damage
Basic Ranged = Longbow; +7 to hit, 1d10+3 damage
At-Will Powers: Twin Strike, Hit and Run
Encounter Powers: Dragon's Breath, Evasive Strike, Thundertusk Boar Strike, Yield Ground (Utility)
Daily Powers: Hunter's Bear Trap

HP: 33
AC: 18 --- (10+1/2 level [2]+Dexterity Mod [3]+Armor Bonus [3]
Fortitude: 16
Reflex: 16
Will: 13

Yeah.  That's about right.  Welcome back, Helaku Stormwind.  Let's play.

See you at the table.
- Adamus
Buy me a Mocha CoffeeBuy me a Mocha Coffee
1 Comment

4th Edition Character Types

6/18/2019

0 Comments

 
Picture

What The Black Sheep Did Right

So recently we hit up 4th Edition as a one-shot.  One 6-hour foray back into the black sheep of the D&D legacy at level 2, and...it was pretty cool.
  Now, I'm not new to 4th Edition.  I cut my teeth on 1st edition, and scaled those characters through 3.5 and Pathfinder, then we churned out a new campaign in 4th Edition.  Sure, there were elements I didn't like - the out-of-left field feel, the power sets, the strange board game nature of it all - but it was still D&D, and we played it through all the same.  The mechanics were just the mechanics; we still had our story to tell.
Fast-forward to 5th Edition, and our now about 4 years teaching it and running it, and returning to 4th edition is...not that bad.  
There are a great many things that 4th Edition does very well.
1) Roles are clear.  Each class is broken down into one of four main categories of roles: Controllers, Defenders, Leaders, and Strikers.  With your lives on the line, and the mechanics to back it up, there's never a question of what role you are supposed to fill; maybe a question of a secondary role, but not the primary.
2) Tactics are KEY.  Immediately, in fact.  Our first fight we played like 5th edition - Goblins, no trouble, right?  Wrong.  Each goblin has more hit points than I do (and I'm a Minotaur Warlord), and none of us could go toe-to-toe with any one of them.  It's expected at a fight that two things happen - you immediately use your Encounter powers (more powerful attacks/spells usable once per fight) to eliminate threats early and second, you draw fire to the Defender, while everyone else wrecks enemies from a protected position.  Oops.
3) Action Economy Works.  On your turn, you have a Standard Action, Minor Action, and a Move Action.  Now, these aren't necessarily the same as 5E's Action, Bonus Action, and Movement, mainly because EVERYONE has a Minor Action (like drawing a weapon, opening a door, etc.) available, and certain powers or abilities consume one of those three actions.  As long as you have the action type available, you can spend the power, so if you've got a power that's a Minor, another a Standard, and another a Move...you're using three cool things that turn.  You're not moving, but still, three cool things.  Also, also, you can make your Standard into two more Minor Actions instead, making the economy more flexible.  When you're learning the game, that can add time, but, just as with any system, you get faster.  And, because this system IS so mechanic-driven, it's rare that you'd have a strange interpretation mix-up that would bog down play anyway.
4) All of your stats are important, with three mains.  For each class, there are at least three primary ability scores, and each of your powers will use one of them.  Often, INTELLIGENCE is one of those, so the worth of your stats is elevated and definitively depends upon your class, which is refreshing.
Now I said before that there were certain roles meant to be fulfilled by each class.  In a balanced party, you need at least one of each role represented.  If you have more, good job, but one of each is definitively needed to avoid a dreaded a TPK.  ;)

Controllers

Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes.  Wizards are obvious Controllers from the first Player's Handbook, with the Druid, Invoker, Psion, and Seeker joining up from the PHB 2, and PHB 3.

Defenders

Defenders have the highest defenses in the game and are good for close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to ignore them in battle, taking the fire off the other more "squishy" classes.  The proverbial "TANK" of the game, this is where you find your Fighters, Paladins, Warden, and Battlemind.

Leaders

Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on, as well as strike and give bonus attacks, movement, or defenses to allies.
These classes encourage and motivate their adventuring companions, but just because they fill the leader role doesn’t mean they’re necessarily a group’s spokesperson or commander.  The party leader—if the group has one—might as easily be a charismatic warlock or an authoritative paladin.  Leaders (the role) fulfill their function through their mechanics; party leaders are born through role-playing.  Obvious Leaders are found in the Cleric and Warlord, with the Bard (duh), Shaman, Ardent, and Runepriest fulfilling it later.

Striker

Strikers specialize in dealing high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around tough foes and single out the enemy they want to attack.  The term we might swing toward them is "DPR" or "damage-per-round," which is our way of saying you deal a bunch of damage to one dude at a time.  Not always a glass cannon, the Striker might last a bit longer than a Controller, but still shouldn't act like a tank to survive.  Strikers in 4E are found in the Ranger, Rogue, and Warlock (blaster), with the Avenger, Barbarian, Sorcerer, and Monk joining the fray.

Perspective

If nothing else, I find it enlightening to have the roles well-defined and supported by their mechanics.  When learning the game, new players can lean on only the powers they've selected; options are clear, and their expectations are understood.
  In a lot of ways, a blank canvas can be terrifying, so the embedded structure of 4th edition helps support new players in selecting limited powers that further their selected role.  Because of this, I thought it fun to further explore this through character building.  So, for a little while, each Tuesday at noon, expect a bonus blog on character building...and we'll kick it off with the Ranger in 4th Edition.  See you there.  
Get rolling.
-Adamus

PS: there's a lot of writing coming down the mountain, and a severe lack of sleep for this author.  Help me out with some coffee or some patronage?
0 Comments

Lessons Learned

1/27/2019

0 Comments

 
Picture
Thursday D&D is now my oldest campaign.  Running since my inception into the Questers' Way model, they've been fighting cultists, talking to dragons, crushing beholders, and squaring off against Ancient Ones riding gargantuan titans for nearly 3 years now.  And last Thursday marked the close of the final arc of the story.  
  We'll have one last dungeon crawl at level 20, 5 years later, as our epilogue next week.  After that, 150 years pass into the fourth age of Io, and we start anew at Level 2.  It's been quite a journey, and they're not the easiest group to run ;), but the lessons are real with this crew and I've changed a lot since we started.  
Here's what I picked up.

Homebrew Small

When I started the Thursday game, I was coming off a blend of 10 years running and teaching Pathfinder, and though I fell in love quickly with 5E, I had made some assumptions regarding its player options.
  The system is deceptively simple and highly accessible, but I had listened to the cry-babies online declaring it "D&D Basic," and decided to create specific Prestige Classes based around lore and player discovery.  It created a very special and unique option inside my custom world, where "secret" classes actually existed that could augment player builds, and could only upgrade through experimentation, player exploration, and discovery into the deep layers of the world's history.  I still think it was a great decision.  It adds a lot of rewards for players that invest of themselves in the history and machinations of this fantasy you've spent so much time on.
  But after two years of deep-diving mechanics, game mastering, game design, player-master interaction, social development, and the study of flow...  I realize I made a boo-boo.  Not a mistake in flavor, nor in reward, but in mechanics.
It's a little thing, and the more you do the more you realize that "it's the little things" that matter most.  In this case, my Prestige Class of the Aegis - a powerhouse of a Cleric that wields the souls of the dead to unleash fury upon her enemies - and the final form of a Ranger with a Legacy Bow - a weapon that levels up with you; semi-sentient and created by a god - created an issue with Action Economy and TMRPA (Too Much Rolling Per Action), respectively.  
  The Aegis's main mechanic involves gaining Furies - souls of dead warriors unwilling to pass on - and spending them like Ki Points to unleash powerful attacks, augment healing spells, and create more options.  Unfortunately, as long as you have Furies to burn, there's no limit to their use, and at high level in any class, you're already managing so much...  It eats up time easy when you're able to summon an Action Surge every turn AND cast AND fight.  On the other side of the table, the crazy-bow-now-living-winged-armor attached to the Ranger added an extra attack, but the main time suck is derived from two main extra elements in play: the bow requires a Con save when it hits or the target takes extra necrotic damage.  It's also got a crazy bonus (with a high level character with max Dex), so hitting is often, mean more rolls for me.  On top of this, IF she rolls a natural 20 on the bow, she rolls Constitution damage on the target, on top of everything else.  Moving forward, leveled up weapons will deal static numbers, instead of rolling more...  And in terms of time, it always feels more effective in flow and execution to have a power spike (the awesome power of rolling 8d6 for a Fireball) than many small spikes of damage, so if I can eliminate the parceled rolls where I can, everyone still feels effective, but turns take less time.

In the fourth age, Io-Shar, though it is a more industrial time period of naval exploration (after the world flooded), home-brew materials are much tighter and more balanced; action economy manipulations have higher costs, and there's less compounded rolling.  The bonuses are also much more subtle; there isn't a need to add a whole new system to track when it could be as simple as a palette swap in damage type.  New age, new prestige classes and custom feats open up (hello, Knife Expert), but this play test has heavily informed what special elements are extended to the player.  A little goes a long way - there is an elegance in that design, and it keeps the playing field even across the table.
  I look forward to the interesting things I can give them this time around.  :)

Self Actualization / Player Agency

NPC's can be tricky business.  
  Introduce them as careful lore drops, powerful relationships, killer resources...but never have them solve a problem for the players.  Good gods.  Holy cows on toast with mayonnaise.  Don't do it.  
NPC ex machina is not the way to go if it comes out of nowhere.
  Well-established order of guards and officers?  Sure thing.  Sudden mass teleport wizard is sudden.  If it feels like a puzzle to the players and they're enjoying solving it, don't help them with an NPC.  Hints are fine, solutions can hurt the party.  
​...Unless they're utterly lost and confused.  Help them along, but don't do it for them.  EVER.  If you do, you run the risk of insulting them and equally "playing without them."  And that's just rude.  ;)

Clear Intention Of Background

Some players want their background conflicts resolved in the grand arc of the story, while others use their backgrounds predominantly to inform their play style from session 1 and need it no longer.  
  Now, this group in particular was one where I didn't get that feel easy from most of them.  With a high mix reactive players with a few proactive ones, some offering extensive background information while others offered a few sentences explained away, the hindsight of the matter is obvious but the player execution and my observations were misunderstood often.  When you give a hook that to you is obvious, but the player misses completely, and therefore doesn't pursue it, one might assume that the view of their background fits into the former category.
  Compounding confusion, still, are those that feed very little into the overall narrative, but then wonder when "their story" will be featured, but say nothing - instead assuming they were forgotten.  Please talk to your DM; I won't be offended - it's much worse if you don't approach the issue until the end of the campaign and I wonder why NO ONE SAID ANYTHING.  :)
Like many GMs out there, I'm not a *dick*, but I can't read minds.  There are so many stories of a player misinterpreting a DM's intention, or of the GM making an assumption about a scenario that ended up being incorrect, or seeming to ignore obvious intentions.  In the same vein of: "if I knew it was a problem, I would have fixed it right away," though we can intuit quite a bit the longer we're at the table, our human nature begs us to err.  We miss things, we get caught up in the narrative, and we lose sight of players.  I am imperfect, as are we all, so open communication helps everyone.  Also, GMs, CHECK IN WITH YOUR PLAYERS MORE.  I picked this up as a requirement when I started Gray Owls and OH MY GOODNESS is it an essential element at every table.  I don't know how it took me that long to put in my workflow OMG.  
Moving forward, with each new campaign, I've started to put together a few questions for character creation; some fulfill the essential detail of world building, while others touch on player intentions - what do they want to get out of this experience?

1. Where was your character born?  Describe it as best you can; do you reflect on this place positively or negatively?  Would you ever want to return?  Why?  Do you have a family there?  How did they treat you?  Were there any important people in your life growing up?  Why did you leave?
2. What is your character's goal in life; what do you seek?  When did you "grow up" and start taking care of yourself?
3. What emotion best describes your character?  What emotion do you bring out in others?
4. How do you carry yourself?  What are your means/dress/attitude as you move through life?  What do find valuable?
5. What is your comfort zone?  What is your greatest fear?  Personal tastes, quirks, and opinions?
6. Player: What kind of story do you see your character fitting into?  What role do you see them filling?
7. Player: Please weigh (3 being most important to you, 1 being least important) the Three Pillars - Combat/Social/Exploration
8. Player: How do you interpret your play style?  What are your pet peeves?  What do you respond well to?
9. Player: How do you want your character to die? (this is more important than you think; it strikes at the heart of our own values - your story could end abruptly, and if it did, how would they meet that end do you think?)
10. Player: Do you want your background details to be referenced or hooked into the story?  You can always change your mind - just let me know.

Now, especially number 10 I can see a few of my fellow GMs hemming and hawing over.  "You mean we have to bend over backwards to make this character's weird backstory fit into OUR GRAND NARRATIVE???  How dare they assume they'd be so important - they should be happy just to be playing!"  ...Hmm.  
  This is a group game, and it's really important that everyone understands the type of experience they're getting into.  Clear expectations are a good thing; Trust and Empathy are two main factors to building a great table of play.  Now, do I have to make that character's stuff the most important element all the time?  No.  Absolutely not.  But I can give them sprinkles of content more directly spun into the story.  It won't happen all the time, and sometimes it might not even come up, but IF I KNOW going into this that there is a clear desire to wrap up a specific story thread, I can find more ORGANIC ways to weave and tie these disparate threads together.  It might even be a limiter of location; hints of the conflict in the north (echoes of another character's story), but we don't need to go there now.  It's just a sprinkle.  
Everyone's connected to something.  Everyone's from somewhere.  We don't know everything going in; the mystery is the fun part, and some players want their mystery.  Others don't care for it; I need to know which one you are.

Players Learn Too, And Comfort Tells Stories

And when they do, their real play styles come out.  It's amazing what comfort will do for the table, and how much it reveals what a comfortable player actually WANTS to play, and if that concept doesn't jive with how their current class works, there will undoubtedly be a desire to play something different. 
  The more this group learned about how the game works, the more effective they became, but also the more some of them drifted toward other builds, concepts, and ideas.  This type of momentum is helpful to notice; in a way, it reveals a player's true nature.  Like the first campaign was our test run.  The next one is where we're going to really shine; players and DM alike.  We take what we learned about the game, ourselves, our styles, and how to advocate for the experience we want...and finally, just PLAY.
See you at the table.
-Adamus

Writing this blog each week takes time, energy, and focus.  If you enjoy reading it, maybe consider taking a look at my Patreon, and helping support its creation.
0 Comments
<<Previous

    Adam Summerer

    Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.  
    ​In short, I'M A BIG NERD.

    1st Saturday: Etsy updates*
    2nd Saturday: Monster
    3rd Saturday: Worldbuilding
    ​4th Saturday: REST DAY

    Buy me a Mocha CoffeeBuy me a Mocha Coffee

    Archives

    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    November 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    January 2020
    December 2019
    November 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018
    May 2018
    April 2018
    March 2018
    February 2018
    January 2018
    December 2017
    November 2017
    October 2017

    Categories

    All
    4th Edition
    Buff DM
    Builds
    Call Of Cthulhu
    Cloudsinger D&D
    Cocktail Recipes
    Custom Rules
    D&D Rules
    Disney Plus
    DM's Book Club
    Drinking And Dragons
    Drinks
    Dungeons & Dragons
    Eberron
    Education
    Feywild
    Game Mastering
    Gaming
    Group Dynamics
    High Rollers
    Homebrew
    Homeschool
    Io Lore
    John's Study Hall
    Life Lessons
    Lore Drop
    Martial Arts
    MEAD
    Miniatures
    Monster Of The Week
    Moonriver
    Movies
    Music
    Notes From The Apprentice
    NPC Rewind
    One-Shot Wonders
    Pathfinder RPG
    Player Tips
    Shadowfell Campaign
    Shows
    Star Wars
    Star Wars Saga Edition
    The End Of The World RPG

    RSS Feed














    Become a Patron!

Quick Links

​Music
​Gray Owls
GM's Corner

Professional Links

Instagram
Bandcamp
​

© COPYRIGHT 2015. ALL RIGHTS RESERVED.
  • The Nexus
  • Adamus Drake Music
  • GM's Corner
    • The Gray Owls Fiction
    • Voidspeaker
  • The Den
  • Instagram
  • Legacy Archives
    • D&D 5E Resources >
      • Character Creation - D&D >
        • Home-brew Feats
      • Knight Owls Armory >
        • Home-brew Races
        • Home-brew Class Options
        • Protection
        • Potions, Scrolls, and Consumables
        • Weaponry
        • Adventurer Essentials
      • Spell Compendium - D&D 5e >
        • Custom Crafted
        • Expanded Invocations List
    • Game Master Resume
    • DM Podcast
    • Owls History >
      • KO Event Dates - Descriptions