Category Archives: DnD

Orsus Zoktavir

Orsus Zoktavir, the Butcher of Khardov

Little known facts about the Butcher of Khardov:

  • Khadoran Kommandants call him “sir.”
  • Orsus Zoktavir does not tolerate card-counting.
  • The Butcher of Khardov has a weakness for Victorian romance novels.
  • Orsus Zoktavir has a gun. No, really.
  • The Butcher has a preset kill-counter that’s stored as a 16-bit signed integer. He must be rebooted after every 32,768 Cygnarans he slays.
  • Due to his Suio-Ryu fighting style, The Butcher’s wave-slicing stroke is unbeatable when in the water.
  • Orsus Zoktavir is a vegetarian.

No 4e for the Iron Kingdoms

Full Metal Fantasy

There’s been a fair amount of speculation about the future of the Iron Kingdoms, a campaign setting by Privateer Press ever since the 4th edition of Dungeons & Dragons was announced. They had put any publication of stand-alone books for the roleplaying game on hold, shifting their creative efforts entirely towards their miniatures wargames and drizzling out some RPG material in their magazine. But no word was forthcoming regarding the future of the d20 3.5 RPG product.

Now there’s word from Doug Seacat, their lead writer:

There has been considerable speculation and expectations about the RPG line so I wanted to clarify the situation before GenCon. As our fans know the RPG line has won a number of awards over the last several years and has earned a dedicated following. We have great appreciation and fondness for the readers who have stuck by us despite the occasional long wait between these books. It has been gratifying to have the support of people who have eagerly devoured every scrap of setting information and RPG rules we could produce.

As you are aware, we put future book publications for the RPG line on-hold after we determined that 4th Edition was a reality. With the future status of 3.5 edition uncertain and not knowing the shape of 4th Edition we decided it would be a mistake to invest further time and resources on upcoming products. After evaluating our options we have decided not to adopt 4th Edition for the Iron Kingdoms. We will not be converting our material for the Full-Metal Fantasy line to that system. We will continue to provide periodic RPG articles in No Quarter Magazine for the foreseeable future. This will be the best place to find information pertinent to your Iron Kingdoms campaigns in the months ahead.

As we have additional news or information related to the RPG line or pertinent to our existing books, including those which are currently out of print, we will let you know either here or in No Quarter Magazine. We are definitely aware of the difficulties being faced by those seeking the out of print books in particular.

No 4th edition, but no word of what we’ll be seeing aside from 3.5 articles in No Quarter Magazine for the foreseeable future. No big announcements in the works, either.

Seeing as I like 4e, and I like the Iron Kingdoms setting, but am more or less fed up with the d20 3.5 ruleset and do not care for homebrewing massive quantities of game information, this probably means that I will not be running an Iron Kingdoms game for the foreseeable future (by which I mean when the Privateers publish something other than 3.5 or Pathfinder).

Skill Challenge Errata

Take THAT!

After waxing mathematic on my wariness of the 4th Edition D&D skill challenge system, I ran across the DMG Errata. Oh look, they totally retooled the target numbers, number of failures, etc. Because there are so many changes, I’ll just put the relevant, updated text below:

What level is the challenge? What is the challenge’s complexity?

Choose a grade of complexity, from 1 to 5 (1 being simple, 5 being complex).

SKILLCHALLENGE COMPLEXITY

Complexity Successes Failures
1 4 3
2 6 3
3 8 3
4 10 3
5 12 3

Level and complexity determine how hard the challenge is for your characters to overcome. The skill challenge’s level determines the DC of the skill checks involved, while the grade of complexity determines how many successes the characters need to overcome the challenge, and how many failures end the challenge. The more complex a challenge, the more skill checks are required.

For an easier or a harder challenge, use DCs from the row that corresponds to a lower or a higher level, and assign the challenge’s level as the midpoint of that level range. For example, if designing an easier challenge for an 8th-level party, you could use the DCs from the “Level 4–6” row. That would adjust the challenge’s level to 5th.

Set a level for the challenge and DCs for the checks involved. As a starting point, set the level of the challenge to the level of the party, and use moderate DCs for the skill checks (see the Difficulty Class and Damage by Level table on page 42).

Example: A complexity 3 challenge using hard DCs and cutting the number of failures needed in half increases this skill challenge’s level by four.

This modification, along with a revised pg42 Difficulty Class table (effectively reducing the difficulty of skill checks by 10), means that the death spiral of skill challenge futility now points in the opposite direction: characters that excel at a set of skills related to a challenge now stand an excellent chance of succeeding. The math now looks an awful lot more like “roll some dice, feel good about training a couple of skills, win” instead of “roll some dice, curse your dice, throw your dice at the DM, curse a lot, fail.” Probably a good thing, though they may have swung things a bit too far over.

Finally 4e

A typical D&D town

I picked up my 4th edition Dungeons & Dragons books the day they came out. I couldn’t help it; it’s a weakness of mine. I read through the rules, formed a few opinions, and got a hankering to run a game. Problem was that my playgroup is already hip-deep in a 3rd edition Forgotten Realms game, and I didn’t want to rock the boat by taking the reins from our current DM. So I waited. And jotted down some notes here and there about some adventure ideas.

Then, for reasons I would just as soon not go into on a blog, our campaign hit a bump and our DM isn’t really available at the moment. So we cracked open the books and four of us sat down for our first actual 4e game together. Jimbo put together a tough-guy hammer-and-shield Fighter, Daniel brewed up a halfling Warlock (Infernal Pact), and Jasper finally settled on a Warlord after strongly considering making a Cleric.

The new rules were foreign enough to these three that making characters required a bit of explanation, quite a few questions, and more than a little guesswork. When all was said and done, we were able to create three characters hailing from a desperate little foothills town with a Goblin problem. It had taken us about half a game session to make the characters, so I wanted to get straight to the action: they were on their way into Goblin territory to scout out a temporary logging operation. Times are so rough in town that gathering firewood for the season amounts to a military operation. Two skirmishes followed, which gave us a chance to flex our muscles and throw around some dice. A few observations:

  • I would have had a really hard time making Goblin Tactics and Tide of Iron make sense to everybody at the table if I weren’t using a battle mat. Miniatures weren’t necessary; I just used some scraps of paper and used the grid to keep track of where everything was.
  • Assuring that the party worked well together was a no-brainer. I encouraged them to each have a different party role (defender, striker, and leader, respectively) and the core rules character abilities took care of the rest.
  • The Warlord ability Commander’s Strike works wonders along with the Fighter’s Combat Challenge against a badguy that’s trying to disengage from the fight: Fighter takes a double-move to get into position, Warlord goads the Fighter into a free basic attack, and now the fleeing ranged baddie is stuck.
  • The Fighter works differently than he used to. Lots more reasonable options in the heat of the moment. Jimbo has been playing Fighters since I was in preschool, and after a little initial hesitation was right on top of his newly-refined party role, using Cleave and Tide of Iron to mop up minions and break up wolfpack flanking maneuvers like nothing. The Fighter rules have changed a lot, but Fighters haven’t really changed at all from what we really think of them as.
  • The Warlock worked a lot like I used to wish Magic Users would, back when I thought Evocation spells were really cool. A Warlock can blast away all day, every day, with his curses and Hellish Rebuke really doing the heavy lifting when it came to parting the bad guys from their hit points. That’s the whole point of a “striker” character class, but it seemed to work out better than just reading the books had implied.
  • The Warlord suffered from bad die rolls. Really bad die rolls all night. This made his Commander’s Strike and Inspiring Word abilities all the more important; he could be useful when he was rolling twos and threes.
  • Whipping up appropriately-challenging encounters was a breeze. About 100xp worth of bad-guys per first-level character made for a pretty easy scrap. Throwing in an encounter of 125xp critters (two gray wolves and a Goblin Sharpshooter) challenged the party enough to blow a handful of healing surges and dropped the Warlock into negative hit points (largely due to some very good die rolls on my part).

Always keep your books handy

Overall, though I’m dismayed by the cause of the interruption in our 3rd edition game, I’m pleased with how this seriously-reworked new edition of Dungeons & Dragons worked out. I am highly interested in seeing what Privateer Press does with the system, if anything. The creation of new character classes strikes me as superficially labor-intensive, but there are a number of design features built into the new system that I think really help keep things on an even keel, particularly in the area of keeping characters of diverse themes useful.

Next time we have a 4e game session, I’ll have to try out the Skill Challenge system a bit. It is intended to make non-combat encounters a bit more playable within the rules framework (as opposed to a bunch of jibber-jabber finally resolved by a single die-roll by a single character), but the math just doesn’t look right to me. We’ll see what happens when we start throwing dice for determining the location of their logging camp. It’ll almost certainly be interesting, but statistically I’m betting that following the DMG’s guidance will lead to a failed encounter.

Brewing up a Frost Mage

Snowed In

4th Edition Dungeons & Dragons just doesn’t have as many options for spellcasters as previous editions. This isn’t a complaint, just an observation. There will almost certainly be acres of splatbooks available within a year, but for the moment all we’ve got are the core rulebooks, and I think that’s plenty. With the schools of magic gone (no more Fireball-slinging Evokers; that’s a once-per-day spell now), a familiar old character-creation crutch is gone. Let’s limp along on our own and make an themed Wizard, shall we?
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Extraordinary Competence

impossible is nothing

From time to time a truly remarkable phrase is uttered at a D&D game. There are many variations of it, but it all boils down to “That’s not realistic!” This is ridiculous, of course. You’re playing a game with wizards and elves and dragons and such; you went through the looking glass when you picked up your dice. I ran into the following list online that demonstrates within the 3rd edition rules why anything happening past 9th level has no business even being compared to reality:

  • 9th level Bard. He has 12 ranks of Perform, started with 16 Cha and increased it twice to 18 (+4). He also has a masterwork instrument (+2) and a Circlet of Persuasion (+3). His Perform modifier is now 12+4+2+3=+21. This means that, by taking ten, he nails a 31 every time. According to the PHB, this means that by playing on street corners, he will eventually attract the attention of extraplanar beings. Gimble will be sitting around drinking and playing his lute when a genie bamfs in and asks the gnome to perform at his kid’s Bar Mitzvah.
  • 9th level Rogue. He has 12 ranks of Balance, started with 16 Dex and boosted it twice to 18 (+4). He gets a +2 synergy bonus from Tumble ranks, for a total modifier of 12+4+2=+18. Taking 10, he will, every time, be able to move at full speed across a one inch wide marble-covered beam. (18+10-5=23 for the check, 20+2(scree) =22 for the DC.)
  • 9th level Barbarian. 12 ranks of Climb, now has 18 (+4) Strength, for a final modifier of 12+4=+16. Taking 10, he gets a 26. He can now climb most mountains while raining, moving 40 feet every 6 seconds. (Check is 26-5=21 for accelerated climbing, DC is 15+5=20 for climbing a rough natural rock surface that’s slippery.)
  • 9th level Swashbuckler. 12 ranks of Jump, 12 (+1) Strength, +2 synergy from Tumble. His modifier is 12+1+2=+15. Taking 10 gets him a 25. The female world record for the long jump is (7.52 meters)*(3.28 feet/meter) = 24.7 feet. This character beats that every time he wants to. The men’s record is 8.95*3.28= 29.3 feet, which his character could swing pretty easily if he so desired. When the character rolls instead of taking 10, he can hit as much as 35 feet, blowing past the world record by two yards.
  • 9th level Beguiler. 12 ranks in Disguise, 14 (+2) Charisma, with a disguise kit (+2). Total modifier is +16, taking 10 gets him a 26. He can disguise himself as a woman’s human husband (+10 for intimate familiarity) as long as she has a Spot modifier of 6 or less.
  • 9th level Monk. 12 ranks in sense motive, 16 (+3) Wisdom. Final modifier is 12+3=+15. Taking 10, he can instantly tell whether a person is under the effects of Charm Person or not, every time. (DC 25) And that isn’t “I’ve a sneaking suspicion that something is wrong here” so much as it’s “Hi, my name is Benedict Thelonious. Also, you’re charmed.”
  • 9th level Bard again. 12 “ranks” in Speak Language nets him 12 languages, because Bards are awesome like that. There are only 20 of the things listed in the PHB, one of them is Druidic, and he starts with a few because of race and intelligence. He learns this from hanging out in bars, and in addition to everything else he can do. I don’t think there are many people in the world that can boast that kind of repertoire, and finding one in his mid-20s that’s also a competent in battle, magic (which we can approximate to some degree with science or technology), and whatever this guy is burning his other 5+Int skill points on is fairly definitely impossible.
  • 9th level Ranger goes tracking. 12 ranks in Survival, 14 (+2) Wisdom, +4 from Search and Know: Nature synergy, and +2 from some manner of tracking kit. Modifier is 12+2+4+2= +20, which means he takes 10 to get a 30. To match this, the DC is going to look like this: 4+5+1+20. That comes from tracking a single Toad (+4 DC for being Diminutive) that is covering his tracks (+5) after an hour of rainfall (+1) over bare rock (20).

Hat tip to Zilvar for pointing it out, and of course the original source by Merlin the Tuna

4e DMG

Basic dungeon map key

Maybe I’m just a sucker, but there’s nothing quite like reading through a fresh Dungeon Master’s Guide to make a fella want to bust out some note paper and start cranking away at a new campaign. The Player’s Handbook and Monster Manual are generally the most useful of the core rulebooks. They have been since AD&D. They’re where you find that particulars of character creation and advancement, the particulars for any skills or spells that may come into play, the hard numbers and color text for the various and sundry bad-guys. The DMG is mostly used to for a couple of rules that players rarely have cause to worry about, and used to be the repository of magic items (no more in 4e; those are in the PHB now). Once you’re in Dungeon Master mode, the DMG isn’t something you have to lean on much.

But getting into Dungeon Master mode is precisely what it is there for. It is chock-full of advice regarding the adjudication of rules, working with players and player characters, devising adventures and settings and non-player characters, all the things that anybody that has played a roleplaying game pretty much already knows. No shocking new revelations here. So what it is that I find so interesting about reading a two-page treatise on building a basic beginning, middle, and end for a D&D adventure? I already know how to do it. I’ve done it dozens of times, with some modest degree of success. It isn’t hard to set a plot hook: the players know when they’re being pointed towards the plotline. It isn’t hard to plot out a map for some musty old tomb and dig up some critters from the Monster Manual for the players’ characters to slaughter.

The real value of actually reading through the Dungeon Master’s Guide is not in its utility as a reference book. That isn’t its core purpose. The DMG is there to affirm and reinforce your existing good habits, point out your bad ones, and remind you of how you should be handling things that aren’t quite right at the gaming table. Did you forget to throw in a couple of gimme encounters during the last campaign? Fights that the players would just breeze through to make them look extra heroic and cool? Were you a little more miserly than you probably should have been, doling out few rewards for too much effort? God knows I was. I’ll have to work on that next time around.

Recently I’ve been in player mode, showing up for game night with character-sheet in hand, ready to follow the plot where it leads me, lend a hand to the other players, and instigate a little trouble here and there. Reading through the DMG has me wanting to put on the DM hat again, though. Gotta find my graph paper…

The true measure of an RPG

Know, o prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars – Nemedia, Ophir, Brythunia, Hyberborea, Zamora with its dark-haired women and towers of spider-haunted mystery, Zingara with its chivalry, Koth that bordered on the pastoral lands of Shem, Stygia with its shadow-guarded tombs, Hyrkania whose riders wore steel and silk and gold. But the proudest kingdom of the world was Aquilonia, reigning supreme in the dreaming west. Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled feet.

So I’ve been thinking about brewing up a 4th edition Fighter that takes a dip into either Ranger or Rogue for multiclassing purposes. But then I thought maybe the character concept is more of a Rogue that has dabbled heavily in Fighter instead, working with a number of Heavy Blade exploits. Hmm. How well does 4th Edition Dungeons & Dragons allow for an approximation of Robert E. Howard’s classic hero?

First 4th Edition Thoughts

Chapter 7, page 218

OK, so I’m a big boy. I’ve been in this hobby for a long time. Things have changed over the years. New ideas come, old ideas go. Some good decisions are made, and a few bad ones. Moving on can be daunting, and there’s always going to be a learning curve.

But putting the weapons on page 218? What the hell was Wizards of the Coast thinking? Page 100 (or thereabouts) is where player character equipment belongs in a Players Handbook, damn it! </nerdrage>

I’ll surely have some more coherent observations to share after things have had a chance to settle in a bit more.

4th Edition's Competition

The second major overhaul of the Dungeons & Dragons franchise is hitting mid-year, but the grand old flagship roleplaying game is far from immune to competition.

Dungeons & Dragons version 3.75

Like a woman scorned, Paizo has decided to push on with 3rd edition Dungeons & Dragons, recently publishing a playtest version for what amounts to version 3.75 of the system. Paizo used to publish Dragon and Dungeon magazines, was a spin-off company of the D&D franchise really, and didn’t get special consideration for early exposure to the new hotness. Clearly there were some sour grapes going on here. That said, the Pathfinder RPG looks pretty good.

With an anticipated release date of August 2009, it looks like it’ll be about a year late. That’s fourteen months after 4th edition hits the shelves, and a full year after 3rd party early-adopters will start peddling their supplements and campaign materials for it. The success of the Pathfinder adventure path series and revenue from their online store may help pad the shock a bit, but I’m rather pessimistic about this endeavor.

Exalted

Another attempt to horn in on 4th edition FUD is the Graduate Your Game initiative by White Wolf. Maybe they just have a lot of 2nd edition Exalted rulebooks lying around, or maybe they’ve done some serious market research, but they’ve made a bold offer: give them your v3.5 Player’s Handbook and they’ll give you a shiny new copy of the Exalted core rules. A lot of long-time D&D players are upset that their beloved basement-dweller pastime of choice is getting a major overhaul, and I’ve seen a lot of talk about switching to Savage Worlds or True 20, or keeping on with 3.5 indefinitely. Hanging on to 3.5 sounds reasonable, as these gamers already have their books and can run them forever without having to spend a dime on new rules. The problem them becomes new players: how do you get a new player up to speed on the system when the rules are no longer in print? Ask anybody who has looked for the Iron Kingdoms Campaign Guide on Amazon lately, and you’ll find that out-of-print RPG titles can fetch a pretty penny. I wonder if White Wolf intends to open up an eBay shop in a year or two? Hmm…

Anyhow, to a lot of folks, their v3.5 players handbooks are full-color glossy toilet paper once 4th edition comes out. They’ll be adopting the new system or otherwise abandoning the old. Unless you’re chronically-nostalgic, it may be a good chance to pick up a pretty good fantasy RPG.