4e

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The final chapters for Er-Eret are coming up. That’s right, blog: I decided to end this shit.

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So last time I was wondering about race and class affinity, and I’ve since come up with some data. This contains a lot of discussion of crunch and rules. I can’t really explain why I like this stuff, as this is very much not in character for me, but there you are. Skip this if this topic bores you!

Right off the bat, let me say that there’s a lot that goes into whether a race/class combination is any good. Attributes are one factor. Racial feats, traits, and powers are another. For instance, Dragonborn are viable for most if not all melee classes, whereas dwarves have considerably fewer builds for which they’re viable. Nevertheless, Dwarven Weapon Training and Dwarven Resilience make dwarves an excellent choice for some builds where they might otherwise have been average (e.g. tempest fighter, two-weapon ranger). It’s something to keep in mind.

Despite that, attributes are a decent predictor of whether or not a race/class combo is viable. Ain’t nothing wrong with having a 20 in your primary, and when it comes to classes like the warlock or artful dodger rogue, high Intelligence or Charisma render a lot of good abilities even more powerful.

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I have a tendency to like new things. The real test, though, is whether I like such a thing after I’ve had some time to get acquainted. Inevitably, there are problems that only emerge after a lot of time has passed, and the true metric as to whether I like something is to what extent those problems bother me.

4e is about six months out now, and I’ve had a few thoughts about things that don’t work for me with or bother me about 4th Edition.

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All right, so let’s talk about Manual of the Planes.

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I wrote most of this post before I got my hands on Manual of the Planes, so it’s a little outdated and the language reflects that. Still, I plan to talk more about Manual of the Planes soon, so this’ll make for a good segue. :P

Out of all of the supplements I’ve read, seen, or heard about so far, Manual of the Planes is the one that excites me the most overall. Here’s why.

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I was pokin’ around, looking at the druid (sub. req.). It’s a very cool take on a controller, possibly better at it than the wizard, and the way they implemented beast form stuff is also neat. Given these powers and abilities, I think that druids are pretty much guaranteed to have interesting choices to make in character creation and combat.

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I got my grubby little mitts on a copy of Martial Power, and I had some time to peruse it. Here’s what I think so far!

For the most part, I think this is a great supplement. But I think I’m already running into supplement fatigue.

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Via Critical Hits, what is this I see? Why, it’s an Editorial Calendar!

All right, so if you’ve clicked that Critical Hits link or read the subject line here, you already know why I’m here, writing to you, dear blog. 

After reading the bard and barbarian playtests (more on those later?), I’m excited about the druid. I’m really curious to see which builds they put in. I heard that they’re going to have a shifter-based built. These are magical words that excite me.

Also, what the hell is this? Invoker? Dave pretty much says it all, except that he lies. He says we’ll find out “soon enough.” You’re not fooling me, Dave. December is, like, eleventy-billion days away!

Do you know what other magical words excite me? (There’s a whole list of ‘em!) Here is one word that excites me: Mercykiller

I can’t remember if I’ve talked about how Planescape: Torment is my favorite video game of all time, and by extension that Planescape is my favorite D&D setting of all time. A case in point is the Factol’s Manifesto. This book reads more like White Wolf than D&D, given that most of the stuff in there has little to no crunch and is just pure setting.

This’ll degenerate into wank if I don’t get to the point soon.

So, yes, playtest. Mercykiller. I’m not sure that it’s a paragon path like Dave says, though. Paragon paths are fairly discrete in terms of what they do; I don’t see much need for long-term tuning. Consider also that all of the playtest articles on the table, with the exception of the Adventurer’s Vault 2, feature new classes.

I’m not saying it’s impossible. In fact, I’m probably setting myself up for disappointment. Still, a playtest article implies something a bit more meaty to me. Could the Mercykiller be some kind of divine striker, perhaps? THE MIND REELS.

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I’m just whining here, so if that doesn’t interest you, I encourage you to move on. 

So I’m officially involved in two D&D games. My friend Avi has run a couple of sessions of his game, and I’ve started my game back up again. These were basically my criteria for subscribing to D&D Insider: running one game, and playing at least one other.

There’s just one problem: I can’t subscribe! Yeah. It’s a bad scene. Apparently there’s something related to my bank not releasing information to Digital River. They’re working on something, allegedly, but in the meantime I am dead in the water. 

As luck would have it, this was before they even announced the character creator beta. I guess you get to keep your existing rate when they launch it, as long as you’ve already subscribed? That’s the icing on the cake. 

Am I desperate enough to beg a friend to pay & I reimburse them? Possibly! I like having D&D stuff to read in between major releases, or even stuff to rip off for existing campaigns. I’m also burning with curiosity about the bard, which was among my least favorite classes from 3e. Is it cool, or is it merely viable?

Actually, speaking of which, isn’t Martial Power out this week? I’m a little bit afraid of power creep but some of the new builds sound terribly interesting. I’m quite curious to see how they manage the economy of actions with regard to the beastmaster ranger. Or does it slow down play as someone has two sets of abilities to choose from? I MUST KNOW.

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Hi, blog! I have good news: I finally got the group together for a session of Er-Eret, the primary reason behind the dearth of posts.

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