Classes recipes

Take a Break from DMing; It’ll Make You a Better DM!

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I used to be a full time DM. I started off as a player, but after my regular group broke up I didn’t want to stop, and started DMing some friends. I had a lot of fun, but as time went on I realized my stories weren’t as interesting as they were in the beginning, and while I was technically sound and knew the rules, something was… missing. After a few failed campaigns my girlfriend, who posts here as FemJesse, said she wanted to try her hand at faking 20′s as a DM. Eventually I caved, after much deliberation (and a party where I burnt my DM screen and threw my dice in the air), and said I would be fine passing the torch. I figured, if nothing else, it would give me the time to play I craved so much. She’s been doing a wonderful job, and given me some of the best D&D sessions I’ve played. However, after nearly a year of her campaigns I’ve realized what I was missing, and why my sessions began to suffer. Learn more »

Review: Divine Power

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Name: Divine Power
Publisher: Wizards of the Coast
System: 4th Edition Dungeons & Dragons

Once the basic rules of Fourth Edition were released, many thought that Wizards of the Coast was phasing out the reliance on Divine power. Before, a group without a Cleric was a group without a healer, and the game’s rules made it nearly impossible to proceed without some type of healing class. In comes 4E, bringing with it Healing Surges, Second Winds, and the ability to heal to full overnight. After a few months of play it became obvious that, while it’s possible to work without a healer, having a master of the Divine arts is still the way to go. With the release of Divine Power, WotC has added further support for the classes associated with the godliest of all domains, enhancing and improving them in many ways.

With Divine Power, the Avenger, Cleric, Invoker, and Paladin receive updates, with each getting a number of new classes, builds, powers, and paragon paths. On top of that, there are a goodly amount of new feats, domains, rituals, and Epic Destinies. It’s a holy book full of awesome stuff! Ouch, that’s a bad joke. I’ll keep this review wholly serious. Heh. Learn more »

Wizards Launches D&D Test Drive, No Excuse Not to Play

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The most common excuse I’ve ever heard from friends who don’t want to try D&D is “my girlfriend wouldn’t let me.” The second most common excuse is because they don’t want to get lost. Friends have said that they’ve bought the book, gotten together with friends and, without any veteran players, had a terrible, confusing experience. Wizards isn’t ignoring these pleas, and has launched a D&D Test Drive. Currently free on their website, it includes:

  • The popular Keep on the Shadowfell adventure, revised with the latest rules and updated, action-packed encounters
  • A set of pre-generated characters for quickly jumping into the game (or create your own character using the Character Builder, free for levels 1-3)
  • A downloadable set of Quick Start rules

It can be accessed here. I know several people I’ll be sending this link to, because the more people playing 4th Edition the easier it is to find D&D groups.

WotC Previews The Witchalok

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Wizards of the Coast has revealed a new class for Dungeons & Dragons 4th Edition: The Witchalok! Fans of Penny-Arcade will likely recognize the class, as it has achieved somewhat of a cult following since it appeared in the PA comics. It appears that this will be the first of many new classes for the Player’s Handbook 3, which is due out next year. Here’s what WOTC had to say about the exciting new announcement:

Witchaloks are the heirs of a billion-year heritage of baleful sorcery—sorcery substantially more baleful than their magical contemporaries. Necromancers are, by Witchalok standards, insufficiently baleful. Defilers entertain children at Witchalok birthday parties. Liches are commonly used as a punchline in Witchalok stand-up routines. Tiamat is almost bad enough—almost, but not quite.

I, for one, cannot wait to try the class out, and have already rolled up a character with the preview PDF on the website, located here. Anyone else looking forward to the full Witchalok?

D&DI: 4th Edition Barbarian Playtest Goes Live

After two months of teasing, all of our 4th Edition Barbarian questions have been answered. Today, Wizards of the Coast has updated their Insider site with the Playtest for Barbarian. Here’s the scoop:

Role: Striker
Power Source: Primal
Key Abilities: Strength, Constitution, Charisma

Armor: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Class Features: Feral Might, Rage, Rampage

The class is vastly different from its 3rd Edition version, focusing less on being a tank and damage-absorber and more on being the strongest, most powerful creature possible. They tap into the natural world for their Rage and other attacks.

Rage is now a Daily Ability, lasting until the end of the encounter and, just like the other Daily Abilities, letting players choose between several different ones. As of now, the two options are Bloodhunt Rage and Swift Power Rage, giving bonuses to damage and speed respectively. They are triggered with powerful attacks, but like other powerful attacks, can miss. I’m not sure if the Rage still triggers on a miss, but if it doesn’t I could see the class being severely stunted, because a Raging Barbarian is a sight to see. Other than obviously doing more damage they also unlock new at-will abilities, dealing massive damage. Their Encounter and Utility abilities are also very powerful, and it looks to be the highest damage dealing class in all of 4th Edition, second maybe to Ranger. Maybe.

Here is my personal favorite ability:

This might be the most epic ability in D&D history.

You can participate in the Playtest by downloading the PDF here, and be sure to send feedback. I can’t wait to roll one up, so if you’re one of my players look out, Barbarians are back, and they are out for blood.

What does everyone think? Live up to your expectations?

Barbarian Playtest This Month For Realsies?

It’s déjà vu all over again, as Wizards of the Coast is promising that this month is going to have the Barbarian Playtest. Just about thirty days ago I reported on this before it was removed, but maybe this is the real deal. Just in case they pull it, here’s proof!

Playtest: Barbarian
By Rob Heinsoo, Mike Mearls, Jesse Decker, and Rob Schwalb
Our next playtest opportunity is here! Check out the barbarian class from Player’s Handbook 2. You can’t buy it until 2009, but you can get it here!

Try taking it down this time, guys. I’m excited for this, and since I am starting a new campaign in the near future I anticipate being able to use Barbarians as NPCs, at least just to help in the Playtesting. So, I asked before and I’ll ask again, how do you see Barbarians fitting into 4th Edition?

I’m Frightened of TPK and My Players Know

I’m going to admit something no Dungeon Master ever should admit: I’m frightened of Total Party Kills. I’ve been in several situations where I should have killed my party, allowed them to die for their mistakes or given them a harsh punishment for their failures, but I’ve never been able to do it. Usually one character dies, I look over the HP count of both the players and the remaining enemies, and start to panic. I usually end up throwing in some sort of deus ex machina to save them, cheapening the player’s death. Not only that, but I think my players are beginning to realize my fears.

See, the issue is that I think that a TPK is my fault – it means I screwed up. The party has died and I gave them enemies that were too hard or didn’t give them the proper tools for the battle. How can I get over this fear? How can I become the DM that can blame his party, as opposed to himself, for their failures? Is there anyone else that shares this issue?

Whose job is it to keep the party alive, the players or the DM?

4E Barbarian in 2009, Playtest This Month, Predictions

 

I loved the idea behind last months D&D Insider Playtest, which gave players the chance to try the imaginative, but flawed Artificer before the developers solidified anything with the class. I posted my results here, and waited anxiously for the next chance to flex my mind-muscle and try out an unfinished class. Checking out this month’s Dragon Magazine I saw something new: 

Playtest: Barbarian
By RPG Staff
Our next playtest opportunity is here! Check out the barbarian class from Player’s Handbook 2, which doesn’t release until 2009.

This does two things: confirms the Barbarian for the PHB2 (this might have been already mentioned, but I didn’t know), and means that we will be able to see how Wizards of the Coast plans on reintroducing the barbarian to the world of 4th Edition. Some of my predictions after the jump.

Learn more »

Artificer Playtest Impressions 1

As I posted last week, Wizards of the Coast has put up a character class that they want the gaming community to test. Over the weekend I had a chance, and can say that I love the Artificer they have created, but have several quarrels with its abilities. His role in a group seems to be a buffer and leader, casting a few spells similar to Wizards and giving bonuses to his allies. The interesting catch with the class is that all of the bonuses are directly applied to their weapons and armor, giving the class an interesting feel. My problem is that too many of the abilities rely on the Artificer using a ranged weapon in addition to his implements, a requirement I think is unnecessary. Hit the jump for some examples.

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Dragon Magazine Update: Playtest – Artificer

Wizards has included a new feature in this month’s Dragon Magazine entitled Playtest, in which they put an unfinished aspect from an upcoming book onto their site for players to mess around with in order to assure help balance it. This months Playtest is the Artificer, which can be found here. After rolling up and playing the character, shoot them an email at dndinsider@wizards.com and tell them of your journey so that the class can be as functional as possible when it is officially released. What is an artificer, you ask?

Artificers treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.

After the jump is an excerpt from the PDF, and remember to sign up for D&D inside to get the whole thing.

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