Friday, 30 March 2012

Assaulting Immunity

Dominic Matte
Lately I've been thinking about monsters with immunity or resistance to a certain damage type.

Immunity to a certain damage source makes sense in a lot of situations. The dragon that lives inside an active volcano and bathes in lava isn't going to worry about, say, stepping in a campfire. It makes an equal amount of sense that such a dragon could easily shrug off a wizard's fireball. Or, coming from a different direction, it makes sense that a gelatinous cube is immune to a sneak attack that targets a creature's vital areas.

On the other hand, it isn't fun.

Thursday, 29 March 2012

Solo Design: Geomancer

Dominic Matte
Solo Design is a series of articles exploring solos -- monsters designed to engage an entire party -- using monsters I've designed for my own games.

What's the easiest way to create a really dynamic encounter that forces the players to think on their feet? To run a monster that alters the battlefield itself, of course! I wanted a dynamic encounter, so what better way to do that than to build a monster that alters the battlefield to his advantage every single turn?

Brigadier Stonefist is a high-ranking military officer and geomancer. He's a goliath with the ability to move and control the earth and stone around him. In combat, Stonefist is a tough and durable controller who focuses on splitting up and engaging the party one at a time. He can take a flat, boring battlefield and turn it into a blasted rocky maze of a wasteland in only a few turns.

Tuesday, 27 March 2012

Thought Experiment: A Very Modular 5e

There's a lot of talk about D&D Next / 5e being very modular, where you can mix and match elements depending on the desired level of complexity.

What if character classes were extremely modular and flexible?

Essentially you'd have a giant list of 'feats' divided up into categories. For example, you could have categories like weapon proficiencies, weapon tricks, damage boosts, control spells, healing spells... whatever.

Classes would be differentiated in two ways:

1. By having a few basic abilities that modify their feats -- fighters gain greater benefit from proficiency feats while rogues gain greater benefit from movement feats; wizards add an extra die to damaging spells while clerics add an extra die to healing spells

2. By the number and categories of feats they can choose -- fighters get more proficiency feats while rogues get more movement feats; wizards get more control and utility spell feats while clerics get more healing and buff spell feats.

As an example of potential feats within the category of damaging spells, you could have an at-will fire bolt; a more powerful encounter fireball; or a very strong daily inferno. You could choose any one of these at a given level, or over time you could take all of them to build a versatile pyromancer.

At any given level you could also choose to take racial feats instead of class feats -- if you really wanted to, you could define yourself as a dwarf first and a fighter second, or the other way around.

This would give you a huge level of freedom in character creation while still allowing you to keep it simple: you could build a fighter with a lot of tactical feats, or one that's dead simple with lots of bonus damage feats. You could build a wizard who can cast a few high-power spells per day, or one that can cast many lower-power spells.

Do you think this kind of approach would work?
Would classes feel unique enough?
Would it take too much work to categorize feats and decide how many of which types each class would get?
Do you see any major flaws that I'm missing?

Monday, 26 March 2012

Solo Design

Dominic Matte
Solos are single monsters designed to take on an entire party at once. They're used to give the players an epic battle against a powerful creature, and are often featured as boss battles. A dragon is a classic example: a huge challenge that a party needs to work together to overcome.

There are a few very important design considerations that go into building a solo monster. A typical party of four or five players has four or five times as many actions as a single monster, and a lot more options at their disposal.

In this article I'll explain what you need to consider when designing a solo monster, and as an ongoing series, I'll examine solo monsters I've designed for my games to fit certain themes or roles in gameplay.

Saturday, 24 March 2012

Antimagic and 4e: King Duncan

Dominic Matte

The last stat block is King Duncan himself, leading the campaign to purge magic from the country. He's not the kind of king who has others fight for him -- as a solo soldier he's tough all around and exerts some control over his enemies' movement and abilities. He's also an expert wielder of antimagic, able to disrupt his enemies' connection to the very source of their power and take advantage of their weakness.

Read on for stats.

Friday, 23 March 2012

Antimagic and 4e: AM Grenades

Dominic Matte

Looking for a fast and dirty way to test out antimagic in your 4th edition game? Try throwing this power onto one or two monsters in an encounter, or simply using the hazard:

Antimagic Grenades (3/encounter, standard action)                     
Choose a square within 10 squares of this creature. Those squares and each adjacent square become antimagic zones until the end of the encounter.

Antimagic Zone
Creatures within the zone cannot use powers with the Arcane / Divine / Primal / Psionic / Shadow  keywords. *

Continue reading after the break for tips on how to use them effectively.

Thursday, 22 March 2012

Making Friends. From Scratch!

Mike

First rule of Dungons and Dragons, Fight Club allusions aside, is that at its heart it is a cooperative game.

It seems obvious. You and your party spend every session struggling together against impossible odds after all. But try to remember that through all this you're also cooperating with a DM who's furiously trying to keep up with all the hair brained, half-cocked, deliciously ridiculous, unquestionably brilliant schemes you lot come up with. It's a miracle he lets you out of the Inn.

So I figure, what the hell. I like backstory, you like backstory. I like dice, you like dice. Let's take this relationship to the next level. Let's get the party involved in a bit of pre-game worldbuilding. I know, I know. I'm kinky like that.