Greater Boston/Ohio 4e Coprosperity Sphere's Journal|
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|Saturday, July 18th, 2009|
House Rule: Healing Surge Accretion
How would the following house rule change the game:
Every character resets to four healing surges at the end of an extended rest. You gain one healing surge at the end of every short rest. Your total healing surges gained during a day (counting the original four) cannot be more than your normal max healing surges.
This makes early-day encounters as tough as late-day encounters, since you're not sitting on a ton of healing. On the other hand, it makes healing surges a lot like action points and then you're just managing two resources in the same way, which I dislike. So I dunno.
|Wednesday, June 17th, 2009|
If you have a Windows computer and are running 4e, allow me to recommend Masterplan
to you. Holy crap, this is good. It's a campaign planner and adventure writing aid and it's really really comprehensive in functionality.
|Wednesday, June 3rd, 2009|
|Monday, June 1st, 2009|
|Saturday, May 23rd, 2009|
Things Lore Sjoberg Does
Monster Manual Comics
. Funny. Do not miss the rust monster
... did you know the Monster Manual 2
contains a stat block entitled Young Rust Monster Swarm
? How awesome is that?
Oh, and speaking of old school, I got my Village of Hommlet
4e remix module in the mail today. It came with a poster battlemap! With a tavern and a moathouse on it! And it says "by Gary Gygax and Andy Collins." Gygax! I am so pleased.
|Tuesday, May 19th, 2009|
Starting July 7th, DDI will be putting out a complete section of PHB 3 material every month; 102 pages total over nine months.
Probably not coincidentally, the price will be going up on July 2nd (10 bucks a month).
|Monday, May 18th, 2009|
So you take like all close blasts as your sorcerer powers except for Dragonfrost. Then you take Reaper's Gale as your level 1 feat, so you can use Dragonfrost as a melee basic attack. Now I can charge and use Dragonfrost for a +1 to hit and I can push the target one square if I hit.
I think I'll need to take Leather Armor Proficiency at level 2 so I don't get hit as much. Being a halfling helps. I also want Weapon Focus: Light Blades for +1 damage on everything (dagger is an implement), and a +2 Vicious Dagger (yes, I get the +2d12 on a crit), and so on.
There are a lot of good sorcerer powers which trigger when someone hits me. Which is sort of the saving grace. I'm like a porcupine!
|Monday, May 11th, 2009|
I like how WotC puts up articles at midnight, so I can stay up late. Have a monk
Summary: psionic striker. Dexterity is the primary stat; Wisdom is secondary. Cloth armor, +1 to all defenses, additional +2 to AC while wearing cloth, +1 to Fortitude in the path presented. Unarmed is still a big component of the class; they get 1d8 damage and +3 prof with an unarmed strike.
Apparently the ki power source is dead -- it's not really a generic power source, and it's too tied to a specific culture. I can see what they mean.
The core mechanic is the full discipline: most at-will and encounter attack powers have the full discipline keyword. Full discipline powers have both a standard action component and a move action component. From the way the rule is written, I think you could have a full discipline power that had a minor action and a move action component, say. You don't have to use both components. When you use a component, it chews up that type of action for the turn. You can't use a component twice in one turn with an action point.
The at-wills have some controller to them. 1d6 damage plus knock the opponent prone as an at-will? Yes please. 1d6 damage in a close burst 1? Sure! There're also some 1[W] at-wills. The striker special damage for the path presented is interesting; you can do your Wisdom bonus in damage to an adjacent target once per turn when you hit with an attack. If the target of that damage wasn't the original target, you can slide it 1 square to a square adjacent to you.
Oh, and you can enchant your unarmed strikes. How awesome is that? FLAMING FIST.
|Tuesday, April 28th, 2009|
So we ran DALE1-2 (levels 4-7) at Pandemonium last night with my cleric, a bard, two wizards, a barbarian, and an archer ranger. The barbarian's big hit point total and the double healing made it pretty easy -- we didn't see a single PC drop. On the other hand, I think Cody missed adding a couple of monsters to adjust for six players.
Still, interesting experience.
|Monday, April 20th, 2009|
With today's Dragon article, devas join dwarves and shadar-kai in the hallowed category of "nonhuman races jeffwik
would willingly play." Of course, I think of shadar-kai as being basically a human ethnicity, so, it's devas and dwarves, really.
|Saturday, April 18th, 2009|
Note on RPGA Rewards
Any D&D game you run, including your own wacky homebrew world, counts towards RPGA DM rewards
if you sanction it. I think you need to pass the Herald-level GM test first; that's what I did and have had no trouble sanctioning games. I believe you do need four or more players with RPGA numbers.
Run five events in a six month period (the next one ends on June 30th) and you get something in the mail, in theory.
|Tuesday, April 14th, 2009|
Home Game Logistics
Currently signed up:aliwingmichele_bluetelepresencebluegargantua
Which is the minimum for an RPGA table. I have two possible pals from the Pandemonium circle who may or may not be interested, but it works out either way.
I have three membership cards, which are promised to aliwing, michele_blue, and bluegargantua. Tele, did you need one?
|Sunday, April 12th, 2009|
Home RPGA Game Take 2
Let's try this again, maybe on a non-Easter this time...
Home RPGA game, I'll run it, module to be chosen by more or less my whim affected by requests. RPGA membership required -- if you're interested AND you don't have a membership already AND you can't get by Pandemonium to get a card before next Saturday, I can pick up a couple of extras, I believe.
Expectations: expect a fairly uncomplicated module with some room for roleplay. I will be trying to add more flavor than you get from a typical public event, since we won't be quite as time constrained. Expected play time is about four hours, maybe a bit more. If you've been wanting to try a different character class, this'd be good for that.
Date: 4/18. Time: 1 PM, my place. I will probably have eaten beforehand.
|Friday, April 10th, 2009|
White Lotus Academy (DDI)
Fluff fluff fluff fluff holy crap look at those feats!
There's this whole list of 'em that are all of the form "when you hit an enemy with an arcane at-will power..."
That enemy takes a -1 to the defense the power targeted; or you can shift 1 as a minor action; or you get +1 to all your defenses; or that enemy treats all squares next to you as difficult terrain for a turn... nice stuff. Also the wizard daily that allows you to cast Magic Missile as a minor action for the rest of the encounter, that's not bad either.
|Thursday, April 9th, 2009|
Home RPGA Game?
I badly need to keep myself busy and entertained this weekend -- anyone want to play in a Living Forgotten Realms game this Sunday afternoon/evening? Module to be chosen at quasi-random (but like if jeffwik
wants to play I wouldn't repeat one his defender has already done). These suckers are pretty short -- four to five encounters, of which at least one is a skill challenge. Figure four hours. If we get a couple of people interested I can probably reach out to some of the guys I know from the Pandemonium games to fill it out; we need four people minimum besides myself.
I'd actually probably run two in a row but that might be overaggressive of me.
If people are into it and don't have membership cards either myself or someone else could swing by Pandemonium to get a couple of blanks.
Arcane Power Q&A Threads
As seems to be standard, Amazon Japan has shipped the new WotC book early. So there are threads with people answering questions!
- ENWorld (starting on page 2, where the answers begin)
- WotC boards (really good, details on all the new class options, yum)
|Tuesday, April 7th, 2009|
1. Take a move action to get into position, adjacent to an enemy.
2. Ready an action to attack the enemy when an ally flanks it.
3. Watch the action go off, with combat advantage.
4. Watch as your ally also gets the benefit of combat advantage.
Since a readied action is an immediate reaction, you cannot get in a flank unless your ally is ending their move in the appropriate square.
This is a great technique to avoid wasting one attack without combat advantage when two people need to move into place. It is, I think, rules-legal. I use it for my mobs, and I want to make sure players have it available as well.
After another reasonably fun RPGA game where we definitely bumped into the door problem, I thought about it some more. The door problem is defined as what happens when your party clumps up at a door and can't break past it into the room beyond. I'm less sure now I think it's actually a problem, given some smart work on the part of our invoker and warlock.
All those one square slide, push, and pull powers look a lot better when considered in the context of clearing a tactical bottleneck. I know I'm more pleased about my pending level 7 fighter because he's going to be able to push into a room without too much difficulty.
I also note that I never ever see anyone use Bull Rush to make the tactics work better. You lose an attack, but it's completely viable as a tactical option.
Long jump is also within the realm of practicality. You clear 1/4 the vertical distance of your horizontal jump, and the horizontal jump (with a running start) is an Athletics check divided by 5. I'd say that if you can cover four squares on the horizontal, you can get over a standard sized opponent, so you'd need a 20 total.
So there are tools; and the flip side of the door problem is that it means the game has enough tactical depth to make bottlenecks possible. Which I like.
|Monday, April 6th, 2009|
|Wednesday, April 1st, 2009|
WotC @ Gamestorm
Someone took notes
on WotC's presentation at a recent con. Summary by yrs truly:
* WotC's working way in the future. Everyone at WotC got the PHB2 four months ago and the PH3 went to the printer around the same time.
* 4e is about the GM saying yes to the player -- page 42 in the DMG is designed to allow for player initiative.
* Little world-specific content. E.g., no more Forgotten Realms books. Editorial comment from me: YAY.
* Traps are not satisfying.
* Minions are not satisfying.
* Clarifications on charging. "the intention is for you to, at the beginning of the charge action, be able to charge to the closest available square by whatever path you wish to take (to the extent your movement rate allows)." I don't know if I like that.
Read the article for more.