As hopefully you were all aware, being gamers and all, yesterday was TableTop Day, an attempt at a geek holiday spurred on by Felicia Day and Wil Wheaton. Given that it was trending as a hashtag on Twitter for 17+ hours, I'd say the gamers of the world did good.
Initially, I didn't have any gaming plans for TableTop Day, other than swinging by the FLGS and see what was going on for gaming there whilst hoping for the best, despite Saturday's seeming to be more CCG day than anything else of late, or at least the past few Saturdays that I swung by.
Instead, I wound up playing a marathon session of D&D 4e with my Wednesday gaming group, as none of them had Easter plans that required extensive travel or extensive prep for incoming relatives. In my previous post, I noted my surprise at having fun playing a 4e game after having become rather indifferent to D&D in general, particularly as D&D isn't my go-to choice for fantasy RPGs these days. And the GM had an Easter surprise in store for us poor sods.
Well, come early Saturday afternoon and we've gathered around the table. The party composition had changed a bit, with this being our current line-up:
Keru, a Human Stone Fist Monk with Wilder theme (me, and yes he's got a Hadoken attack now)
Mari, a Half-Elf Sentinel Druid with Elemental Priest theme (the only unchanged character from the first session)
Alyastrianna, a Eladrin Mage Wizard with Veiled Guardian theme (newish, debuted last Wednesday's session)
Rikard, Mul (Half-Dwarf) Tempest Fighter with Gladiator theme (new)
... and a fifth player who ended up being a no-show.
The campaign takes place on Athas, about the time frame that the 4e Campaign Setting book establishes. To start, only the druid, mage, and monk knew each other prior to this session, but the GM got us together quickly enough, mostly by having us get hired by a local explorer to serve as aides and bodyguards as he checked out a recently uncovered ruin in the Road of Kings region. Naturally we agreed, either being curious to check things out ourselves (mage and monk) or not having anything more pressing to do (druid), while the fighter had already been commissioned as a bodyguard prior to the rest of us showing up.
Before we started play, the GM asked each of us to select a magic item, 4th level or lower, that we'd be interested in procuring. We figured that he was tailoring the adventure rewards to our heroes, so we spent some time going through the long list of D&D magic items, and made our selections.
We had a short skirmish with a band of elf raiders, more to let everyone get a feel for their characters, both the new ones and the vets as the GM bumped us up to third level, which meant new encounter powers. The eladrian's player was kind of upset that she didn't have a lot of charm or illusion options that did damage, but she still excelled at her role of battlefield control, with enough mind-screw going on that you'd think she was a psion. This was my first time seeing a Tempest Fighter in play, and I must say I was impressed at how much damage he could pump up on a turn-to-turn basis. Even though he was just using a pair of hand-axes, having the Axe Expertise feat ensured he rarely had lousy damage rolls. And his ability to mark multiple foes each round meant that he drew a lot of attention and helped keep my monk from getting attacked that often. Monk did what the monk's supposed to do, and booted a lot of head, and quite often using my Flurry of Blows to polish off non-minion opponents that were just on the cusp of being taken down.
Baddies dispatched, we made it to the ruins, which turned out to be a temple from the previous age (we think, nobody was quite certain on that point) that was devoted to a quartet of rather vicious and nasty gods, at least according to the murals we found outside the temple itself. Rather than the usual combat grind of most 4e sessions, this one turned out to incorporate a number of skill challenges, given our characters a chance to find out more about what we were getting into.
I won't go into great detail about the adventure, only to say that throughout most of it, I couldn't shake the nagging suspicion that I'd seen this before. I was pretty sure that I'd never played it, only seen it somewhere. And then we got to the one encounter, facing a three-headed dracolisk that made the whole thing click into place... the GM was putting us through the Crucible of the Gods module. To quote my favorite wizard private eye... hell's bells.
For those of you not in the know (such as I was until recently), Fourthcore is a style of playing, using D&D 4e and putting the players (referred to as dungeoneers) through adventures that are on par with Tomb of Horrors in regards to potential lethality. Crucible of the Gods was written for use with 1st level PCs, and from everything I'd heard was literally a meat grinder, with TPKs happening before parties even reached the first proper room of the temple, and there a slew of effects that boil down to "you get hit, you're dead." Needless to say, Fourthcore adventures weren't written with the intent of being dropped into your running campaign. These are meant to be bloody one-shots and not to be taken too seriously. I haven't read the module, though I plan to do so in the near future, but I can only suspect the GM toned things down quite a bit as the combat encounters weren't one-sided, and we had plenty of clues to help with solving some of the various puzzles. Being 3rd level and with character themes that granted an extra encounter power probably helped a whole lot, as we had plenty of options for increased damage in each battle. Apparently one of the fights, against some kind of large statue dual-wielding flaming skeletal flails was supposed to be incredibly tough, but the monk and fighter nearly demolished it in a single round, with a critical hit on my Open the Gates of Battle (aka Open the Can of Whup-ass) with a mighty ki focus (extra d10 damage on critical hits) being the main culprit,taking it from healthy to bloodied, with the druid getting in a bit of tag-team beatdown between her and her pet desert wolf before the fighter executed the thing, all before it had the chance to even take it's first action. Apparently Fourthcore modules were written with the idea that you'd be using Essentials and not the other PHB classes or supplements.
The GM did make up for this a bit by including a few extra combat encounters, including one with a seemingly never-ending tide of minions (goblin-looking thingys, not that most of our characters would know what a goblin looks like since they're a long-extinct race on Athas) that kept attacking in waves until the mage managed to decipher an ancient locking mechanism to seal them away and allow us to proceed further into the temple.
The final battle was tough enough, and I figure the actual Fourthcore version probably wipes out most parties that have been fortunate enough to make it that far. We did succeed in claiming all four skulls, thanks in part to the Eladrin mage (who isn't a native of Athas, but rather the Feywild) enforcing caution on the rest of the party, even going so far as to slap the Mul's hand when he started to reach out to claim one of the crystal skulls we needed to "win" the temple's challenge. That turned out to help a bunch, as we got to access the secret room with a talisman that gave us a huge edge in the final battle... once we figured out what exactly it was for (we thought it was a protective item, which nearly cost the mage her life as she got much too close to the final boss than was healthy for a squishy wizard).
So while this wasn't a proper Fourthcore adventure (the heroes all lived), it was still fun, and I'm guessing the GM added a lot to make the players use their brains, and not just by way of skill challenges, but also allowing skill checks to pick up vital clues. The only fatality was the explorer that hired us, the son of a lesser noble from the City of Balic (oops), though it really was down more to his own ignorance than any wrong-doing on our part... not that I expect his parents to buy that. Now I as a player don't know if the whole "fail our challenge and the world will end" bit would have actually happened, but our characters took it serious enough.
If you're interested in running a meat-grinder on par with John Goff's Night Train (Deadlands Classic) or Tomb of Horrors itself, you can download the Fourthcore adventures here:
http://svdpress.com/fourthcore/
Now bear in mind these are meant to be run as timed delves, and the odds are stacked heavily against the players unless they really bring their A-game, but it could make an interesting change of pace.
There's also Fourthcore Deathmatch, which instead of being a delve is simply a free-for-all slaughterfest pitting two groups of PCs against each other. It's quite an amusing concept, and might make for a fun diversion from your usual campaign. I figure Strikers would have the edge due to their focus on sheer damage output, but I could see Defenders not doing too bad given the hit points and damage output a well-made build can offer. You can read more about it here:
http://www.fourthcoreteamdeathmatch.com/
It'd be the kind of thing that'd work pretty good for a Skype/Roll20 game. Just upload the map of your choice, choose some character tokens, and let the carnage commence.
One avid RPG player's blog primarily about RPGs, namely Star Wars in it's various forms, but also about other random stuff as the mood strikes.
Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts
March 31, 2013
Fourthcore... Lite?!
Labels:
4e,
Dark Sun,
Dungeons and Dragons,
Fourthcore,
Monk,
RPG,
TableTop Day
March 16, 2013
Boot to the Head! or Why I'm playing 4e D&D again
I think I mentioned in a prior post that my Wednesday group was looking at playing Dragon Age, now that the general interest in Marvel Heroic RPG had subsided.
Well, that turned out not to be the case, and instead the majority of the group decided to head back over to d20 Land and break out the D&D books. Thankfully, the vote wasn't for 3rd edition or Pathfinder, as I generally abhor the 3.X versions of d20; the closest I'll come to tolerating that system is Mongoose Publishing's Babylon 5 2nd edition RPG (still needs a couple tweaks though, such as implementing Pathfinder's skill system, which is about the only thing from Pathfinder I actually like). So, after figuring I'd never be playing 4e again after my Saturday group pretty much decided they were sick to death of d20 games (which resulted in my Saga Edition AltU game coming to an abrupt end), I found myself having to face playing D&D yet again, a game system and setting that has become less and less relevant to my gaming interests as time wore on. The last time I played was a D&DNext playtest that left me pretty cold.
Now the main reason I didn't bail was because if I had, I could probably forget ever gaming with these folks in the future, as I'd quickly be forgotten as a potential gamer or even GM for the group. But also, because the DM wanted to run a Dark Sun campaign. Now I never really got into Dark Sun during its hey-day under AD&D2e, but a post-apoc fantasy setting did sound interesting.
But the question was: what do I play? From talking with the GM and the other players, half of them were going with Essentials Characters (Half-Elf Sentinel-Druid with Elemental Priest theme and Elf Hunter-Ranger with Wastland Nomad theme) while the other half were going pre-Essentials (Human Sorcerer-King Pact Warlock w/ Templar theme and Dragonborn Wild Battlemind w/ Gladiator theme). To keep with 4e's notion of roles, we've got a Leader (druid), Controller (ranger), a ranged Striker (warlock), and a Defender (battlemind), so the bases are covered. Well, when in doubt, go for the damage. To be honest, I'm of the playstyle that best fits a Striker, so the question was what Striker-class to play? And it was very easily answered, in the form of the PHB3's Monk class. I only got a few chances to play a 4e Monk before, and they were all fun, so I simply rebuilt the Human Monk I'd played before to fit with the GM's character build rules.
We used the standard 22 points to buy ability scores and built our PCs as usual for 1st level, having the option of either selecting a theme or getting a free 2nd level Skill Power. So while everyone else went with selecting a theme, I opted to go the bonus ability route, mostly as none of the themes really fit the character notion I had in mind, that of a young traveling warrior-monk that had embarked on a journey to test his skills and inner character, I opted for the Skill Power, which aside from not having to take the Skill Power feat I otherwise had to qualify for. Easy choice for me, Agile Recovery, permitting my character to stand up from prone as a minor action (something very useful for a high-mobility Striker). Once that was done, we leveled up our heroes to 2nd level, and here was where things got a little different.
First, we only got one magic item, and additional money equal to one-quarter the value of a 1st level magic item. For those that don't know, the DMG suggests when building characters above 1st level, they get three magic items (one of a level no higher than their current level, one of level no higher than their current level, and one of a level at least one level less than their current level) and gold equal to the value of a magic item that's one level less than their current. We could still pick up to a 3rd level magic item, but it was the only magic item we'd be getting, and we only got 90 extra gold (compared to the 360 that a regular character built at 2nd level would get). Being a Monk (who really didn't need a lot of extra money), that was no problem for me, but a few players were a bit upset at this, as they had to choose between a magic weapon, magic armor, a neck slot item, or something with a cool ability. Me, I checked with the GM and he allowed me to take Moradin's Blessing of Iron as my one magic item, which may not be super-powerful but is quite handy since it cuts down on my Monk being pushed and grants me a free attack if I get pulled close to the enemy in question, as well as some emergency DR if needed. Kind of fitting for a Stone Fist Monk I think.
The second change, which helped offset the lack of magic items, was that we're using the Inherent Bonuses option from DMG2, giving us boosts to attack, damage, and defenses based on our level, something useful as the GM plans to keep magic items rather rare in his game, since one of the themes of Dark Sun is the heroes having to survive on their own wits. To borrow a phrase often applied to Star Wars Saga Edition, this is a game where your character is not about your gear, but rather what your character can do. Personally, one of the things I've always disliked about D&D was the over-reliance on magic items, so this was right up my alley.
So next was backstory, which was kind of easy as I was using a pre-existing character. I'll admit to borrowing liberally from the backstory of Mortal Kombat's Liu Kang as well as a couple elements from Legend of the Five Rings. And so, Keru, young Brother of the Order of the Nine Thunders was ready to set forth and boot some head.
And this past Wednesday, we played our inaugeral session, with the PCs having been taken as prisoners of a bandit chief with the intent to sell us into slavery. Needless to say, it didn't go well, and by the end of the fight, we were free, the bandits had been decimated, and the bandit chief had quite a few footprints embedded in his head. Oddly, Keru does not actually wear boots, though that didn't stop me from saying "Boot to the Head!" when using his Flurry of Blows power. Both Agile Recovery and Blessing of Iron paid off, the latter as the the bandit's lieutenants had a power that let them push an enemy 2 squares away, while the bandit chief had an attack power that let him knock a foe prone. Even managed to TKO the bandit chief's main enforcer in one action courtesy of a critical hit using Open the Gates of Battle combined with an mighty ki focus, nearly wiping out all of the enforcer's HP in one blow, and then polished him off with Flurry of Blows ("Boot to the head!") Seriously, it got to the point the other players would declare "and a boot to the head!" as soon as I resolved my main attack each turn. Granted, my Flurry of Blows doesn't do that much damage as I opted to split my points between Strength and Wisdom, but a few extra points of free damage is nothing to sneer at, and it could prove useful with popping minions should the opportunity present itself. I also have to say that the Fallen Needle power from Psionic Power is damn useful against major threats, since it's high damage and inflicts a penalty to hit if they try to go after you, thus making a Striker not too reliant upon a Defender's mark ability to keep said major foe from squishing them, to say nothing of the free shift to get away should a particularly burly foe decide to get in close.
While most of the session was combat, there was some good character interaction, as the half-elf druid was not happy about the arcane-magic using warlock's presence, given how arcane magic has a nasty tendency to ruin the environment in this setting. In her defense, the warlock at least used what's called the preserver method rather than defiling. Keru seemed the odd man out (literally, as I once again am playing the token human in a group), but he's curious to see what paths lie ahead as he travels with this most unlikely of group of companions. And honestly, so am I.
Well, that turned out not to be the case, and instead the majority of the group decided to head back over to d20 Land and break out the D&D books. Thankfully, the vote wasn't for 3rd edition or Pathfinder, as I generally abhor the 3.X versions of d20; the closest I'll come to tolerating that system is Mongoose Publishing's Babylon 5 2nd edition RPG (still needs a couple tweaks though, such as implementing Pathfinder's skill system, which is about the only thing from Pathfinder I actually like). So, after figuring I'd never be playing 4e again after my Saturday group pretty much decided they were sick to death of d20 games (which resulted in my Saga Edition AltU game coming to an abrupt end), I found myself having to face playing D&D yet again, a game system and setting that has become less and less relevant to my gaming interests as time wore on. The last time I played was a D&DNext playtest that left me pretty cold.
Now the main reason I didn't bail was because if I had, I could probably forget ever gaming with these folks in the future, as I'd quickly be forgotten as a potential gamer or even GM for the group. But also, because the DM wanted to run a Dark Sun campaign. Now I never really got into Dark Sun during its hey-day under AD&D2e, but a post-apoc fantasy setting did sound interesting.
But the question was: what do I play? From talking with the GM and the other players, half of them were going with Essentials Characters (Half-Elf Sentinel-Druid with Elemental Priest theme and Elf Hunter-Ranger with Wastland Nomad theme) while the other half were going pre-Essentials (Human Sorcerer-King Pact Warlock w/ Templar theme and Dragonborn Wild Battlemind w/ Gladiator theme). To keep with 4e's notion of roles, we've got a Leader (druid), Controller (ranger), a ranged Striker (warlock), and a Defender (battlemind), so the bases are covered. Well, when in doubt, go for the damage. To be honest, I'm of the playstyle that best fits a Striker, so the question was what Striker-class to play? And it was very easily answered, in the form of the PHB3's Monk class. I only got a few chances to play a 4e Monk before, and they were all fun, so I simply rebuilt the Human Monk I'd played before to fit with the GM's character build rules.
We used the standard 22 points to buy ability scores and built our PCs as usual for 1st level, having the option of either selecting a theme or getting a free 2nd level Skill Power. So while everyone else went with selecting a theme, I opted to go the bonus ability route, mostly as none of the themes really fit the character notion I had in mind, that of a young traveling warrior-monk that had embarked on a journey to test his skills and inner character, I opted for the Skill Power, which aside from not having to take the Skill Power feat I otherwise had to qualify for. Easy choice for me, Agile Recovery, permitting my character to stand up from prone as a minor action (something very useful for a high-mobility Striker). Once that was done, we leveled up our heroes to 2nd level, and here was where things got a little different.
First, we only got one magic item, and additional money equal to one-quarter the value of a 1st level magic item. For those that don't know, the DMG suggests when building characters above 1st level, they get three magic items (one of a level no higher than their current level, one of level no higher than their current level, and one of a level at least one level less than their current level) and gold equal to the value of a magic item that's one level less than their current. We could still pick up to a 3rd level magic item, but it was the only magic item we'd be getting, and we only got 90 extra gold (compared to the 360 that a regular character built at 2nd level would get). Being a Monk (who really didn't need a lot of extra money), that was no problem for me, but a few players were a bit upset at this, as they had to choose between a magic weapon, magic armor, a neck slot item, or something with a cool ability. Me, I checked with the GM and he allowed me to take Moradin's Blessing of Iron as my one magic item, which may not be super-powerful but is quite handy since it cuts down on my Monk being pushed and grants me a free attack if I get pulled close to the enemy in question, as well as some emergency DR if needed. Kind of fitting for a Stone Fist Monk I think.
The second change, which helped offset the lack of magic items, was that we're using the Inherent Bonuses option from DMG2, giving us boosts to attack, damage, and defenses based on our level, something useful as the GM plans to keep magic items rather rare in his game, since one of the themes of Dark Sun is the heroes having to survive on their own wits. To borrow a phrase often applied to Star Wars Saga Edition, this is a game where your character is not about your gear, but rather what your character can do. Personally, one of the things I've always disliked about D&D was the over-reliance on magic items, so this was right up my alley.
So next was backstory, which was kind of easy as I was using a pre-existing character. I'll admit to borrowing liberally from the backstory of Mortal Kombat's Liu Kang as well as a couple elements from Legend of the Five Rings. And so, Keru, young Brother of the Order of the Nine Thunders was ready to set forth and boot some head.
And this past Wednesday, we played our inaugeral session, with the PCs having been taken as prisoners of a bandit chief with the intent to sell us into slavery. Needless to say, it didn't go well, and by the end of the fight, we were free, the bandits had been decimated, and the bandit chief had quite a few footprints embedded in his head. Oddly, Keru does not actually wear boots, though that didn't stop me from saying "Boot to the Head!" when using his Flurry of Blows power. Both Agile Recovery and Blessing of Iron paid off, the latter as the the bandit's lieutenants had a power that let them push an enemy 2 squares away, while the bandit chief had an attack power that let him knock a foe prone. Even managed to TKO the bandit chief's main enforcer in one action courtesy of a critical hit using Open the Gates of Battle combined with an mighty ki focus, nearly wiping out all of the enforcer's HP in one blow, and then polished him off with Flurry of Blows ("Boot to the head!") Seriously, it got to the point the other players would declare "and a boot to the head!" as soon as I resolved my main attack each turn. Granted, my Flurry of Blows doesn't do that much damage as I opted to split my points between Strength and Wisdom, but a few extra points of free damage is nothing to sneer at, and it could prove useful with popping minions should the opportunity present itself. I also have to say that the Fallen Needle power from Psionic Power is damn useful against major threats, since it's high damage and inflicts a penalty to hit if they try to go after you, thus making a Striker not too reliant upon a Defender's mark ability to keep said major foe from squishing them, to say nothing of the free shift to get away should a particularly burly foe decide to get in close.
While most of the session was combat, there was some good character interaction, as the half-elf druid was not happy about the arcane-magic using warlock's presence, given how arcane magic has a nasty tendency to ruin the environment in this setting. In her defense, the warlock at least used what's called the preserver method rather than defiling. Keru seemed the odd man out (literally, as I once again am playing the token human in a group), but he's curious to see what paths lie ahead as he travels with this most unlikely of group of companions. And honestly, so am I.
Labels:
4e,
Dark Sun,
Dungeons and Dragons,
Monk,
RPG
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