Posts Tagged “roleplaying”

Probably a recurring theme, but here’s the first 4th edition D&D rule that we’ve been doing wrong

1. You only roll once to attack, even when you’re about to Critical.

It looks like we skimmed the rules around this section, or we read them and then forgot them, or we just plain got them confused.  When you roll to attack, if you roll a 20* then you automatically hit.  You also have the chance to cause a critical hit.  The determination of whether it’s a critical hit is simple.  Does your total attack roll score enough to hit.  If it does, you criticalled, if it doesn’t you still hit, but for regular damage.

So if the enemy AC is 23, and you roll 20, and add 2 for a total of 22, you hit but don’t crit, if your total turned out to be 24, you would have caused a crit instead.  This gives you the chance to hit something 1 in 20 times that you might never otherwise be able to hit, and also gives you an increasing chance to crit against creatures as you increase your attack bonuses off of that automatic hit.

Let me know if I’m still wrong ;)

* A 20 is always an automatic hit, some weapons have an increase critical hit range (19-20), if you roll a 19 and the total is enough to hit, you crit, but if you roll a 19 and the total is not enough to hit, you miss and don’t crit.  Only a natural 20 is enough to automatically hit, no matter what the weapon.

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Wrote a couple more 4th edition D&D encounters last night, again won’t really know how well they play out until the characters get to them (maybe this week, maybe not, depends how quick we get through the remaining encounters in the ‘intro’ adventure).

I knocked up a quick spreadsheet (yes Grete), which does the work of adding up the numbers so you can play with how many of each creature type you want included.  That makes it easy to move between a load of minions and a few tough mobs, to more tough mobs and fewer minions while staying within your XP budget.

I did flirt briefly with the idea of signing up to WoTC’s D&D Insider thing which gives you access to some online tools, but decided not to in the end, we’re on a budget this month for one, and secondly I think I can probably hack together anything I really need.  We used to do all this by hand you know :)   I’ve enjoyed working out the maps for the encounters as well, trying to take into consideration the different kinds of terrain and situations that affect abilities, to spice things up.

The three encounters are sort of bridging encounters between the starter adventure and the published module I want to run.  I’ve added some treasure although it’s a bit of guesswork as to how much I should be giving out.  All-in-all it should be enough to get the PC’s to 2nd level and give them some excitement.  We’ll see if they turn into pushovers or are so deadly the PC’s die three times over.

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I tried my hand at creating an encounter last night using the guidelines in the 4e DMG – and I have to say, I found it a lot more intuitive than it was in v3, and none of the random guesswork and knowledge of creatures required in 1st and 2nd edition.

We’ll see how it plays out when the party meets the bad guys.   I can see that it could turn out a little formulaic, but then it’s based on a formula so there’s always going to be that risk, the difference will be how well a DM can turn things around to give the same results without always ending up with the same encounter structure.

I created a 4th level encounter for a party of 5 1st level characters, which makes it a pretty tough encounter.  I love minions, in older versions of D&D you’d end up to 2 or 3 tough creatures and the fight would feel small, with 4e the encounter has 11 creatures and feels much larger and epic even if 6 of those have essentially 1hp.  I tried to make sure the terrain played a role, giving the enemy cover and adding some terrain which slows movement, and then picking creatures which could take advantage of that (don’t want to say *too* much since my players are reading!)

I certainly feel more confident that the encounter will at least be appropriate, without having to test it too hard or run through too many details, and that leaves me more time to think up exciting situations and more encounters.  I’d love more electronic tools for doing this, but I’m not going to pay Wizards for theirs, I may have a go at putting some basic creatures values into some spreadsheet tables and just giving myself the option to quickly build encounters and add the XP totals as we go, which is the only non-creative hard bit.

I may post the encounter was the players have defeated it.

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I loved HeroQuest, even though I never really got to play it enough.  I have several versions, and some expansions, in various states of repair, and that means I have a lot of plastic mini’s that came with the game.  I’d mostly forgotten about them until last week, when I was wondering about getting some figures for our D&D sessions.  It suddenly occurred to me I probably had enough stashed away (I wanted something durable, and lightweight that we could chuck about on the battle map and not worry too much about) so I collected them all up and yep, there’s loads.

Mostly unpainted though – but I set about fixing that.  Finished up all the zombies (8 of them), and decided to start on the goblins (since both myself and Chris need a lot of zombies and goblins in the games at the moment).  I asked Grete if she wanted to lend a hand, and she did, helping paint her first miniatures.

Here’s the resulting goblin hoard (I base coated them yesterday so they’ve gone from nothing to game-ready in 2 days).

Goblins!
There’s 18 of them all-together including one I painted years ago.  It’s a superfast paint job, base coat, wash, dry brush, clothing, wash, drybrush, detail.  But it does the job for miniatures you’re going to be gaming with.

Now, if only I knew where to get the 4 red dragons in hard waring plastic resin I’ll need for the next game … ;)

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I enjoyed running it a lot, I hope the players enjoyed playing it as much.  It’s hard work running 4e encounters, but it’s not totally stressful, just hard work.  In a good way.

We got four characters rolled up and two encounters out of the way between about 7:30pm and 1:30am including some socialising, some talking to NPC’s and a tiny bit of travel.

Good times.

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So, you’ve got 14 monsters in the encounter, say 10 Goblin Cutters, 3 Goblin Warriors and a Goblin Hexer.  They’re all on your battle map along with your four or five PC’s.

You’ve done the work and you know the order your monsters are going in, but, how do you remember which Goblin Cutter is which? I wonder what the best way of identifying them is.  There’s plenty of suggestions on the web about marking them with conditions (like marked, slowed, etc.) but nothing I can find using lazy-google-fu about just tracking which bloody one is which.

I might try sticking a small bit of paper underneath each one with a number on it for now.

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We’ve been playing D&D 4e for a few months now and it’s cool.  When you roleplay in your late 30’s, there’s a lot of life that can get in the way, kids, work, a bunch of stuff, so just getting together once a week can be a challenge.  But we’ve managed it mostly and our characters are coming along and we’re just setting off on another quest.

We’re also getting another player in the group but he can only play every other week, so rather than force him to miss out on some games we decided to run another game and alternate them.  And I get to run it!

Which means I just spent a whole wad of cash I don’t have on a bunch of D&D rulebooks I’ll probably use 5% of, to match the other dozens of rulebooks I have that I’ve never used ;)

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Critical Hits hosted an RPG Carnival topic on “Transitions and Transformations” and they’ve just posted the full roundup.  They include a link to the article I wrote for the carnival, which I’m linking again here just for reference.  Worth reading some of the other posts in the topic to see how different people ran with the theme.

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So yesterday I closed my last remaining EverQuest account.  It’s been a fun time, but I’ve just gradually moved away from EQ.  Some of it is frustration with the game, some to do with the direction it had gone and was going, and some is just because I’ve been doing it so long.

The game in my view is damned if it does now and damned if it doesn’t.  They needed to close the gap between ‘hard-core’ players and ‘casual’ players or risk totally losing one of those segments of the playerbase, however, each change to achieve that alienates another bunch of players.  While I understood the need for the changes, they didn’t enhance my game they just made me feel like it wasn’t worth trying.

The people in EQ kept me playing for longer than the game alone would have and without them it wouldn’t have been anywhere near as much fun, so if any of them read this – thanks, it really was an honour.

I’m past devoting that much time to a single game, I play Lord of the Rings On-line casually, sometimes spending lots of time in game and sometimes not playing for ages, but I can always pick it up and drop it as required.  It suits me, and I love the lore.  So if you know me and you want to say hi, pop in to the [EN-RP] Laurelin server and look me up.

Thanks to everyone in the guilds I was in, the groups I was in, and anyone who had to put up with my control-freakery nature.

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We’ve had MMORPGs (massively multi-player online roleplaying games) for a while and now we’re increasingly just calling them MORPGs (Multi-player online roleplaying games).

During a conversation with friends we decided you needed Smallish-Multiplayer Online Roleplaying games (SMORG) to cover old games which have shrinking player bases, games which never really took off, and games which naturally thrive with small groups of players.

So, feel free to use this term.

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