Showing posts with label customizing. Show all posts
Showing posts with label customizing. Show all posts

Wednesday, July 22, 2009

Treasure Island

At our last gaming session the topic of treasure came up as we picked up a few trinkets our fallen enemies had left behind.

Of particular interest was a rather spiffy scimitar and some swanky armor, both with interesting powers. While the rest of the magic items in 4E are pretty weak, I have to say that the armor and weapons are generally very well done.

Besides the expected "+whatever#" they all seem to have a fairly cool little power attached. Nothing really jaw dropping. Five temporary hit points or a free healing surge or things of that ilk. Yet they're still quite useful (even if only a Daily use) and more importantly, they're easy to remember. Mainly because your character's armor and weapons are going to be the center of attention. Weapons moreso, but even armor isn't as likely to be forgotten as some necklace or ring. For me at least, those trinkets tend to get buried and forgotten on my character sheet.

I would be curious to see if changing the magic item powers from Daily to Encounter would make a noticable difference. Maybe I can talk Crwth into trying that out for a couple of sessions. Or maybe someone out there on the interweb has tried this. If so, please let us know how it worked out for you.

The other thing that this brief topic brought to mind was the sheer amount of loot we've gained. It's no secret that the official line of modules released with 3rd edition was incredibly skimpy on the loot. The writers must have had access to the various tables and guidelines for giving out treasure, yet they either ignored them for some reason. Probably because they're jerks. I mean, a Roper against a party of 4th levels? Only a real asshole would write up something like that.

Anyways, the 4E modules have actually been right in line with the suggested treasure guidelines. Far from Mony Haul-ish but we certainly can't complain. We're just a smidge shy of 5th level and everyone in the party now has magic armor or a magic weapon, and in some cases, both.

Even better, for those of us who don't have a magic weapon (myself and our ranger Hune) have enough coin to enchant our weapons to our preference, thanks to the ritual.

Enchant Magic Item (PHB, p 304). This ritual is the cat's ass. Okay, it's a little too MMO-like for my tastes. The jaded skeptic/curmudgeon in me sees this as an obvious way to sell the edition to computer game producers who will then tout that all the kids can easily have flaming swords and armor that spits out lightning. But, putting that aside it really is a nice and useful little effect. Find some generic components and voila, you have a sword or armor that suits you to a tee.

There's some inherent suspension of belief there, but no less than in the 3.5 days when our DM had to conveniently stock the local merchant with whatever magic item we'd been pining/whining for.

While there aren't a lot of magic items worth questing for, at least we have an easy way of turning gold and gems into the item we really want.

Monday, March 30, 2009

Playing your own character

Hot on the heels of Griff's last two posts, I'll mention that I've been playing with the Character Builder a lot lately, getting to know the different classes out there. I find that this is a lot easier than trying to read through thirty levels of powers for a class, where they all blur together...

To test out the Builder, I took all of my various 3.5 characters over the years, and attempted to recreate them in 4e. It should be noted that, while I might complain about the lack of choice in 4e, I very rarely multiclassed in 3.5, not counting prestige classes. I thought that this might have made these recreations a little easier.

I started this experiment after reading the article on the Shadar Kai in Dragon #372, where they also provided some feats specific to the spiked chain. This brought to mind my 3.5 character Placide DeMorgan, and I thought I'd give a spin recreating him.

This was actually a lot of fun, and quite the challenge. The idea of Placide was that he had reach, and that he could Trip and Disarm well. Trip and Disarm are no longer general attack types in 4e, so my goal was to take any power that came along that provided "...and target falls prone" or any mention of disarming. Then I decided that anything that might grab a target would fit in with the concept (wrapping them around with the chain), and, if none of these choices was available, I'd go for the idea of a sweeping attack, such as a close burst smack-everyone-around-you attack. And if all else failed, I'd take a power that provided a slide or pull effect, as Placide tugs his opponents around the battlefield.

But it was tough! There were many choices of powers that fit with this idea. It also "helped" that, with the right choice of feats, the spiked chain was considered a flail, a two-handed weapon, two weapons, an off-hand weapon, a light blade, a double weapon, and reach weapon, which meant that any powers that offered up bonuses to use of such a weapon became appealing.

To level Placide through level 30 probably took two hours, on and off, of flipping back and forth between power descriptions and even feat descriptions. It was probably the most engaging character I've made in 4e.


On the heels of such a success, I tried to make Raven, my Druid/Shifter (and by far my favorite 3.5 character to play). Not having the Shifter prestige class was going to be a blow, but because the beast form was such a large part of the 4e druid, my idea was to focus on powers and feats that would allow 4e Raven to remain in beast form and be at her most powerful, with little regard to her human form. Also, going with the more feral build, I was going to avoid taking any powers that did energy damage, staying instead with claws, teeth and primal savagery.

Well I was successful, I suppose, in that I made a 30th level druid. But it wasn't nearly as fun, or interesting, or engaging, as making the fighter. I kept thinking that I wished I could have a little bit of a Rage effect, to really let the primal nature take over, or some stealthy creeping beast form to then sneak attack with -- but of course, I can't multiclass barbarian or rogue here. While I was able to apply my build "rules" and choose from my options easily, I ended up whipping through the 30 levels without really noticing it, without much thought.

You might be thinking, then, that it's my fault for coming up with this restrictive build, that made this character easy and uninteresting to make. But this is my point. I summarized this feeling to one of our group on Saturday night: that 3.5 allowed you to come up with some completely-custom idea for a character -- a stabby, lightning-casting, gnome who's good at tripping and throwing hammers -- and you could find a combination of classes, feats, spells and equipment to realize you very specific character concept. In 4e, you can try to do this, but in the end, are given only a handful of choices, and you have to try and be creative based on those (or perhaps in spite of those).

I got lucky with building 4e Placide, because there were lots of feats and powers that accentuated the idea behind him. But not so much with Raven. And perhaps the next book or Dragon article will give me the flexibility I need -- even 3.5 didn't have every bit of content available in the beginning -- but generally new content in 4e is for the new race or new class, not something that gets added to an existing class. Feats, sure, are available to most characters, but powers are always tied to a specific class. And if I can't take that power, then let me take that class *at any level I decide to*.

As Griff just mentioned, the Paragon Paths are helping to provide a few extra branches to the thin evergreens of the class progressions, but even those are limited, and the Epic Destinies are, as Griff believes, a bit limited.


Today I just tried another remake, this time recreating the ever-doomed Ish'us'q. Had Ish'us'q seen more years in 3.5, he would have focused on DR, SR and regeneration, likely going down the path of the forsaker. In 4e, I decided to build him similarly to the Dungeons & Dragons Online version of him, with heavy concentration on raging, a falchion, and taking out multiple foes at once. There are various powers that focus on raging, and when there wasn't one available, a close burst power was usually available. The choices were there, and I got my character, but, as with Raven, it just wasn't very satisfying. There's my barbarian, all made up and ready for 30 levels... but apart from the initial "choice" of my theme, it was a no-brainer at all 29 level-ups. The glimmer of hope I had for 4e character creation that I had when making Placide still wasn't recreated.


I'm not done yet -- I've got more classes to try out in the builder, both old and new. But instead of coming up with a theme and then sitting down to realize it on a character sheet, I will be browsing through the powers of my chosen class, and trying to come up something interesting, to stand out from the others.

What colour do you want your Ford Model T in?