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Durkon Thundershield

Bryon_Kershaw's page

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http://wizards.com/default.asp?x=dnd/4news/20080417a

And the text:

Wizards of the Coast is pleased to announce that third-party publishers will be allowed to publish products compatible with the Dungeons & Dragons 4th Edition game system under the new Dungeons & Dragons 4E Game System License (D&D 4E GSL). This royalty-free license will replace the former d20 System Trademark License (STL), and will have a System Reference Document (SRD) available for referencing permissible content.

The D&D 4E GSL will allow third-party publishers to create roleplaying game products in fantasy settings with the D&D 4th Edition rules, and publishers who register with WotC will be granted the right to use a version of the D&D logo that denotes the product as compatible with the D&D 4th Edition Roleplaying Game, in accordance with WotC’s terms and conditions. The effective start date for sales of D&D 4E GSL publications will be October 1, 2008.

The license associated SRD will be available on June 6, 2008, at no cost. A small group of publishers received advanced notice and will receive these documents prior to June 6, at no cost, in order to prepare for publication of compatible materials by the effective start date. If you haven’t already been contact by WotC, you will be able to access the documents on the Wizards website beginning on June 6, 2008.

Wizards is also working on the details of a second royalty-free license, the d20 Game System License (d20 GSL). This license will allow third-party publishers to create roleplaying game products in non-fantasy settings with the 4E rules. The exact details for the d20 GSL will be released as they become available.


So, anyone out there in the wide world of Paizo interested in trying out a 4th edition Demo adventure I'd written? It hasn't been play-tested yet so I can't guarantee how difficult it will be, but it should at least be interesting. It can be played with the D&D XP Demo characters or with characters made via the Player's Handbook Lite available on ENWorld.

So, any takers?

~ Bryon Kershaw ~


Hello everyone! So things have quieted down here quite a bit since the Pathfinder RPG was announced. I thought I might post something for anyone interested in playing 4th edition at present using the Demo characters from XP. The following are statistics for a 2nd level Elite Troll, suitable for sending two up against a party. I haven't gotten a chance to playtest it yet, but any info or suggestions people have would be fantastic.

Troll Whelp, Level 2 Elite Brute (250 XP)
Large Natural Humanoid (Giant)
Initiative +3, Senses: Perception +7, Scent
HP 68; Bloodied: 34, (See Regeneration)
AC 16; Fort 17, Ref 13, Will 12
Vulnerable Fire 10, Acid 10
Speed 6
m Claw (standard; at will) reach 2, +7 vs. AC, 1d4+4 Damage
m Double Attack (standard; at will) reach 2, Perform two claw attacks, if both hit see follow up attack.
-Follow Up: m Rend (immediate reaction) If both claw attacks hit, +7 vs. Fortitude, 2d4+6 Damage and 5 Ongoing damage (save ends).
Regeneration (minor, Recharge 5,6) Usable only after being bloodied, Heal 17 HP
Skills: Athletics +10, Endurance +8, Perception +7
Strength 18 (+4), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 4 (-3), Wisdom 12 (+1), Charisma 10 (+0)

This could definitely give a small party a run for its money as it tears up the party's defenders, and I think would be an interesting challenge. If anyone gives it a try, lemme know!


Please pardon my lack of information, but I haven't seen anything concrete about how Monster Powers recharge. I've seen in several monster entries little snippets, like the Black Dragon's Breath Weapon which has (standard; recharge 5 6) but I don't actually know what this means.

If I were to take an educated guess, I'd say it's a d6 roll every turn, with the Power recovering on a 5 or a 6, but as I said, it's only a guess.

Any chance anybody could clear this up for me? It'd be much appreciated.


Ooo, I've caught two articles in a row before anyone else got to 'em. The text:

Wizards of the Coast wrote:

Rivers and streams crisscross the world, and upon these waterways, the nomadic halflings quietly do the same. Legend says that Melora and Sehanine together crafted the halflings, instilling in these small folk a love of water and nature, as well as an innate wanderlust and stealth. The same stories say that both goddesses then left the halflings to their own devices.

Left to themselves, halflings lived for ages. They formed close families and communities, centered on their wisest elders. Clans of halflings wandered creation, never stopping for long, and rarely claiming any particular spot as their own. Their traditions formed and survived among a population constantly on the move and influenced little by the ways of other races. Unassuming, resourceful and independent, halflings hardly ever attracted much notice.

But Avandra, the goddess of boldness, luck and travel, took note of the halflings traversing the world. It seemed to her as if these little people, whom she didn’t create, were hers nonetheless by virtue of the fact that they were living manifestations of her best-loved ideals. Halflings say Avandra smiled on them that day, adopting them as her people and blessing them with good fortune through their worldly struggles. Anyone who knows halflings has little doubt that chance is indeed on their side.

Halflings, for their part, hold fables such as these as true, and their rich oral tradition of such tales is an important part of their culture. Young halflings learn the lore of their people, clan and family from hearing stories. From these, halfling children also pick up lessons on morality and knowledge of many subjects. Outside the political struggles, wars, and other concerns of nations and empires, but widely traveled, halflings have observed and preserved what they learned in their common yarns.

Favorite sagas retell the life and deeds of halflings bold enough to strike out on their own to see the world, right a wrong, or accomplish a great task. Most halflings are practical folk, concerning themselves with the simple things in life. Adventurous halflings are of the same stripe but practice such habits in a different way. A halfling leaves the security of family and clan not for high ideals, fame, or wealth. Instead, he goes to protect his community or friends, to prove his own capabilities, or to merely see more of the world than his nomadic lifestyle can offer.

A halfling hero might be the size of a preteen human child, but he has quick feet, deft hands and quick wit. He is forthright, bold and nigh fearless. His talents run toward sneakiness and craftiness. Pluck and fortune carry him to success where others would fail. He is an expression of all that halflings esteem, and so he is a valuable ally and a daunting foe.

All this went into creating halflings for the 4th Edition Dungeons & Dragons game. The popular halfling of 3rd Edition is only slightly re-imagined so the race’s mechanical elements make the story elements true. Halflings are still Small, even though they are not 3rd Edition’s versions—in which halflings are the size of 3- or 4-year old humans. They still make great rogues, but they also make good rangers. A few new aspects, such as a tweak to Charisma and a slight influence over luck, in addition to making halfling warlocks viable, reinforce the halfling as a lucky, loveable protagonist. A halfling can also be a hard-to-kill enemy sharp of tongue and blade.

In other words, halflings are exactly what veteran D&D players expect from the 4th Edition refinement to something that worked well in 3rd Edition. Similar flavor, mechanical underpinning to the story, and as much, if not more, fun.

So I think this is something of a repeat of what we've seen from Races and Classes. Still, I like the direction they're taking Halflings and I can see a few little mechanical bits in there, such as the fact Halflings get a "tweak to Charisma and a slight influence over luck." It sounds like they'll get some kind of die manipulation and also be +2 Dexterity and +2 Charisma.


So a new Design and Development article is up, and I gotta say, not all too impressed.

Death and Dying

The text of it is:

Character death is one of the ultimate threats in any RPG, and D&D is no exception. Besides the obvious, um, “inconveniences” that death might cause your character and his allies in both the short and long term—inconveniences which vary based on your level, the current situation, and of course your attachment to that particular character—death is a mark of failure. In some hard-to-explain but very real way, a dead character symbolizes that you just “lost” at D&D. That can prove a bitter pill for many players, and in my experience is even more frustrating than paying for a resurrection.
What We Hated

Early in the design process, Rob, James, and I identified a number of ways that we were unsatisified with D&D’s current death and dying rules. For example, we strongly disliked the inability of 3rd Edition D&D’s negative-hit-point model to deal with combat at higher levels—once the monsters are reliably dealing 15 or 20 points of damage with each attack, the chance of a character going straight from “alive and kicking” to “time to go through his pockets for loose change” was exceedingly high; effectively, the -1 to -9 “dying” range was meaningless. Ask any high-level fighter whether he’d prefer the second-to-last attack from a monster to leave him at 1 hp or -1 hp; I’d put odds on unconsciousness, and how lame is that?

Among other problems, this also meant that characters effectively had no way to “lose” a combat except by being killed. This removes a lot of dramatic possibilities for the story—for instance, the classic scene of the characters being captured and thrown in a cell from which they have to escape using only their wits and a pack of chewing gum (or whatever).

On top of all that, the game added a complex state of being at exactly 0 hp, which wasn’t quite like being fully capable but also wasn’t quite dying. Honestly, though, how often does any character actually get reduced to exactly 0 hp? Why did the game need a condition that existed at exactly one spot on the big, broad range of hit point possibilities?
What We Wanted

We wanted a death and dying system that added fun and tension at the table, scaled well to any level of play, and created the threat of PC mortality (without delivering on that threat as often as 3rd Edition did).

Characters had to feel that death was a possibility in order for combat to feel meaningful. If it seems impossible to be killed, much of the tension of combat disappears. However, if the majority of combats result in death (as is the case for a lot of high-level play in previous editions), the game is forced to reclassify death as a trivial obstacle in order to remain playable. 3rd Edition accomplished this with popular spells such as close wounds, delay death, and revivify—mandatory staples of any high-level cleric’s arsenal due purely to the commonality of death. But that removes the tension, and now what’s the point of death at all?

The system also had to be simple to remember and adjudicate at the table. Being able to keep the rule in your head is important, because you don’t want to be bogging the game down flipping through a book when a character is clinging to life by a thread—that should be high-tension time, not slowdown time!

Finally, it had to be believable within the heroic-fantasy milieu of D&D. (Believability isn’t the same thing as realism—an error which has ruined more games than I can count.) Put another way, it had to feel like D&D—one of those tricky “you know it when you see it” things.
What We Did About It

Back in 2005, this was obviously a much lower priority than, say, creating the new model for how classes and races worked, so we put it on the back burner to simmer. As the months passed, we and other designers proposed various models that tried to solve the conundrums set out above, varying from exceedingly abstract to witheringly simulationist. We playtested every model, from death tracks to life points, each time learning something different about what worked or didn’t work. A few times, we even temporarily settled on a solution, claiming that the playtesters only needed time to get used to our radical new ideas.

Side note to all those would-be game designers out there: When you hear yourself making that claim, you might be in danger of losing touch with reality. Sometimes you’re right, and your innovative game design concept just needs a little time to sink in. (The cycling initiative system used by 3rd Edition D&D is a good example of that—back in 1999, some very vociferous playtesters were convinced that it would ruin D&D combat forever. Turned out that wasn’t exactly true.) But every time you convince yourself that you know better than the people playing your game, you’re opening the possibility of a very rude (and costly) awakening.

Thankfully, our awakening came well before we released the game (or even before widescale playtesting began, for that matter). Despite some quite elegant concepts, none of our radical new ideas met all the criteria necessary, including simplicity, playability, fun, and believability.

The system had to be at least as simple to remember and at least as easy to play as what already existed. For all their other flaws, negative hit points are pretty easy to use, and they work well with the existing hit-point system.

It had to be at least as much fun as what already existed, and it had to be at least as believable as what already existed. In ideal situations, negative hit points create fun tension at the table, and they’re reasonably believable, at least within the heroic fantasy milieu of D&D, where characters are supposed to get the stuffing beaten out of them on a regular basis without serious consequences.

Every one of our new ideas failed to meet at least one of those criteria. Maybe they were playable but too abstract to feel fun or believable, or they were believable but too complicated to remember. Nothing worked, and I admit we experienced a couple of freak-out moments behind closed doors.
The Breakthrough

Eventually we got it through our heads that there wasn’t a radical new game mechanic just waiting to be discovered that would revolutionize the narrow window between life and death in D&D. What we really needed to do was just widen the window, reframe it, and maybe put in an extra pane for insulation. (OK, that analogy went off the tracks, but its heart was in the right place.)

Characters still use a negative hit point threshold to determine when they move from “unconscious and dying” to “all-the-way-dead,” but now that threshold scales with their level (or more specifically, with their hit point total). A character with 30 hit points (such as a low-level cleric) dies when he reaches -15 hit points, while the 15th-level fighter with 120 hp isn’t killed until he’s reduced to -60 hit points.

That may seem like an unreachable number, but it’s important to remember that monsters, like characters, aren’t piling on as many attacks on their turn as in 3rd Edition. At 15th level, that fighter might face a tough brute capable of dishing out 25 or 30 points of damage with its best attack… or nearly twice that on a crit. The threat of “alive-to-negative-everything” on a single hit remains in play, but it’s much less common than in the previous edition. That puts that bit of tension back where it belongs.

The new system also retains the “unconscious character bleeding out” concept, but for obvious reasons speeds it along a bit. (There’s not really any tension watching that 15th-level fighter bleed out at a rate of 1 hp per round for 30 or 40 rounds.) Thanks to some clever abstractions, the new system also removes the predictability of the current death timer. (“OK, Regdar’s at -2 hp, so we have 8 rounds to get to him. Yawn… time for a nap.”)

It’s also less costly to bring dying characters back into the fight now—there’s no “negative hit point tax” that you have to pay out of the healing delivered by your cure serious wounds prayer. That helps ensure that a character who was healed from unconsciousness isn’t in an immediate threat of going right back there (and you’ll never again have the “I fed Jozan a potion of healing but he’s still at negative hit points” disappointment).

Monsters don’t need or use this system unless the DM has special reason to do so. A monster at 0 hp is dead, and you don’t have to worry about wandering around the battlefield stabbing all your unconscious foes. (I’m sure my table isn’t the only place that happens.) We’ve talked elsewhere about some of the bogus parallelism that can lead to bad game design—such as all monsters having to follow character creation rules, even though they’re supposed to be foes to kill, not player characters—this is just another example of the game escaping that trap. Sure, a DM can decide for dramatic reasons that a notable NPC or monster might linger on after being defeated. Maybe a dying enemy survives to deliver a final warning or curse before expiring, or at the end of a fight the PCs discover a bloody trail leading away from where the evil warlock fell, but those will be significant, story-based exceptions to the norm.

Oh, and speaking of zero hit points? You’re unconscious and dying, just like every new player expects it should be. It’s not as harsh as the “dead at 0 hp” rule of the original D&D game, but it’s still not a place you want to be for long!
Try It Now!

If you want to try out a version of this system in your current game, try the following house rule. It’s not quite the 4th Edition system, but it should give you an idea of how it’ll feel.

1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).

2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.

3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)

5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.

Discuss?


So I'm running a party of three players who are doing gestalt characters. I should have guessed after Tides of Dread when they fought the entire pirate fleet in front of Farshore that they'd do this, but in Lightless Depths they found the Ziggurat and charged it.

It was heavy hitting and originally the Ranger//Warlock and Psion//Bard were dominated. The Paladin//Cleric managed to escape with the Ranger//Warlock and dispel the Domination.

Tonight they fought to get their Psion//Bard back. It was an intense fight. They used Word of Recall to return to Sasserine, sell almost everything they'd gotten and boost themselves with tons of new magic. Since Sasserine's GP limit was high enough, the Cleric got his hands on Storm of Vengeance.

So tonight was their grand assault on the Ziggurat. It was a very long night of gaming. The Troglodytes were wiped out after the first batch of hail. Maximized Blade Barriers and Flame Strikes were a plenty, and the Kopru Behemoths simply couldn't reach the pair of flying characters.

Finally they fought their way in, dispelled the Psion as he fought them and then went deeper. They confronted both the Kopru Thrall of Demogorgon and the Bilewretch in the same room (they left to rest right before encountering the Thrall).

I figured things would be going badly for them after the Psion was reduced to 1/2 hit points and the Paladin was down to 1/3 after a single black bile breath weapon.

Then the Paladin charged and attacks with a high power attack smite. He just hits the Bilewretch and inflicts 60 something damage. I roll for massive damage and am shocked as I stare down at a "1." It was definitely the kind of moment you always get blind sided by. So with a mighty swing the Bilewrech was decapitated and the Paladin stood triumphant.

Just a story I had wanted to share here ^_^

~ Bryon ~


Bother. Since the message boards ate this post, I'll repost it:

Last night I had a TPK during "Here There Be Monsters." It's a three person gestalt party, and they got wiped out by the Terror Birds after losing a party member to a T-Rex's appetite. Unfortunately, this adventure feels really difficult to work new PCs into. How could I incorporate an all new party into the game from this point? Should I skip ahead to "Tides of Dread" and then just go back to Olangru's lair? I'd like t try to run this session, I just dunno how I can manage it while maintaining some credibility for the story. Anyone out there happen to have any suggestions? I'd really appreciate any help I ca get.

~ Bryon ~


Red Shroud's daughter, Falls-From-Grace is a character in the game Planescape: Torment. She's a succubus with a heart of gold, and I was really pleased to see the reference. Will anymore be sneaking their way in, or was that the only Torment reference we'll be seeing?

~ Bryon ~


I am really intrigued by the Playlists featured in this article, but I find I don't know a lot of the albums. Obviously the Carnivale soundtrack was featured heavily, but I'm particularly interested in the Savage Tide playlist. Is there any chance we can get these album names?

~ Bryon ~


At the conclusion of Here There Be Monsters, I began to wonder about the Lemorian Golems. Would we be seeing more of them? It seems like something which will be common later on in the game, so I cannot help but wonder if they'll be fairly plentiful... say around Gaping Maw? Would it be worth it to invest in some extra miniatures of Demogorgon to paint up like statues?

~ Bryon ~


Dear Paizo Staff, Adventure Path Writers and James Jacobs,

I would just like to say thank you. Back in Issue #138, I read the Savage Tide Adventure Path outline and blew it off. "This sounds so lame and hokey... Shadow Pearls? Evil crustacean pirates? I'd never run this, it just sounds lame!"

Flash forward to two months past when I picked up issue #139 and began reading "There is No Honour." The more I read, the more I shook my head and muttered "This is so cool!"

I was already running a game of Call of Cthulhu and playing in a Forgotten Realms game. My schedule is really tight with college classes, and as I read "There is No Honour" I remember distinctly I said aloud: "I wish I had time to run this...!" and then I got about three or four pages further and said "I really don't have time to run this... but it's so cool!" and finally once I'd reached the Taxidermist, I said "I need to make time to run this."

The Adventure Paths have come a very long way. Shackled City felt like a dungeon crawl, except for Test of the Smoking Eye. Each adventure felt like it could be plunked down anywhere with little concern for what setting you had. I primarily wanted to run Shackled City just for the Test of the Smoking Eye, which was such a different adventure from the norm.

Savage Tide, on the other hand, is a different beast. This is such an incredible adventure and an incredible setting. I don't feel like it's a dungeon crawl. I am extremely excited for this adventure path, and I would just like to say thanks and I am very eager to see what's next. Maybe even more than my players!

Keep up the great work everybody, and be sure you've got one excited fan (and his gaming group) who are dying to see what's over the next horizon aboard the Sea Wyvern.

~ Bryon ~



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