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12:40 AM
@RedRiderX Looking good. :)
 
 
1 hour later…
1:45 AM
@BESW Ah good point
 
 
2 hours later…
4:11 AM
@RedRiderX I think @Grubermensch's idea for perspective is solid too.
 
 
2 hours later…
6:24 AM
Hello
 
Heyo.
 
Next Friday, Shadowrun-themed game on the Apocalypse world rules. Excited!
I don't exactly know a lot about Shadowrun's rules, only the setting, but the GM stated that it's got rules so complex we'd have more fun on the simpler AW ruleset.
 
@kviiri I've read a post ridiculing the 5e Shadowrun rules for absurd complexities, so that sounds right.
Our chat logs are excellent!
 
@Magician Thanks, I'll give that a read.
Somewhat rant-y but for understandable reasons. Very nice!
 
6:49 AM
An amusing snark. I kind of expect I'll be writing something similar once I get my hands on D&D 5e Starter Set. Though that's a bad attitude to start off with.
 
I don't have a copy of the full AW rules at hand, just the freebie character sheet bits handed over to us by our GM in advance. It, at very least, looks simpler.
@Magician I was under the impression DnD 5e was going to be lighter on the rules?
 
@kviiri Oh, it's very, very different. It's not in the least concerned about simulating anything.
@kviiri Yup. So I won't be snarky about excessive complexity of rules. But that's not the only sin a game can commit.
 
@Magician Ah, I see!
I'm generally in favor over simple rules and fluid, fast and flexible gameplay over simulation.
 
@kviiri I've mostly moved towards that end of the spectrum myself.
But there's a huge difference between simple rules and bland rules, which is what I fear D&D 5e has. Not long now, the starter set should be on sale on 3rd of July.
 
Oh yes.
I know DnD 4e the best, and I was frankly surprised when I played it the first time. I expected the latest incarnation of the legendary RPG to be a bit more flexible for role-playing.
A friend in the party made the same mistake, although in a more serious way: he insisted that his character was a pacifist in a game very obviously geared towards combat. While playing a striker class, even! :P
 
7:03 AM
Oh dear. Yeah, 4e left roleplaying entirely up to the group, with little to no rules interference. Instead, it made combat into an exquisite puzzle.
Not engaging with it defeats the whole point of playing 4e, as I'm sure you've discovered.
 
@Magician which brings us to one of those bland rules: in DnD 4e, you can just declare that you want to deal non-lethal damage to a target, and suddenly your arrow headshot causes a knockout instead of a terminal "arrow in head" syndrome.
Yup. We're rotating masters, now it's my turn and I'm struggling to make combat interesting. :(
 
Do I have a blog for you! :D
Start here, I guess: Retrospective on D&D 4e part 1 and part 2.
The first part is general advice and lessons learned, the second is a road map to the rest of the blog.
But now, I must away. Dinner is calling!
 
@Magician: Thanks mate.
 
 
2 hours later…
9:15 AM
@Magician I showed that to my gaming group too, in hopes it'll help us get more fun of the game.
 
9:30 AM
@kviiri Sweet! Let me know if you find something in particular useful.
 
Sure!
 
9:47 AM
The magic item bit got me nodding. I hate having to hand out treasure all the time. I prefer having few, memorable items to everyone having a gazillion boring generic stuff.
 
 
1 hour later…
11:14 AM
@kviiri Magician's blog, and my talks with him in chat, really helped me both get the most out of 4e while I was playing it, and keep from carrying a lot of D&Disms into my other games as I moved away from D&D-like engines.
I still consider myself a recovering D&Der--maybe always will--but I'm getting better at recognising it in myself and my games.
I recently took an old D&D 3.5 campaign setting/plot and rebuilt it for Fate and then for Storium. Lots of eye-opening insights into how thoroughly the D&D mindset and mechanics had permeated my worldbuilding and plotting.
 
It was a fine read. Unfortunately it might be a pain getting my party to introduce new or alternate rules to streamline things.
I'm the most "rules-active" guy in the group; I remember them, apply them and criticize them.
 
The only major rule change I made to 4e was to use an alternate skill challenge system.
 
Isn't the skill challenge system fairly open to begin with?
 
Beyond that, my players were playing 4e with standard rules.
 
What kind of system did you use?
 
11:22 AM
This one. It talks a bit about why the guy felt the need for a different system, too.
As GM I made quite a few modifications to the standard rules/suggestions in how I designed my monsters.
 
@BESW Thanks, I'll take a look.
I made the choice to only use MM3-style monsters from now on
 
Scroll down to "The Nuts and Bolts of Version 1.8" for his reflection on the original skill challenge system.
@kviiri Aye, that's a good start.
(These links are in my rpg.se profile if you lose 'em.)
 
Ah, now I see why you'd want a different skill challenge system.
 
Reading Magician's blog--the bits about the monsters he created for his groups--really helped me get my head around the versatility and potential for making monsters, and the pitfalls of them.
 
The whole assist-system feels very broken to me too.
 
11:27 AM
Assisting... well, outside combat and skill challenges it serves the purpose of speeding up the process of getting to the next combat or skill challenge, which is where 4e shines.
Within combat, it works because it's sacrificing a move.
In skill challenges... Stalker0's version addresses that.
 
Yep!
 
> One distinct problem with the core system is its very casual about aid another, and mathematically it CANNOT be. Aid Another is the single most powerful mechanic in the entire system, and by the rules there’s very little restriction on it. Mathematically that’s suicide, parties can go from 7% to 90% win rates in the core system depending on how the DM utilizes aid another.
 
Thanks BESW, that one's going to my party's channel right away.
 
My pleasure.
 
Haha, true. They tried to balance that by patching a failed assistance as -1 (instead of no effect) but in practice the penalty is negligible.
 
11:28 AM
Yeah.
I found that with a more coherent skill challenge system and a new way of looking at encounter design, 4e was a lot of fun. A very specific kind of fun, and it was a ton of work for me, but fun nonetheless.
 
I need to work on my encounter design and try to convince the guys to streamline the combat somewhat. We have a large party (up to eight player characters, typically six) so combat tends to get tedious.
 
Ah, yeah.
I had that problem; we did a few things to streamline combat (I'll look for the SE posts about it) but a major element was my streamlining monsters.
13
A: How can I speed up combat with a large number of enemies?

BESWI've had similar issues, and been experimenting. Here are some of my findings: ALWAYS have strategies in mind. Your squad has two, maybe three pre-determined strategies and the ever-available "every man for himself" panicking. They engage with one strat, move to the other if the situation calls...

 
I've offered my party to scrap initiative order or simplify it greatly - so far I've only reduced monster initiative to groups.
So orcs one and two go at the same time, orcs three and four etc...
 
One thing is that I gave my players a lot of the bookkeeping normally reserved for the GM.
We had a little whiteboard that I propped up with a bookend. We wrote everyone's initiative on it in order, with their name, and any time anyone (PC or NPC) got a condition we wrote it next to his name.
 
I like the idea of making NPC's surrender, and I even did that once during the last session. The party accepted it but reacted a bit like "oh, so this is how he bypasses prolonged battles".
 
11:36 AM
And we used a little magnet on the board to indicate whose turn it was.
 
That sounds rather cool.
 
One player would be master of the board each combat, in charge of keeping it up to date and reminding people about conditions and whose turn was next.
 
I've also scrapped recharge die, I forgot that always even when I intended to use it so no biggie.
 
Oh, yeah. I never designed monsters with that.
But I liked the idea of it, so I devised something else.
Encounter powers that recharged each other.
 
I just use recharge powers when I feel like it, if I happen to have a monster with a recharge power.
 
11:39 AM
For example, a dragon with a breath attack that recharged when he used his close burst wing attack, and his breath attack would recharge his wing attack.
 
Ooh, that sounds neat too.
 
I'd always give monsters an MBA and an RBA with an interesting rider, and at least one other cool power, but never very many powers and never ones that would be hard to choose between.
 
Or perhaps other special recharge condition triggers, ones that are easy to remember... hmm.
 
@kviiri Bloodied.
 
The less bookkeeping, the better it gets!
 
11:41 AM
The creature's cool power recharges when bloodied.
That one's easy to track, because the bloodied condition is already so durned important.
 
@BESW Naturally. Also, it's already there for dragons
(Also has a shoddy explanation in-universe!)
In our next session I'm pitting the party against a custom-designed low-level blue dragon with an evil cleric NPC as a rider. Gonna be a cool boss battle, I hope.
 
I'd also use monsters whose powers synergised well. For example, a mind flayer who could use an opportunity attack to teleport adjacent to a creature that took psychic damage... and a kuo-toa priest with a "5 psychic damage to anyone who starts his turn within 5 squares of me" aura.
 
I have difficulty with powers like "extra damage if there's another <X> near the target". I have used them, but I feel as if I'm cheating.
I know I shouldn't, but I do.
(specifically from the GM viewpoint, that's all fine for the players!)
 
It's a tactical issue. I either keep the damage low so they can blow defensive powers to eliminate it, or I make "playing keep-away" part of the encounter.
...or I can use it to force them to pay attention to that guy.
Which is what happened with the mind flayer: you always started your turn with the mind flayer staring you in the face, until you killed the priest.
The mind flayer was an elite, and the priest was a standard, so the priest was easier to take down.
But until then, the mind flayer was a major presence on the battlefield even if he didn't do much because he's already used up his opportunity attack for your turn.
...which in turn actually made it easier to kill the mind flayer because he'd be standing right there in front of you to get hit.
 
Ugh, one of my first and worst experiences as a dabbling GM was a pack of gnolls as described in... Monster vault, iirc. They have a power where they, once reduced to zero hp, would regen to 5 hitpoints and have strong damage resistance until next turn. I did allude to that ability to my players on their nature roll, but they tried to take it down anyway. I felt bad for that...
 
11:47 AM
So did you really want to kill the priest and be forced to chase after the mind flayer?
 
@BESW, wow. That sounds swell.
 
4e is a tactical combat engine. Run with that idea.
 
Doing my best!
There's a pacifist in my party who's running away from that idea :p
 
Speaking of which, solo bosses are awful as solo bosses.
If you've got a single monster, the party can pile debuffs onto it until it's crippled to uselessness.
 
A single monster sounds like it's tactically trivial, yeah.
 
11:49 AM
I always gave solos friends, but I struggled with wanting to make true solo monsters viable.
Magician gave me the solution: a multi-part boss.
 
Oh yes, that sounds cool too. I, however, like the "boss and bodyguards" approach too.
 
So I designed dragons which were actually five Standard creatures instead of one Solo creature.
Head, Body, Wings, Legs, Tail.
 
That's a lot more diverse already, tactically.
 
Each had its own turn and its own powers. "Killing" one part would remove its turn from the rotation.
 
Did you have to kill all parts separately to fell it or was head/torso enough?
 
11:52 AM
And some parts could shunt debuffs onto other parts; the head could pass any debuff onto its body.
@kviiri That took some tweaking. I wound up with this: the body had little to do on its turn, and had a lot of hit points. Each of the other four parts had 1/2 its hit points.
Killing the body killed the dragon.
Each time you killed a different part, you passed 1/4 of that part's total health in damage to the body.
 
Sounds cool. I like the idea that you can either deal "raw" damage or debilitating damage.
 
So you could take out the body faster, but you'd have to deal with all four of its parts attacking you while you do so.
Or you could target individual parts and the fight would take longer but you'd have to deal with fewer dragon turns per round while you did so.
 
Yes, exactly! Sounds very good.
 
It was fun.
A lot of work--I eventually burned out--but fun.
 
I'll probably stick with a more traditional dragon for my boss though, although I'll make sure it has good synergy with the priestess of Tiamat riding it.
 
11:56 AM
A classic is for one monster to impose vulnerabilities to the kind of damage the other monster deals.
 
That's fitting for a cleric-style enemy, yep.
 
I generally avoided monster abilities that prevented the players from doing things.
 
I can see why.
 
Morning.
 
Hello!
 
11:57 AM
Instead I made the monsters more brutally effective at what they did.
[wave]
Also, never forget environment.
Terrain can make or break a fight, especially if it can be turned to advantage by either side.
 
I've been thinking of something along these lines: the dragon tries to maintain a healthy distance and uses hit-and-run -attacks while the priestess grants it attack buffs and summons something between the dragon and the players. If the players try to go for the priestess, the dragon attempts to carry her to a safer spot, making feint attacks against the cleric a good strategy.
 
I had a fight with a teleportation circle: if you stood inside it you could use a minor action to teleport your move speed. At first the kobolds used it to run out from cover, make ranged attacks, then return to cover.
At the end of the combat, the fighter used it as part of going all the way across the map to run down the final kobold: a priest who was trying to get to the boss to raise him to fight again.
 
Hey is anyone aware of any magic items that grant DR? Pathfinder or 3.5
 
@kviiri Suggestion: the dragon has a lasting area effect power, like he can make a wall of fire.
 
I know about adamantium armor.
@BESW This sounds like an incredibly fun fight.
 
12:03 PM
@Aaron There's non-magical undershirts which grant DR 1/slashing...
 
I might steal that and use it in my game.
 
@BESW How lasting? Entire fight, several turns?
 
@kviiri What level is the party?
 
@BESW Ok. Looking for something a bit higher though.
 
@BESW Four, when they reach the boss.
The "main" GM didn't approve of my suggestion of having equal XP for absent players so some of them might lag behind.
 
12:05 PM
@kviiri Hrmm. Okay, maybe something like: he can smack the ground so hard he raises a line of difficult terrain which lasts the whole fight. Recharge when bloodied.
 
[wave]
@kviiri M'rr. I have Opinions about that.
 
Would that question be appropriate for the main site area? I have done some digging with no luck. It would be somewhat list like but there are also very few items that grant DR.
 
@BESW, do you think the dragon flying would be unfairly powerful? I thought the fight would happen indoors.
 
@kviiri not sharing XP is just a way to punish players who miss a session and it throws a wrench into everything. If someone is that problematic they should just be asked to leave the group, otherwise a missed session here or there is not terrible
 
12:06 PM
@kviiri How's the party makeup? IE, ranged/melee ratios, and what kind of defender?
 
@JoshuaAslanSmith Totally agree, but the head GM doesn't like it for some reason and I don't want to wreck our relations by non-compliance.
 
@kviiri are you DMing some part of his campaign or are you doing your separate thing? (I guess you can see where I'm going)
 
All that is necessary for the triumph of [petty-power-hungry-DMs] is that good men do nothing.
 
If the party has plenty to do while the dragon is flying, or a way to reliably force it down--like certain kinds of swordmage--then it's fine.
If the party won't be able to do much against a flying dragon and the defender requires melee to be effective (like a fighter), then the dragon should probably be kept grounded.
Remember, the goal of 4e combat is to challenge the party to come up with interesting tactical choices, but the general assumption is that they should prevail unless they and the dice are particularly failtastic.
That means giving them the opportunities to use their powers, rather than stymying them by denying them that opportunity. (Though once in a while dropping them outside their comfort zone is fine.)
 
@BESW We have a leader (cleric), three strikers (ranger, monk and warlock, the latter being often absent), two defenders (fighter and warden) and two controllers (wizard and druid, the latter being often absent)
 
12:17 PM
yikes, 8 people
 
@Zachiel We have a rotating GM role, with no clear campaign (yet, at least).
@BESW, the ranger is a bowman.
 
Hmm. Unless they've got some way to bring the dragon down--very possible with that build but not for certain--I'd say keep it low to the ground.
....hm.
 
@BESW Can I pick your brain for an encounter?
 
@Aaron Moment.
 
kk
 
12:18 PM
@Zachiel Yep, although it's usually just six or so because one player rarely shows up and usually at least one other is absent as well.
 
@kviiri oh ok then I see why. But I would consider discussing the matter with your main GM. Especially if you can tell him why giving them XP anyway is better (my favourite motivation is "it's not a job")
 
Okay, so here's an idea: the dragon flies above dealing small amounts of area damage and creating terrain obstacles, and the ranger and warlock and wizard can take pot-shots at him... but he can remove debuffs from the priestess if he's adjacent to her.
So they can bring him down by debuffing her.
 
and D&D 4e has the character lever show up a lot in the math, so lagging behind pretty much equals being way less effective - unless you build for it (lazy warlord or shaman)
 
If the fighter's worth his salt, the dragon will have a hard time getting away again once he's adjacent to the fighter.
 
@Zachiel I've proposed it, citing its tenets such as "less bookkeeping". He declined, another party member supported him, basically saying "it's not so bad". I would love to have them change their minds, but I don't want to argue about it - I am already an annoying pedant anyway.
 
12:21 PM
@Zachiel Aye, penalising XP for non-attendance doesn't make people more likely to show up regularly... it makes them more likely to drop out if they can't make every game.
And yeah, 4e is a stickler for level parity.
 
I've corrected the GM on rules about once per session. Only in cases where he misremembers stuff in the book as opposed to actually GM mandating stuff.
 
@Aaron Okay, start talking. I'll brb and then I'll read it.
 
@BESW OTOH players who show up less are less likely to have their character die XD
 
@BESW chat.stackexchange.com/rooms/15444/aarons-encounter-builder (A few of my players frequent this chat.)
 
One decision he made annoyed me very much; he said that equipment looted from the monsters should use the same attack bonus the monster had when using it. If an orc throws a hand axe with a +9 attack roll, the hand axe still has a +9 attack roll when used by players regardless of their attributes.
 
12:24 PM
@kviiri bluh.
Wait a moment... [rummages about]
 
That too wasn't Rule Zeroed, he actually thought it's supposed to work like that.
 
Hello there. :)
 
Hello!
 
@kviiri basically 4e assumes the party is of the same level, all of the monster math is against a party of 5 at the same level and then tweaked for numbers
 
(So many people ! ;))
 
12:25 PM
@kviiri Im just laughing too much
what system is this
is this 4e?
 
@JoshuaAslanSmith Yes.
 
did this DM actually read the books?
 
@Kethryweryn Heyo!
 
thats some straight 3.5 PC items and classes NPC monster stuff right there
terrible
 
12:26 PM
@JoshuaAslanSmith Yes, it's he who had experience playing DnD before our group was formed. He gets a bit annoyed when a newbie like myself corrects him.
 
in 4e monsters do not drop loot of any appreciable value
treasure drops are a mechanical system unrelated to whatever monsters the party is fighting
 
They can drop loot of appreciable value, it's optional for the GM to allow it. The hand axes were allowed because the fighter and warden wanted a ranged option.
 
play a different class?
find a heavy thrown weapon?
 
Well that's what they did, wasn't it? They found the hand axes :)
 
dont break the system to fulfill player whims
 
12:28 PM
I don't think awarding the players monster loot breaks anything. Using the monster stats as bonuses to the items, on the other hand, does.
 
hand axes arent heavy thrown
 
Yes they are.
 
you are correct
what I mean by monsters not dropping loot is that in 3.5 if a monster dropped a +3 firesword its becaues he had it and used it against the players
etc.
4e's monsters dont use items
 
They do (they're listed in monster manual)
 
so item drop is separate from encounter building
 
12:30 PM
That's correct, but the DMG states that the GM can allow the players to loot monster stuff.
 
monsters have powers named after weapons, you could even say they have a longsword
 
And I don't really see how letting the players loot a few dozen coins worth of hand-axes is going to break anything if they really want to do it.
 
but its a mundane longsword
worth 0 money in the system
you cannot resell mundane gear
 
The issue isn't the fact that the players got their hand-axes, it's the way the hand-axes were blessed with special effects.
Because the monster threw them at +9 roll, the GM assumed the players should get the same bonus.
 
im going to go take a break, you clearly have bigger issues because your gm is running 4e like its 3 or 3.5
I wish you the best of luck
 
12:32 PM
Not really that, either. The players asked him whether they could take the hand-axes, and he said "yes". That's ok.
Of course the DMG states that the GM can, at their discretion, allow the party to loot the mundane stuff off monsters. So he could've refused - but that would've made no sense either. If the players wanted something to throw and there's a dead monster with hand-axes nearby, why not let them have those? If you're upset that giving the players a little mundane loot breaks the balance, you can just subtract their nominal market value from the gold parcel.
The issue isn't looting a monster every now and then, it's treating the monster bonuses as a part of the item.
 
@kviiri this
 
Reading this conversation with @BESW starred "homebrew" item next to it is kinda fun.
 
[snerk]
 
@BESW This sounds fun.
 
@kviiri The basic idea is to give the dragon a cool thing he can do, but it compromises him tactically.
So it's not a case of "The dragon did something stupid," which would make him less threatening. The "OMG he can snarf debuffs!" should keep the threat level high even as he places himself in a killing zone.
 
12:42 PM
yeah
 
D&D 4e combat design can often be inspired by video game fights with triggered phases.
 
Or Batman fights with mooks getting WHAM'd and KER-BLONK'd left and right ;)
 
That too! Minions are fun.
 
Yeah, I should use them more
 
Overuse can be rough because even their simplified turns take time.
I like having an elite which can spawn four minions at a time.
 
12:45 PM
I did have some for the last session; the players were trying to sneak inside a besieged fortress and had to defend it.
 
(Recharge when all four minions die.)
Oh, also fun: minions with death effects.
 
I find the tough bit is deciding when to spawn more minions to the battlefield; it can feel pointless to the players if their victories against the little buggers get nulled by them respawning, even if it makes sense (eg. the minions are detatching from a larger unit "beyond the battlefield")
 
I had a memorable fight with a gnoll shaman in her temple; she summoned hyena ghosts from the mouth of a statue of Yeenoghu.
 
Cool
 
I also had a recurring villain whose theme was using necromancy and mental powers to make "friends."
He'd raise minion zombies or call ghosts to fight for him, or he'd use Will attacks to make PCs attack each other.
(Domination effects are boring and frustrating for players, so I created powers which gave PCs extra actions he'd control, in addition to their own.)
 
12:50 PM
I heartily agree on domination. Especially with a large party, the wait between turns is too long enough
 
(Like, "At the beginning of your turn make a basic attack against your nearest ally as a free action, and you cannot attack the caster of this spell.")
(But you can attack his minions! Have at 'em.)
 
I don't want the players have to waste their turns by being dazed or stunned, or dominated.
 
@BESW Very good idea.
 
@kviiri Absolutely. I shied away from those almost entirely in favour of more creative and less frustrating custom powers.
I believe toward the end of my 4e campaign I adjusted dominate to be "You have an extra standard action at the start of your turn which is controlled by the originator of this debuff; only at-will powers can be used for this action."
Often the action would be "lie down."
Oh, minion death effects!
 
Kamikaze minions!
 
12:54 PM
Like "grant 5 temp hp to an ally within 5 squares" (drag minions away from their friends to kill them); "the minion's square becomes difficult terrain until the end of the encounter;" and so forth.
 
Kamikaze minions are the closest I ever came to TPKing a 4e party with a published adventure
 
I was especially fond of "Stepstool: While this minion is prone but living, allies can enter its square. They have a +2 bonus to ranged attacks while in this square."
 
Ha! Nice.
 
I once had a fight with a boss that spawned minions for two rounds, then consumed them all on the third round to deal an attack which scaled based on the number of minions he absorbed.
(The monk loved that fight.)
I also once had an adventure where the minion spirits defeated in one combat adhered to the PC who killed them (I had the players keep the minis of minions they killed) and could be "spent" to good effect in later fights in that dungeon.
You get the idea; offer interesting choices and create opportunities for players to be awesome by using their characters' signature moves.
4e is about creating setpieces for the PCs to be awesome in.
I gotta go to bed now, though. ttfn
 
Have a good night. ;)
 
1:03 PM
laters
 
See you
And thank you very much for good ideas.
 
1:59 PM
Any opinions / pointers on having double-bladed item effects in DnD 4e? Weapons, amulets etc with strong powers but also some factor that harms the wielder while using them.
I feel a constant gameplay penalty would be too much of a pain, but maybe something that includes roleplaying ("this amulet is blessed by Tiamat, and makes you greedy.") or involves penalty only on activation (spend surge/hp to debuff enemies) would possibly work better.
 
@kviiri there is a curse mechanic for items
 
@waxeagle I've missed that. Is it in DMG?
 
can't remember how it works though, I know that there is a slot for them in the character builder
let me see what the source is
 
book of vile darkness may have stuff like that, it tends to have "selfish" stuff that helps the player but hurts their allies
 
The last thing I want is something you switcheroo out every now and then to avoid the bad effects, though.
 
2:07 PM
Mordekainan's magnificent emporium is the source for the curses
 
@waxeagle Thanks mate. I have the book somewhere but only used it on occasion.
 
They are not in the compendium, but are in the builder
They don't quite have what you're looking for, but combined with an item's normal properties, they might
at the very least they'd be a starting point to build your own
 
I'm not exactly averse to creating my own items :)
Basically, my party is going to fight a priestess of Tiamat and her companion dragon. I think it'd be fitting for the priestess to have a piece or two of powerful items with Tiamat's blessing, but as Tiamat isn't exactly a friendly god I want there to be some flavor in the items' reminding the players of their evil origin.
 
@kviiri understandable. Check out artifacts too then
 
They may have actually published a Tiamat-associated artifact at some point.
 
2:13 PM
there are 4 that pop for the search term
 
Hm, sounds interesting.
 
an artifact?
 
2 in the draconomicon, 2 in dungeon mags
 
there are definitely some blood thirsty/evilish artifacts
 
3/4 are epic though
 
2:14 PM
I don't think my party is quite ready for an artifact yet, but I think I can create something suitable. I'll definitely check those out.
Just to get a clear picture of what kind of "evil" items the game already has.
 
You can always adjust the artifact's abilities to be more in line with your tier.
 
My party is still fairly low level, though.
Aren't artifacts usually meant for late heroic and onward?
 
@kviiri nope, there are artifacts across the level spectrum, they are meant to hang around for about 5 levels,
 
@waxeagle Oh, I see. I guess "artifact" sounded so epic I assumed most of them were high-level stuff!
 
2:28 PM
there aren't a lot for heroic level, but there are a good number
 
yeah
its magic items with very specific rules
 
they are all +2 though, so in game terms, around L3-4 would be the time to start, maybe finding them (item levels 6-10)
 
Artifacts part ways with their owners, don't they? Around the time they'd become underpowered anyway or something?
 
artifacts have objectives
they part ways with their owners either when that objective is fulfilled
 
@kviiri yep
 
2:33 PM
or their concordance is so low they dont see the owner fulfilling the objective
 
I think something of cunning, manipulative, tempting nature might work well when themed with Tiamat.
However, it shouldn't be evil enough to not be worth using.
 
@kviiri that's very important
 
Btw, I specifically chose Tiamat as my villain character's god because I find her to be the most interesting evil god. The rest are too obviously evil and wicked. Tiamat leaves more room for the "affable evil" character.
 
@kviiri nice, are you following the 5e developments? Tiamat is playing a huge role in the first adventure path
 
@waxeagle Not yet, but thanks for letting me know. I like Tiamat :)
 
2:45 PM
affable evil?
Wouldn't Loki also fall into that category?
 
You know, an evil character who is friendly, polite, charming on occasion. Doesn't necessarily go out of their way to do evil stuff. Still clearly evil, but with a human touch!
 
Does D&D rules lawyer skills have any application for US bureaucratic forms?
 
I thought Tiamat was an evil B*tch? I haven't read too much about her though.
 
I love playing the so lawfully evil that people think you are good trope.
Tiamat is a jealous tyrant from what I've read.
 
@Aaron, she is, yes.
But her domain is wealth, so I picture her followers as greedy capitalists who are in for the profits, not for the evulz.
 
2:48 PM
Ah. I see where you are coming from now.
 
Would you read the following as meaning I need to aquire passports from when I was 7 years old?
The U.S. citizen parent(s) must present his/her current and expired U.S. passports and a photocopy of each photo- page.
Or is my D&D rules lawyering just getting in my way?
 
@Aaron Of course it's some part just my head canon that Tiamat has such followers, but I think it's fitting!
 
@kviiri Agreed. I had my Githyanki hoard knowledge and treasure while otherwise being nice and reasonable in a 4e campaign.
 
Also iirc it's hinted somewhere in DMG that unaligned merchants and bankers tend to worship Tiamat (among other gods)
Since they haven't taken a side in the struggle between good and evil, they don't necessarily see anything wrong with worshipping Tiamat.
 
 
2 hours later…
4:43 PM
@kviiri Avoid alignment as much as possible in 4e, mechanically it only resticts which gods you can follow as a divine character and certain class features for the black guard, thats it.
 
5:27 PM
last 2 character sheets enworld.org/forum/…
(not as good of photos)
I'm sure we'll see official release or at least better scans in the next couple days
 
yeah
I saw that
didnt bother to squint at it
 
5:53 PM
@JoshuaAslanSmith Read that as squirt.
 
6:08 PM
I think I am going to do something I have not done in forever. Build a Druid.
It was the first class I ever played in 3.5 and I have never played one since.
 
@JoshuaAslanSmith perhaps more interesting is the spell list. Will be interested in what the 9th level spells actually do
 
6:31 PM
PWK is exactly what it looks like, no save, you're dead (provided you have <100 hp)...will be interesting to see how that stacks up with other L9 spells
(does a L20 fighter have a power/ability that will do 100 damage?)
 
I think they get like 4 attacks a turn
expanded crit range
if you take the right feats you can get bonus attacks on crits
 
they do only ever get the 1 9th level spell, so you have to pick between Meteor Storm, PWK, Wish, and whatever else is at that level...
 
6:49 PM
well really have to puzzle it out once we get basic
 
yep
 
I expect to stay up on rpg.se posting and answering question
that PDF better be indexed and OCRd to hell and back
 
Yeah, I'll be DLing the character build instructions as soon as they're avalable on Thursday and trying to digest them best I can
@JoshuaAslanSmith I expect it to look mostly like the PT documents we saw, converted word docs
 
hmmmm
then yeah ill have to index it
 
hopefully they'll do one better and create them as real PDFs
 
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