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Tuesday
02Dec

MOTHS!

Moths are dusty, get in your hair, eat your clothes, and occasionally drain the gooey lifeforce from your inferior warmblood body. For your 4E gaming pleasure, here are six variations of everyone's favourite lepidoptera.

Download and play with MOTHS right now!


Sunday
09Nov

Fighting Golems and Swarms

I wrote a tactical article about fighting and running golems a while back, and a recent experience battling modified stone golems forced me to find some new tactics regarding crowd control for spellcasters that I'd like to share.

Crowd Control

Golems don't pair up terribly well with each other because their abilities mirror each other so closely. Still, it's a mighty PC who can weather one set of crushing construct fists, much less two (or more). When multiple golems strike, crowd control will make you a hero.

Unfortunately, it's really difficult to immobilize or seperate a golem from his unliving peers. Walls of plants, stone, ice, or metal will be ignored or crashed through very quickly. It's unlikely that a golem could be grappled with successfully, and, being mindless, they can't be fooled or misdirected.

At low levels you may be able to fake crowd control with area of effect spells like grease (golems generally have poor reflex saves, and even poorer balance checks) or even mirror image to fill a hallway with duplicates. At mid and higher levels a summoned monster could keep a golem from getting to you and your allies, at least temporarily, and a wall of force will keep the average golem out of the fight for the life of the spell (9 rounds at least). If you're unable to figure out a golem's weakness, scan your spell list for area of effect spells and anything else that doesn't allow spell resistance to keep your usefulness high for the whole encounter--even slowing a golem down can make a real difference.

Also, Swarms

Additionally, the second Fighting and Running article will be all about Swarms. Look for it in a week or two, and watch for five unique 4E moths spanning levels 1 to 26 to be released this week in the Critter Crate. 


Friday
07Nov

Game Balance is Unnecessary for Fun. True or False?

Last session, our DM mentioned damage-immune, quick PC-drowning water wierds from 1E. As a curmudgeon, I immediately rolled my eyes and said something generally disparaging about the older editions regarding a lack of game-balance. My buddy across the table jumped in with "it was a different style of game back then. You expected to die all the time. You didn't need game balance."

Well, that can't be right.

"You need balance so that it's fun for everyone at the table," I retorted. Then I think he said something about my mother, and we kept playing. The idea that a game could be fun while lacking a militant eye for consistency and power levels on both sides of the screen perplexes me, though. Hopefully you can help me understand.

Parameters

Game balance is a broad term, and for the purpose of this discussion I'd like it to encompass every factor of the game: exploration versus puzzles versus combat versus roleplaying; character power among each other; character power among the enemy; DM rulings in unusual situations; and the common lethality around your game world.

I think we can all agree that, like a movie, expectations and individual taste play a huge role in determining our enjoyment. I prefer deep storylines, dynamic characters, a little emotional growth, and grit, so I think that a well-balanced game offers me the most direct, longest-lived, and enjoyable path through those fine forests. It isn't hard to imagine someone who prefers disposable characters and kicking ass without even bothering to take names, and it seems that a less-balanced style of game would cater to that audience. Getting drowned without recourse is moot if you aren't invested in that character.

Not Getting It

To me, this line of thinking becomes inconsistent if you think of the older editions where the goal was to "imagine the hell out of it." (Did I get that right?) Imagining things is fun, but hard work. It takes effort for the DM to think up a story that the characters will bite on. It takes effort for the characters to think up backstories and to act in character. And if your game has no balance you could suddenly find all that effort wasted when the PCs grow bored of rolling over your monsters, or when you grow bored of TPKs (to say nothing of the losers in these situations). Worse yet, maybe your off-the-cuff imaginings result in a great success for a PC one week, and then a dead PC the next. That would be nothing but frustrating, and would probably cause arguments, the anti-fun.

I'm missing something here. I can't embrace the idea that the 1st generation of tabletop gamers did nothing but reroll one-dimensional characters all the time for fear of unkillable water wierds. Or, if you did, I can't understand the adamant defense of those first editions as being the best on offer when 4E (certainly not my favourite) offers streamlined play for uni-dimensional character builds (guess what? You've got 5 powers, so go have fun!).

On top of all of that, the 3X extensive ruleset allows you to maintain balance while imagining as much, as little, or anywhere in between for your game (which is where I suspect the answer to the game balance question lies).

Am I wrong?


Wednesday
05Nov

Is Dungeons and Dragons Religious?

When I first started U20 I wanted it to be a place where people curious about D&D and tabletop RPGs could learn about the hobby. My own experiences volunteering as a big brother (through Big Brothers, Big Sisters--I'm sure you've heard of them, or other, similar organizations) informed the answer below to the question above, ripped straight from my FAQ.

Is Dungeons and Dragons Religious?

Yes, but mostly no.

Dungeons and Dragons does not represent even a part of any real-world religion that we at U20 know of. However, like most great stories, faith and religion are often important to the game.

The pantheon of deities presented with the core rulebooks for D&D could be compared to the Gods of ancient Rome, where a given God rules over a portfolio; think a God of the Sun, a God of Death, or a God of Fortune. These Gods grant some of their followers special powers in the game, and often work through their followers to further their aims and protect their worshippers, much like the stories of mythology. This is a common theme in the D&D campaigns I've been a part of. After all, who makes a better villain or ally than a God?

As some have discovered (and as I hope you've realized), everything in a D&D world can be changed--the rulebooks are there to provide a framework. As such, there's nothing to stop you from playing in a world where there is one God, or where the population believes in no Gods at all, where everything is just like ancient Rome, or any other situation you can imagine. This makes D&D a fun and rewarding game to design adventures for, and also makes it a fantastic teaching tool and creative outlet.

Saying D&D is religious is misleading, but in every game I've played in faith has been a factor, even if it wasn't central to the plot.

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I'm sure most of my readers aren't learning anything new from this, so to those of you who realize what a beneficial experience tabletop roleplaying can be I ask whether I've captured your feelings on the hobby. Would you add anything? If you knew someone who was concerned about religion, but wanted to learn about the game, what would you tell them?


Friday
31Oct

Who is the favourite villain you've ever run or crossed swords with?

I'm thrilled (again) to announce that the Geek Emporium chose my Unliving Caretaker (or rather, the backstory I wrote about the first Unliving Caretaker) as the best villain for their Villainous Contest. Thanks, Tomcat!

Judging by the many comments (ha ha), you all obviously enjoyed yesterday's post about horror and why I think I'm so great. Let's skip that this time. Instead, I'd really like to know about your favourite villain, regardless of what side of the screen you were on when you met her.

I regret that I'm having trouble coming up with a favourite villain of my own. Not because I have too many to choose from, but too few (in my games, or in others). Based on that alone I could probably use some help in this aspect of running RPGs.

So, what makes your favourite villain so memorable?

Does he fight the PCs with his brains, with martial skill, or with kindness? Is she manipulative, or simply honorable and on the wrong side of the conflict? Among thousands of dice rolls and hundreds of dead goblins, liches, dragons, and giants, why does your favourite villain stand out?