Categories
Class Discussions

Necromancer: Epic Tier (Revised)

female necromancerThis is the third and final part of our revised Necromancer powers. Although few players seem to be playing the Epic Tier regularily, there are opportunities for one-off adventures where you can use these powers to try something different. Our goal is to provide options for those who enjoy the Wizard class and want to add a Necromantic feel.

Once again a big thanks to Wyatt from Spirits of Eden for his feedback and providing the motivation to update these articles. If you would like to see more powers and options for the Necromancer visit some of our previous articles on the subject.

Revised Articles

Original Articles

If you’ve enjoyed these articles on the Necromancer and are looking for more then return to Dungeon’s Master in December when we’ll present new and original takes on the Necromancer.

Categories
Player Resources Skill Challenges

Skill Focus: Streetwise

Streetwise can be more than knowing where to go, who to talk to and what to look for in an urban setting. The most common use for Streetwise is to gather information, but that’s certainly not the only way to use this skill. A clever DM can launch an entire quest beginning with a simple Streetwise check. The PCs may overhear a careless word at the tavern, a trader’s rumours in the market or the vain words of a noble. Streetwise may garnish information but determining its reliability is another matter all together.

PCs trained in Streetwise should have a clear advantage over those who don’t (in addition to the +5 bonus). If the player has provided a clever back-story for how the PC gained training in Streetwise, the DM may decide that certain avenues of exploration are easier than usual to that PC in certain circumstances. The exact nature of any additional fringe benefits is left up to the player and the DM to decide.

As with all skills, Streetwise is only limited by the player’s imagination. If you’re having trouble coming up ideas on how to use Streetwise creatively, here are 10 suggestions that you may find useful.

Categories
Editorial

Should Players Suffer When PCs Die?

Death. Until this week, I’d never witnessed the death of a PC. It can have serious short-term and long-term ramifications on your campaign. In a world without easily accessible magic to raise a dead PC, death is final. Your guy dies and it’s time to create a new PC. But in most D&D campaigns magic is readily available (for a price) and you can revive a fallen comrade easily enough. Chances are if a PC dies as part of a long-term campaign you’ll bring him back from the dead, but what about a one-off game?

In a recent Living Forgotten Realms (LFR) game I played at my friendly local gaming shop I sat down with six complete strangers to play a level 4-7 adventure. During the first combat encounter one of the PCs was killed. Dead, dead. We had to decide what was more important, making the best in-game, role-playing choice or making the best out-of-game, real life choice.

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Book Reviews Eberron Editorial

An Interview With Eberron Author Don Bassingthwaite (Part 2)

don-bassingthwaite-a

We continue our interview with Eberron author, Don Bassingthwaite. In this installment Don talks about how much D&D’s game rules impact his writing as well as some of the challenges he experienced when 4e came out.

Although the interview will be presented in print and in multiple parts, when we’re finished we’ll make the complete interview available as an audio download.

You can read all about Don and follow him at his own website DBassingthwaite.com. You can also visit the Don Bassingthwaite page at Wizards of the Coast. It has a mini bio as wells as a list of the Forgotten Realms and Eberron books he’s written. They also provide sample chapters of his recent works for download.

If you missed the first installment, be sure to check out An Inteview with Eberron author Don Bassingthwaite (Part 1).

Categories
Class Discussions Player Resources

Necromancer: Paragon Path (revised)

We continue our reimaging of the Necromancer with this update of a Paragon Path for wizards. Perhaps I’m the only one, but I miss the old specialist wizards of previous editions. This revision results from reader feedback and a desire to provide the community with a more workable version of the Necromancer.

Once again I’d like to thank Wyatt of Spirits of Eden for his suggestions to provide more balance to this paragon path. You can read more on our thoughts on the Necromancer and our previous versions of the class. We hope to have a revised version of the Epic Tier in the next few weeks.

Revised Articles

Original Articles

Categories
Player Resources Skill Challenges

Skill Focus: Nature

Nature, like all the knowledge skills in 4e D&D, encompasses a great amount of information. Its scope is quite broad and its use is often limited only by the PC’s imagination. Here are 10 new and creative ways to use Nature.

Knowledge skills can be used for more than just monster knowledge checks. This is certainly a very useful feature of the skill, but its use shouldn’t end there. During skill challenges, Nature can often be used to assist other skills depending on the circumstance.

The Druid, Ranger, Shaman and Warden all receive automatically training in Nature. The Barbarian, Bard, Sorcerer and Wizard have it as an optional choice. Nature may not be the most common skill, but there’s a pretty good chance that someone in the party will have a good Nature check.

Categories
Editorial

Weekend in the Realms 2009

the-icy-queens-crossing-cover

On Saturday I participated in the 2009 Weekend in the Realms. “The Icy Queen’s Crossing” is an Living Forgotten Realms adventure for character of 1st to 4th level. Although pre-generated characters were provided, players were free to bring their own LFR character as long as they weren’t above level 4.

One of the things that made this event unique is that the “adventure takes place in the aftermath of the events depicted in the new Forgotten Realms novel The Fall of Highwatch, which was released on November 4.” Previous events have been tied to the release of gaming products like the PHB 2, the Monster Manual 2 and the DMG 2, but this is the first time a 4e adventure has been tied to a novel.

The purpose of these “event” games is to bring new players into the fold. These games are played in public settings, usually game stores and public libraries. Experienced players can meet new people and new players can get an introduction to D&D. It’s win-win. The adventure is straight forward and doesn’t require any background or familiarity with the game. With that in mind, here are the ups and downs of my experience playing in the 2009 Weekend in the Realms.

Categories
Editorial

The Art of D&D (Part 1)

Do you recognize these names: Caldwell, Elmore, Easley, Fields, and Parkinson? If not, I’ll bet you’d recognize their work. These were arguably the most prolific and popular artists in D&D during the 1980s and 90s. Most of the D&D manuals, source books, adventures, novels and magazines of the 80s and early 90s featured the works of one of these five artists on their covers.

Each edition of D&D had a different type of art that was unique to that version of the game. Art of the original D&D consisted of a lot of line drawings. They were two dimensional and simple. With AD&D, the art was taken to a whole new level. It took on a realism that was, until then, uncharacteristic in role-playing games. Artists working to illustrate AD&D understood that just because dragons don’t really exist doesn’t mean they can’t be depicted as if they do.

This realistic approach was applied to more than the monsters. The heroes of various races and classes were shown battling these monsters of fantasy. You believed that this scene could really exist. The details were exquisite. The weapons and armor were authentic and accurate. With these works gracing the covers for D&D rule books, modules, magazines and novels it made you want to buy these books.

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DM Resources

Engaging Your Players

You’ve laboured over your new campaign for months, meticulously going over the various details of the world. You’ve planned out the campaign’s major points and can’t wait until the PCs are required to rescue the Twilight Princess from her prison in the Nine Hells.

As you reach that pinnacle in the campaign you realize something disheartening, your PCs don’t really care. All the work you’ve done, all the creativity and detail you’ve put into this grand moment is going unnoticed by your PCs.

They haven’t bought into the campaign.

Categories
Book Reviews Eberron Editorial

An Interview With Eberron Author Don Bassingthwaite (Part 1)

don-bassingthwaite-aWhen I was reading the excellent Eberron novel The Word of Traitors I discovered that the book’s author, Don Bassingthwaite, lives in my hometown of Toronto. I sent Don an email and asked him if he’d like to do an interview for Dungeon’s Master and he said yes. A couple of weeks later I had the pleasure of sitting down with Don at a local Starbucks where we discussed his road to success as a writer for Wizards of the Coast.

Although the interview will be presented in print and in multiple parts, when we’re finished we’ll make the complete interview available as an audio download.

Before we get started I think it’s only fair to give a shout out to Don himself. You can read all about Don and follow him at his own website DBassingthwaite.com. You can also visit the Don Bassingthwaite page at Wizards of the Coast. It has a mini bio as wells as a list of the Forgotten Realms and Eberron books he’s written. They also provide sample chapters of his recent works for download.