From the category archives:

Class Discussions

Adventuring With A Sub-Optimal Party (Part 3)

July 21, 2010

The Dungeon Master’s Guide recommends that an adventuring party be comprised of five adventurers with all four roles being covered. Of course there are going to be instances where only three of four roles are represented in an adventuring party. Maybe you’re playing in a public game, like and LFR adventure, and none of the players [...]

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Adventuring With A Sub-Optimal Party (Part 2)

July 16, 2010

Delving through dungeons with a non-standard party is an invitation to failure in most instances. What happens when the most stereotypical member of the adventuring party is missing? Defenders represent the key trait that all adventurer’s need, toughness. Defenders are the embodiment of nobility, honour, duty and physical perfection. Legend and fiction are full of characters that embody [...]

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Adventuring With A Sub-Optimal Party

July 14, 2010

Recent events in the Dungeon’s Master home game have resulted in a sub-optimal adventuring party make-up. What do I mean by sub-optimal? One of the four roles is missing. In our case we are blindly adventuring without the benefit of a leader to keep us healed and buffed up. The subject of playing in an unbalanced [...]

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Death Pact Necromancer

March 30, 2010

One of the first articles published at Dungeon’s Master was our series on the Necromancer. It started as a way of addressing the lack of specialist Wizards in 4e D&D. As one of our oldest articles, our series on the Necromancer continues to see regular traffic from a variety of sources. The idea of expanding [...]

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Is More Really Better: A Look At Character Classes

March 10, 2010

I’m all about options, I love to have a multitude of choices, doing the research and then selecting the best fit for the vision of my character. These choices don’t just include the feats and powers I select for my PC, in fact the decisions start the moment I open up the Character Builder. I’m [...]

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Why You Want A Controller In Your Party

December 4, 2009

Combat in 4e Dungeons & Dragons is a tactical affair. The effective use of conditions and the importance of movement demand that an effective party do more than just attack. The party needs to attack as an efficient cohesive unit, where every resource is used to best advantage. This requires that someone call the shots. [...]

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Necromancer: Epic Tier (Revised)

November 17, 2009

This 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 [...]

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Necromancer: Paragon Path (revised)

November 11, 2009

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 [...]

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PHB3 First Look: The Seeker

November 3, 2009

The Seeker, the most recent Player’s Handbook 3 preview content, was released a few weeks ago. This past week my regular gaming group began a new mini-campaign, which gave me the perfect opportunity to play test the Seeker. I was actually rather excited about playing this new primal controller, due in part to my growing [...]

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Necromancer: Heroic Tier (Revised)

October 30, 2009

Today we revisit the Necromancer and powers for the Heroic Tier. One of the things I miss most from 3e are specialist Wizards. I’m honestly surprised that this hasn’t been addressed by Wizards of the Coast. Though I suppose they have decided to go in a different direction with the Wizard class in 4e. A big [...]

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