You’ve decided that your next character will be an archer and your primary weapon will be the longbow. But you’re not interested in playing a tree-hugging, one-with-nature Ranger. You want to play a tough as nails Fighter in plate armor who is a longbow master. Interesting character concept, but can you make this character using the 4e mechanics?
Author: Ameron (Derek Myers)
Month in Review: April 2009
April was our best month yet. If you missed any of the great material we posted, here’s your chance to get caught up. We’ve only been around for three months, but in that time we’ve covered a lot of ground. Our readership has continued to grow and again we thank the loyal readers who visit us every day and comment regularly. Here are the highlights just in case you missed anything.
Module: The Guardians
The Guardians is the third module offering from the team at Dungeon’s Master. This module continues the adventure path started in our first module, The Magistrate’s Daughter, and the second module, The Spy In Our Midst. It is designed for second level characters. Playing all three modules should provide PCs with enough experience to advance to the midpoint of second level. Enjoy the module and we would appreciate your feedback.
This is the second part of the skill challenge presented yesterday. It involves a mixture of skill checks and combat. The number of combatants is directly related to how the PCs fared in the Skill Challenge: Kidnap and Ransom (part 1).
Background
A nobleman’s son has wracked up gambling debts with a loan shark named Keddy Grujo. If the debt is not settled by sundown today, the boy will be killed. The parents cannot afford to make the payment as the father recently purchased a new sailing ship. Desperate, the father hires the PCs to rescue the boy. Grujo will be in the presence of reputable people all day. He expects the parents to pay, but wants an alibi just in case. Grujo’s men have orders to kill the boy if the ransom is no paid by sundown.
- This skill challenge is broken into two parts. The successes and failures incurred in part 1 do not carry over into part 2
- If the DM chooses to make this one large skill challenge the PCs need to earn a total of 12 successes between parts 1 and 2 combined. In this case, failures incurred during part 1 will carry over into part 2.
This skill challenge is broken into two parts. Part 1 (presented below) has the PCs working under a very tight time lines and allows them to adjust DCs depending on what they consider to be acceptable risk. The objective is for the PCs to find out where the kidnap victim is being held captive. Part 2 (presented tomorrow) outlines how the PCs may go about rescuing the kidnap victim before he is harmed or even killed.
Background
A nobleman’s son has wracked up gambling debts with a loan shark named Keddy Grujo. If the debt is not settled by sundown today, the boy will be killed. The parents cannot afford to make the payment as the father recently purchased a new sailing ship. Desperate, the father hires the PCs to rescue the boy. Grujo will be in the presence of reputable people all day. He expects the parents to pay, but wants an alibi just in case. Grujo’s men have orders to kill the boy if the ransom is no paid by sundown. If Grujo’s agents learn that a rescue is afoot they will increase the number of men guarding the boy.
- This skill challenge is broken into two parts. The successes and failures incurred in part 1 do not carry over into part 2
- If the DM chooses to make this one large skill challenge the PCs need to earn a total of 12 successes between parts 1 and 2 combined. In this case, failures incurred during part 1 will carry over into part 2.
New 4e House Rules (Part 1)
Sometimes you have an idea while you’re playing and you think: “Man, this would make a great house rule.” And then you suggest it to the table and they shoot it down as dumb or too complicated or just unnecessary. And in most cases their feedback was bang on the money. However, every once and a while an idea that’s shot down refuses to die. Even though your immediate peer group thinks it’s a bad idea you’re convinced that it has merit. It is with this in mind that I’m writing this, the first of what I hope will be a series of articles, about house rules in 4e D&D.
Skill Focus: Bluff
Everybody lies and you can do it better than most because you’re trained in Bluff. But why limit yourself to just telling a convincing lie? Here are 10 new and creative ways to get more out of Bluff.
Bluff is not only applicable when speaking untruths. Any attempt at a falsehood is covered by this catch-all skill. Whenever you pretend to be someone you’re not, or mislead an opponent in combat, you rely on Bluff.
In many situations a Bluff check can or should be accompanied by another skill in order to make the lie more believable. It’s up to you and the DM to determine which situations warrant secondary checks, the appropriate DCs and what modifiers may apply.
Cheating in Dungeons and Dragons
People always look for short cuts or ways to get something for nothing. Why wouldn’t you take an opportunity to get ahead should the right circumstances present themselves?
Role playing games are not exempt from cheating. In fact, the game relies a lot on trust (something we’ll be exploring in a coming article). But what happens when players and DMs decide to cheat? How does that affect the game?
Skill Focus: Heal
You’re trained in Heal so you can patch wounds and stabilizing dying characters, but it doesn’t have to stop there. Here are 10 new and creative ways to get more out of Heal. Depending on your PC’s background and how you role-play him, Heal can encompass a wide variety of disciplines.
“I am a defender of the faith, a holy warrior and a vassal of my deity. I am not in the party simply to heal your wounds!”
An interesting debate occurred within our gaming group recently. One of our healers, in this case the Cleric, decided that he will not use his Healing Word or any other power that allows others to use healing surges unless a) they are bloodied and b) they have already used their second wind. He is so adamant about following this guideline that he would rather take no minor action instead of healing the other PCs.