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Class Discussions Player Resources

Utility Powers – The New Face of Customization

As 4e D&D has matured, the sheer number of powers to choose from has grown significantly. At its inception, a character made from the Player’s Handbook would choose two or three at-will powers from a total of four listed, one encounter power from four listed and one daily power form four listed. The occasional utility power sometimes provided three or four choices for a character, which served primarily to enhance either their primary role or their secondary role in the party.

With the advent of non-AEDU (at-will, encounter, daily, utility) character classes, such as the psionic classes, as well as the Essentials classes, the one aspect of the power selection that was not changed was the choice of utility powers at level 2, 6, and so on. The introduction of skill powers in the Player’s Handbook 3 began to finally expand the utility power into more than simply a way to enhance your existing class features and powers. In the last year and a half of development, 4e has introduced themes for heroic tier character characters, as well as several articles on the subject of new racial utility powers. Utility powers have shifted away from their original role in a character, and have taken on a new importance as the new true form of character customization.

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Player Resources

The Golden Level of Heroic Adventure

As a player and DM through four editions now, I have observed the effect commonly referred to as “the sweet spot.” This is the point at which the game functions as intended, is fun for players and DMs alike, the PCs can handle most fights, and the monsters can be threatening without being overpowering. While the sweet spot in 2e was a strange one due to the difference in classes’ experience charts and earning, and 3e and its iterations had multiple sweet spots, 4e to date has had the longest, most sustainable sweet spot that I have experienced. It starts around level 3, and lasts until about level 23.

However, within this sweet spot, there stand four levels which I feel are the best time to be an adventurer in D&D. While three of them stand firmly in the paragon tier, being levels 12, 16 and 20, one stands in the heroic tier of play. Level 6 is the goal to shoot for in lower heroic, and it is where the PCs truly begin to feel their power. It’s when character choices in build, theme, and class truly begin to differentiate themselves. It is when heroic characters can get their first taste of the paragon tier challenges ahead, and the best time to start defining a campaign’s themes. It is the golden level of heroic adventure.

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Class Discussions

Building a Better Avenger

In my local gaming circle, which operates out of a college gaming club, the autumn always brings with it a plethora of new games. With a very active player base, and a wide variety of different parties, I have the advantage of seeing several different parties and classes in action. It allows me to see trends, and not just those that are commented upon increasingly by the editorials released by Wizards of the Coast. While what I have seen at this gaming circle confirms most of what they have said, a recent observation has given an interesting conversation. Other than Clerics and Paladins, divine classes do not get played.

After interviewing most of my gaming circle as to why, I have been able to come up with the same reasons for Avengers, Invokers, and Runepriests. First, there is a lack of distinctive flavor for Runepriests and Invokers to separate them from Clerics and Wizards. Second, the powers and feats are generally lackluster. And third, especially in the case of the Avenger, they simply do not measure up to the other classes for their role in the party. The subject of the Avenger in specific has been discussed before on this blog, and how it fails to be a good striker class. As such, a few friends and I were inspired to take the Avenger back to the drawing board, and re-think the class to solve the issues of a lack of traction, a lack of support, and a lack of being a striker.

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DM Resources

Curse Your Sudden, Yet Inevitable Betrayal

There is a spoken contract at my gaming table which dates all the way back to when I first started Dungeon Mastering. Characters brought to my table are a part of a story that we, being the players and I, are telling. Characters do not cease to exist while their player is absent. If you cannot make the session, arrangements can be made to either have your character elsewhere for the adventure or played by another PC for combat and the like. While playing another player’s character has been addressed already in this blog, there is another aspect to this contract which I make clear to my players.

If you are not enjoying your character, feel free to bring in a new character. If you are not having fun at my game, feel free to leave it. I will not think less of you. Your old character, though, they now belong to the story. And they will invariably die or turn evil.

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DM Resources

Improve Your Game By Removing Save Ends

In the years since 4e D&D was first released Wizards of the Coast has tweaked and adjusted some of the rules in an effort to improve the game. Several vaguely worded powers were cleared up. The action economy of Solo and Elite monsters has taken steps towards becoming a challenge again. Different methods of power advancement, outside the AEDU (At-will, Encounter, Daily, Utility) model were attempted with mostly successful results. Despite these many improvements to the game, there is one aspect of 4e D&D that continues to hold it back – allowing PC to wield powers with save ends effects. I believe 4e would be a better game if we took save ends effects of out the hands of PCs and made it exclusive to monsters.

While this suggestion may seem a little extreme, there are good reasons for at least considering this change. In the hands of the DM, effects with a duration of save ends heighten the drama of the game for the players. It is another dice roll on the table and rewards players who are either favoured by luck or by proper planning. There are several powers which interact with saving throws, either by granting them or by granting a bonus to them, as well as several key class features and feats. As such, any character can effectively plan around suffering and shaking off effects with a duration of save ends. It is an empowering mechanic for PCs, because it places the power to save themselves firmly in their hands.

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Class Discussions

D&D Tactica: Enter the Offender

As both a player and Dungeon Master, I’ve seen 4e D&D grow and mature since it was first released. It started out locked hard into its mold of a four role, five player party, with its very linear progression and development. There were some parts of it that worked, and some parts that did not. In the years that have passed, 4e D&D has changed significantly, and there is a wealth of options for any given character at this point. Not all options are even, but that is a given when dealing with any robust and mature game.

Today the Dungeon’s Master team welcomes our newest contributor, Sndwurks (David Buresh). Sndwurks started playing Dungeons & Dragons nearly 20 years ago, and took up the mantle of Dungeon Master one year into the hobby. He is an avid gamer and enjoying gaming across all its various mediums. He is also an author of horror and historical fiction, and a semi-professional storyteller. We welcome him to the team and hope you enjoy his first contribution. – Ameron

Within the four role mold, there are simply some characters who do not fit. Some are classes being played across role, such as a defender being built as a controller, or a controller who hands out party buffs more than enemy debuffs. Others are more complex, and are managing to exist in a nebulous place between two roles, fulfilling each without sacrificing the other. One of these types of characters is the role referred to in my gaming circle as the Offender.