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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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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.

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DM Resources

Divine Organizations (Part One)

Divine characters provide some of the best built in role playing motivations. Much of this can be attributed to the various divine organizations that the character might be associated with. At the very least this is the local church where the character was trained or came to understand their faith.

Faiths are more than just a collection of churches. Behind the public facade the church is highly organized. There are various splinter groups or sects that exist within the faith. These groups often provide great role playing motivation, whether they are being portrayed as the heroes or the villains in your story.

Presented here are two divine organizations that you can drop easily into your game. They are campaign neutral and no mention of a particular deity is contained in the entries, allowing you as the DM to simply use them as you wish.

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Class Discussions

Avenger – Worst Striker Ever

Strikers are without a doubt my favourite role in 4e D&D. In a balanced party someone needs to be responsible for excessive damage output and that’s usually me. I’ve played the Rogue, Ranger, Warlock, Sorcerer, Monk and Barbarian classes and enjoyed all of them. Although I’ve never played an Assassin, one of the players at my gaming table ran one for months the last time I was the DM so I’m well aware of their prowess (and look forward to playing one soon). Each striker class has its own pros and cons, and every one of them is rewarding and a lot of fun to play. Except the Avenger.

I’ve played the Avenger during dungeon delves and more recently I’ve been playing one in Living Forgotten Realms (LFR). After giving the Avenger a thorough shake-down I’ve come to realize that Avengers suck. They are the worst, most underpowered class in the striker family. I’d go so far as to say that the Avenger is quite possibly the worst classes in 4e D&D.

The striker’s purpose is to dish out damage. What makes the striker special is that when he hits it should hurt… a lot. All strikers get a little something extra to enhance their damage output. Admittedly in many cases the extra damage is circumstantial and if the appropriate criterion isn’t met then they don’t get the extra damage. The Avenger is the only Striker class that gets nothing extra.

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Player Resources

D&D Encounters: March of the Phantom Brigade – Pre-Generated Characters

D&D Encounters Season 4: March of the Phantom Brigade begins on February 9. Today we’re sharing copies of the pre-generated characters. When comparing these characters with the ones provided over the past three season I have to say that these are by far the best yet.

Not only are the characters built better, but the character sheet layout is fantastic. Finally we’ve got all of the skills actually listed on the character sheet. I was also impressed by the fact that on each character sheet some tactics are provided. This will be a tremendous help for newer players and should speed things up considerably.

Each character also has a difficulty rating from 1-3 stars indicating how much experience is required to easily run each PC. Again, I think this is a fantastic improvement.

One thing that is missing is alignment. I guess Wizards figured that it’s up to the player to determine their own alignment and run the character accordingly.

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Editorial

Defending The Defender

This morning we published an article called Make D&D Better, Remove Fighters From the Game. In this article, Bauxtehude attacked the defender role, specifically the Fighter. We expected that his view on this topic would be unpopular, but we didn’t expect the level of negativity and disagreement that resulted. Bauxtehude has long held the opinion that he expressed earlier today and he choose to express his thoughts in a provocative manner.

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Skill Challenges

Skill Challenges Without Skills

Skill challenges carry the narrative of the story forward in a manner that includes the players in the telling. Through participation in skill challenges players can work with the DM to craft the story. While the DM holds the power of the overall direction of the story by creating the challenge, players control the tiny details by how they react to the situation and what skills they use to overcome the obstacles presented. It’s a great collaborative system that ends up being a win-win.

Of course skill challenges have a drawback. Players often pigeonhole themselves into decisions based on what skills are presented on their character sheet. Worse, many players only fully consider those skills that they are trained in. All this leads to some very boring skill challenges where players decide what skill to use to complete the challenge, rather than deciding on an action that creates role playing opportunities.

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Player Resources

Creating A Character Around A Concept

Character concepts come from a myriad of sources. Sometimes we take an idea that is tried, tested and true. On other occasions we branch out and try new builds. Of course loading up Character Builder and looking for the optimal combination of class, race and feats can be a lot of fun and very satisfying.

For many character concepts we draw inspiration for a variety of sources. Whether this is fiction, personality quirks, or mastery of a weapon this single concept can lead to a deep and complex character.

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Player Resources

Adventuring With A Sub-Optimal Party (Part 4)

Strikers are flashy and deadly, cunning and dangerous and every adventuring party needs one. Strikers are the damage dealers of 4e D&D and most parties have at least two of them. Ideally, one striker attacks from range and the other melee. The striker’s ability to dish out a lot of damage keeps combat moving at a good pace and protects the party from burning through too many healing surges and other resources. In short, combat ends sooner when there are strikers on hand. But what happens when an adventuring party doesn’t have representation from this essential role?

This is the fourth article in our series on adventuring with non-standard adventuring parties. Be sure to read the installments on parties without a leader, defender or controller. Our final installment focuses on the absence of the striker in the adventuring party and the adjustments that need to be made by the remaining party members to survive.

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Class Discussions Player Resources

Adventuring With A Sub-Optimal Party (Part 3)

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 brought a PC to fill one of the roles. Or maybe none of the players in your group enjoy playing a particular role.

Some would argue that the controller is not an essential role. Of the four roles most players feel the controller is easily the most dispensable. About a year ago we ran a poll asking which role a party could do without. The controller won that dubious honour hands down. While the early heroic tier might support this viewpoint, it quickly becomes evident that controllers are indispensable by the time a party hits the middle of the paragon tier. Controllers are more than capable of carrying a party forward to victory. The fact is you want a controller in your party.

But what happens when this vital member of any adventuring party is missing?