March was a great month for D&D and for Dungeon’s Master. Wizards of the Coast released the Player’s Handbook 3 and they began the new D&D Encounters program. Our article on D&D Encounters (Week 1) was referenced on the Wizards site in their D&D in the News article from Monday, March 22. They also linked to Dungeon’s Master from the Dungeons & Dragons Facebook page. We always appreciate it when we get a shout out from Wizards. For readers who found us through these links, we welcome you to Dungeon’s Master. On the 1st of every month we do a round-up of all the article we published in the previous month. This gives everyone a chance to check out any of the articles that they might have missed the first time around.
Tag: Wizards of the Coast
D&D Encounters (Week 2)
D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over the next 12 weeks.
When D&D Encounters (Week 1) began last week I wasn’t really sure what to expect. I had a great time playing, but as with any new campaign it took me a while to get to know my new character and it took time to get to know the rest of the party.
This week D&D Encounters (Week 2) was a very different experience. We managed to keep the same party and that made things a lot easier. Now that we’d completed one encounter we were better prepared to move forward. Or so we thought.
D&D Encounters (Week 1)
“D&D Encounters is an exciting, weekly campaign that plays out one epic encounter at a time.” I played the first encounter last night and I had a blast. It took about two hours to complete the first encounter and it was more fun than most full LFR adventures I’ve played.
D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over the next 12 weeks. It’s takes the best elements from RPGA Living Forgotten Realms (LFR) and the Ultimate Dungeon Delve (UDD) and mashes them together. All PCs begin at level 1 and can earn enough XP to reach level 2 after completing six encounters. The challenge is surviving that long since there isn’t an opportunity to take an extended rest until the end of encounter six.
After playing the first encounter here are my initial thoughts and observations.
In February’s issue of Dungeon (#173), Craig A. Campbell has created a three-encounter delve called Haruuc’s Tomb: A Novel Adventure based on events from Don Bassingthwaite’s fantastic Eberron novel, Word of Traitors. As a big fan of Eberron and a huge fan of this book I was very concerned about how this adventure would turn out. But before I get into the good and bad of Campbell’s undertaking I have a questions for all the players. Have you ever played an adventure that was inspired from a D&D novel?
Psionics. I’ll admit that over the years I’ve never been a huge fan of psionics in D&D. I cringed when Wizards announced that PHB3 would introduce psionic powered character classes to 4e D&D. My initial (and completely uninformed) opinion on the matter was that psionics suck. However, over the past few months as preview material was released through DDI, I got a chance to see some of these new psionic classes first hand. I’ll admit that the preview content started bringing me around on psionics. Now that I’ve actually got a PHB3 with the full builds for each of the new psionic classes I find myself completely turned around on psionics.
In our Player’s Handbook 3 Review (Part 1) we covered the new races and the new divine leader class, the Runepriest. In Player’s Handbook 3 Review (Part 2) we covered skill powers, feats and new magic items. In today’s article we’ll look at psionics.
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 first confronted with the choice of what class to play, followed by race and so on. While these two early choices may seem simple, they are anything but. They will serve to represent your character as much or more than any other choice you make.
In our Player’s Handbook 3 Review (Part 1) we looked at the new Shardmind race and one of the new classes, the Runepriest. Today in our PHB3 Review (Part 2) we’re looking at skill powers, feats, superior implements and new magic items. In our PHB3 Review (Part 3) we’ll delve into a detailed look at the psionic classes.
Here’s a quick recap of the new races and classes available in the PHB3.
New Races
- Githzerai
- Minotaur
- Shardmind
- Wilden
New Classes
- Ardent (psionic, leader)
- Battlemind (psionic, defender)
- Monk (psionic, striker)
- Psion (psionic, controller)
- Runepriest (divine, leader)
- Seeker (primal, controller)
There are also complete rules for building Hybrid characters of all classes (including all six new classes introduced in the PHB3).
You may think that you know what the Player’s Handbook 3 is all about if you’ve got a DDI subscription, but the preview content was just the tip of the iceberg. If you’re a DDI subscribers who’s considering passing on the PHB3, think again. This is one of the coolest 4e D&D books that’s come out so far.
The PHB3 comes out next week on Tuesday, March 16, but for those of us living in the Greater Toronto Area it came out this past Friday. I visited three gaming stores and a major book selling chain and they all had it proudly displayed for sale. I don’t know if this complete disregard for the street date is limited to my area or if this is the case across the board. All I know is that I was fortunate enough to get my copy of the PHB3 Friday and I haven’t put it down since.
I took some flack for my Martial Power 2 review last month. Some readers didn’t think I spent enough time giving my opinion. With my review of the PHB3 I’m going to listen to the readers and do more than just tell you what’s in the book. But given the amount of material in the PHB3 it’s going to take more than one article to cover everything. So as seems fitting, I’m going to break my review of the PHB 3 into three parts. Today we’ll look at the new races and one of the new classes – the Runepriest.
This morning Ameron shared his thoughts on the new monster makeover Wizards announced yesterday. I’ve looked at the new format and thought a lot about it myself. Here are my initial impressions, with a little background to justify my thoughts.
I’m a secondary school teacher. My main “teachables” are math and computer studies. One of the computer courses I teach deals in part with the design and layout of graphics in order to more effectively convey a message or disseminate important information. It is amazing what a simple rearrangement and regrouping can do in this regard. With this in mind I must say that the DM in me has a good feeling about the upcoming changes to the monster stat blocks.
Keep the design simple, make the layout easy to follow and eliminate guess work. This is good advice if you’re designing a website or improving the Monster Manual. Yes, the masterminds at Wizards of the Coast have improved the Monster Manual. We’re not just talking about the release of new monsters, we’re talking about redesigned monster stat blocks.
In Bill Slavicsek’s latest Ampersand article Beyond Essentials … (release online yesterday to DDI subscribers) from Dragon#385, he debuted the forthcoming changes to monster stat blocks in 4e D&D. “We’ve reorganized the information to make it easier to use and so that you can immediately find the details you need to run the monsters.”