Monday, May 11, 2009

No Goku, WOTC Doesn't Know About Ki

Divine bard fluff is postponed for this breaking news:

Monks don't use Ki.

In fact, Ki may not even be a power source any more.

And samurai? Not even a class anymore.

WHATS GOING ON!?!?


On the plus side, you can use the magic item ritual on your fists. YES. On your fists. I also created a new term: "minor psudo-class" for those feat-only multiclass options that they put into dragon magazine, such as the "bravo" and all of the gladiator weapon feats.



I glanced over the playtest for the monk, it seems interesting, but I require more research...



Also, could this be a hint at new classes in PHB3?
"Does it make sense to group witches, knights, jesters, and friars into one power source?"

Saturday, May 9, 2009

APSC: 4e Divine Bard Character Sheet

I was kind of disappointed with the lack of replies to my previous post, but I decided that it needed something more visual to make it stand out more. So I present to you: Davyd the Divine Bard's Character Sheet and Power Cards!


Click to enlarge

You may have noticed that I also abbreviated "Alternate Power Source Class" to "APSC", but that's not terribly important.

What is important is that I get some more feedback on this. I can come up with plenty of ideas, but it helps to know if my ideas are any good. So please, give this and its explanation an honest critique.

Next I will work on A heap of fluff and a new At-will power for the divine bard, open to suggestions for that as well.

Friday, May 8, 2009

Alternate Power Source Class: 4e Divine Bard

Its what you have all been waiting for:

The first prototype for my alternate power source classes: The Divine Bard


I will go through each step, as to make it clear how to alter the power source, and hope to get as much feedback as possible. This build is inspired by a 3.x option found on this page.

Step one: Main Ability Scores
Bards typically have charisma as their main score and intelligence and constitution as secondary abilities. Divine classes have wisdom as one of their scores, usually the main one, but charisma is a vital part of the bard, so I would put wisdom in the place of intelligence, which is the common ability for arcane classes. Note: This is written for the builds in the PHB2. In Arcane Power several powers are added that use wisdom as a main score, if you are using Arcane Power, especially the virtue of prescience, then do not switch intelligence for wisdom, or use it at your (and your DM's) discretion.

Step two: Class Skills
Bards are known for their wide range of skills, so there is little to add. The only difference is that instead of arcana, religion is automatically trained, though arcana is still trainable.

Step three: Proficiencies
Divine classes do not seem to have enough of a theme to make a solid difference. The only change to be made would be the addition of holy symbols to their list of implements, and possibly the removal of wands.

Step four: Defense Bonuses
All of the divine classes get a bonus to fortitude, reflex, and will, except for the cleric, who only has will. The bard already has reflex and will, so for the sake of keeping it balanced nothing is changed in this category.

Step five: Class Features
This is what I think is the most difficult part of this, for fear that I would "unbalance" the class. I would like to make "Words of Friendship" into A Channel Divinity and add an altered version of the avenger's "Channel Divinity: Divine Guidance" where the trigger is a bloodied ally within range making an attack roll, change the requirements (obviously), and change the name to "Inspire Courage". This may be adding too much to the class without balancing it, but I guess I'll have to wait for some feedback to see.


Sample Character soon!

Well, there you have it! the first draft of the divine bard rules. Next, I have to refine it and get it just perfect, adjust the fluff to match, and then test it out if I can talk my DM into letting me. Please leave a comment, as I really would like input on this project.

Thursday, May 7, 2009

Tomorrow: Alternate Power Source 4e Class (Beta)

No post today, sorry... But tomorrow's post will have the long awaited alternate power source class, Divine Bard!


Oh, and did you know that four months is the cheeseburger anniversary?

Err... Month-a-versery?

Tuesday, May 5, 2009

Ideamancy: Create but not control...

It is entirely possible that I have an overactive imagination. I come up with new ideas all the time, so many that I can't seem to work on all of them. but because I like to talk about them, here are some new ones:

Dokapon Table-top RPG
First- a little back story. It started when one of my favorite webcomics did a comic of a game I had never heard of before, Dokapon Kingdom. (and they also did a second comic) I looked the game up, and it seemed pretty interesting, a RPG mixed with a board game. The way the battles are played would work well with a D&D 4e core, as there are few attacks that you can do (you can have three at a time- attack, strike, and whatever magic you have at the time) and it could be quite interesting.
The reason I came up with this is that there is a DS game along the same lines called Dokapon Journey that I just found out about. Seriously, go check this game out, it is awesome.

Arcane Costs
The second idea is a group of possible class feature replacements for arcane characters (only 4e at this point) that gives the character a bonus and a penalty. The basic premise is that the character gave something up for his vast arcane powers, an eye or two, your constitution, etc.

possible costs:
Eye: - 5 perception, bonus to hit?
Both eyes: 1/2 arcana skill + 1/2 Lvl for perception checks, gain magic vision?
Health: Con score can be lower than 8, extra points gained this way go into main ability score.

these are just ideas at this stage, not in any way ready to be used.

Yet another setting: City of Chroma (tentative title)
A smaller than usual setting for me, only a city, but I think it is interesting. A city full of factions, each with their own distinguishing color. At this point, it seems that the faction is nothing more than what their belief system is, but somehow these people are connected.

White- The ruling faction, militaristic and order-centric verging on oppressive. Solders look kinda like Organization XIII members, but in white and with plate armor.

Red- Doesn't care who is in charge, will help anyone from another faction as long as they are not likely to be caught.

Blue- Doesn't care who s in charge as long as it does not inconvenience them.

Yellow- Doesn't care who is in charge, but will help whoever seems to be winning.

Brown- Lower class, taught to believe they have no influence, so they don't realize the power in their numbers.

Black- Rebels against the white faction, most hide amongst the other factions. Lead by the "Black Knight" who wears the same armor as the white soldiers, but black. There are actually several black knights, but few know this.


Well, that's what I'm coming up with lately, what do you think? If this post affects you in no other way, go look at Dokapon Kingdom. It's a lot of fun to play with friends.

Sunday, May 3, 2009

Alternate Power Source Classes: Idea Forming

Well, I have not really mentioned it, but I'm on twitter. Apparently, so is Mike Mearls, one of the people that work on 4e. I got to talk to him yesterday, and I asked him what he thought of one of my ideas, and he said he thought it could be pretty interesting.

Geek out.

^^

He he he he he...


Right, so anyway, if you told one of the guys who made 4e that you are doing something cool for it, and pointed him at your blog, wouldn't you want to get on it right away?

Yeah, me too.

The idea is basically this: Find what makes a class fit into a certain power source (PS), in terms of crunch, extract its current PS and give it a new one. Easy, right? since I have been slowly pulling 4e apart piece by piece, I already have a good idea of many things, but the only PS that has some obvious feature that all users of that PS possess is Divine,with their channel divinity . Unless of course, I'm missing something. Well, I suppose there are implements, themes in their powers, and lack of range without a ranged weapon...

So here are some of the things I noticed and ideas for PS transplants.


Common main ability score
Divine - Wisdom
Martial- Strength (dexterity second)
Arcane- Intelligence (only 5 out of 6, Constitution second)
Primal- Constitution (wisdom, second)

Common skills
Divine - religion (all auto), diplomacy, intimidate, endurance, history, heal, insight.
Martial- intimidate, athletics, heal.
Arcane- arcana (all, almost all auto), history (all), diplomacy, insight, dungeoneering.
Primal- nature (all, almost all auto), endurance (all), athletics (all), heal (all), perception (all).

Common class features
Divine- Channel Divinity

Ideas for PS transplants
Divine- Bard, monk, warlock.
Martial- Monk, barbarian.
Arcane- none yet.
Primal- Warlock, Avenger.


Well, it's late... Is there anything that I missed? Do you have any questions/comments/criticisms/requests/etc.? Post a comment!

Friday, May 1, 2009

Optimized Characters: PHB1 Racial Traits Character Ideas

After my last post about optimized characters did so well (I broke my visits/day record!), I decided that I would expand on that and give some suggestions of what would be good optimized character to do based on a race's power and features. Here are the races of the first Player's Handbook:


Dragonborn
Dragon breath- A focus on area attacks or a certain element.
Dragonborn fury- Bonuses to attack rolls or bonuses while bloodied
Draconic heritage- Extra self healing.

Dwarf
Cast-Iron Stomach- Strong against poison.
Dwarven resilience- Self healing genius.
Dwarven WP- It's hammer time!
Encumbered speed- The party's pack mule.
Stand your ground- Stay where you are.

Eladrin
Eladrin Education- Skilled character.
Eladrin WP- Backup weapon.
Eladrin Will- Strong willed character.
Fey Step- Teleporter or just a very mobile character.

Elf
Elven WP- Use a bow and arrow!
Group Awareness- Bonuses to teammates.
Wild Step- Difficult terrain master.
Elven Accuracy- Try, try again.

Half-elf
Dilettante- Great for multiclassing characters or just to get an extra encounter attack.
Dual heritage- Get elf and human benefits.
Group Diplomacy- Group benefits, diplomatic group.

Halfling
Bold- Fearless character.
Nimble Reaction- Super dodger.
Second Chance- Super dodger.

Human
Bonus at-will/feat/skill- So many possibilities, can also benefit other character concepts (not other race's concepts though).
Human Defense Bonus- Tough character.

Tiefling
Blood hunt- Blood lusting character.
Fire Resistance- Flame centered or character that plays with fire.
Infernal Wrath- Vengeance, bonus to attacks.



I know that all of this could be thought up by anyone, but what I really wanted was to get your ideas flowing- what did I miss? Are there better ideas out there?