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    Default 4e: "Preview for May and Beyond" posted

    Original article: http://www.wizards.com/default.asp?x=dnd/4pr/20080509a

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    May and Beyond

    Bart Carroll

    Hi folks,

    Here we are, less than a month away now from the release of 4th Edition -- so without further ado, let's jump straight into the products and content that will be coming out in support of the new edition!
    4th Edition Demos

    A repeat reminder! If you didn't have a chance to hit D&D Experience and try out 4th Edition for yourself, here's good news: The product demonstration team here at Wizards of the Coast is planning a series of 4th Edition sessions at your local gaming store. Dates are everywhere between March and May, so check out the list of participating locations here (and keep checking -- this list is updated periodically).
    May: H1 Keep on the Shadowfell

    Welcome to the Dungeons & Dragons game! You hold the first published adventure using the 4th Edition Dungeons & Dragons rules, suitable for entertaining your friends for hours with brave deeds and harrowing perils. You, the Dungeon Master, and your friends can explore dungeons, banter with villains, and defeat vicious monsters with sword, spell, and prayer. Together, the player characters can work to thwart the insidious plot of an unholy cult, winning great treasure and a heroic reputation.

    So begins H1 Keep on the Shadowfell, our first officially published adventure for, and herald of, 4th Edition! Designed by Bruce Cordell and Mike Mearls (whose interview can be read here, Keep on the Shadowfell pits adventurers against a cult of Orcus, which seeks to open a rift to the Shadowfell and launch further atrocities against the world at large! For most parties, the adventure starts in the idyllic village of Winterhaven:

    Winterhaven
    Village, Population 977
    The rutted King's Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village is nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades. Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.

    From there, it's probably no large reveal that the PCs soon find themselves on the road to the Shadowfell Keep, which is avoided by the people of Winterhaven "because all ancient ruins have a disturbing feeling about them, a feeling composed of lingering memories and unknown mysteries. Some say the place is haunted. Others fear the rumors of goblinoids using the place as a lair."

    Take a look at the keep as it is described in the adventure:

    Approaching the Keep

    The road to Shadowfell Keep is arduous. Since the keep's destruction, few travelers use the road and no one bothers to maintain the path. The road is overgrown with grass, ferns, and small trees. The keep isn't in any better shape. Evidence of its destruction can be seen as you approach the derelict ruins. Read or paraphrase the following when the adventurers come within sight of the ruined keep:

    Ahead, the narrow track widens into a clearing. Great piles of shattered stone blocks and scorched timbers dominate the clearing, sprawling out from its center to the edge of the woods. No plants grow among the ruins or within the clearing. The ground is bare dirt, and although the forest has begun to reclaim the path leading here, it has not intruded into the ruins of Shadowfell Keep.

    Yet clearly someone has tampered with the ruins. In the center of the debris, stone blocks and timbers have been gathered into a pile. Someone has cleared a path through the rubble and pulled aside the wreckage to reveal a stone staircase. The staircase descends into darkness.

    The Real Story
    The legends of the Keep on the Shadowfell are known to only a handful of sages and scholars in this age of darkness. The truth is more tragic . . .

    We won't reveal too much more about the adventure; we'd rather it unfold for you and your players. But we can provide a quick look at some of the art and maps from the keep (including one encounter that nearly killed Garret Farwhere, my own playtest adventurer trying to make his way through), and wish good luck to anyone daring cross its ruinous threshold!
    June: Player's Handbook

    (Sara Girard with actual core rulebooks in hand!)

    We promised previews for 4th Edition's core rulebooks every Monday, Wednesday, and Friday leading up to the launch, and here's what we've showcased so far for the Player's Handbook:

    * 04/16: Tiers
    * 04/21: The Warlord, with Rich Baker
    * 04/23: Paragon Paths, with Julia Martin
    * 04/25: Powers, with Logan Bonner
    * 04/30: Multiclassing, with Mike Mearls
    * 05/07: Weapons, with Chris Sims

    Since we wouldn't want to leave you empty-handed for the Player's Handbook today, and as many folks have been clamoring for a look at the warlord's at-will powers, we wanted to provide you with a couple:
    Commander's Strike
    Warlord Attack 1
    With a shout, you command an ally to attack.
    At-WillMartial, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: An ally of your choice makes a melee basic attack against the target
    Hit: Ally's basic attack damage + your Intelligence modifier.

    Wolf Pack Tactics
    Warlord Attack 1
    Step by step, you and your friends surround the enemy.
    At-WillMartial,Weapon
    Standard Action Melee weapon
    Target: One creature
    Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage.
    Increase damage to 2[W] + Strength modifier at 21st level.
    June: Dungeon Master's Guide

    Bill Slavicsek recently discussed skill challenges in his preview article, so we wanted to expand the challenges your party may face with a look at traps and hazards. From the DMG:





    One wrong step in an ancient tomb triggers a series of scything blades that cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance grasp and choke at anyone foolish enough to push through them. A narrow stone bridge leads over a pit filled with hissing, sputtering acid. In the D&D game, monsters are only one of many challenges that adventurers face.

    If it can hurt the party, but it isn't a monster, it's either a trap or a hazard.
    Trap or Hazard?

    What's the difference between a trap and a hazard? Traps are constructed with the intent to damage, harry, or impede intruders. Hazards are natural or supernatural in origin, but typically lack the malicious intent of a trap. Though both feature similar risks, a pit covered with a goblin-constructed false floor is a trap, while a deep chasm between two sections of a troglodyte cave constitutes a hazard.

    Traps tend to be hidden, and their danger is apparent only when they are discovered with keen senses or a misplaced step. The danger of a hazard is usually out in the open, and its challenge determined by the senses (sometimes far too late) or deduced by those knowledgeable of the hazard's environs.

    The common link between traps and hazards revolves around peril -- both to adventurers and monsters. Because of this similarity, traps and hazards feature similar rules, conventions, and presentations.

    And, here are three traps for your perusal:
    Whirling Blades
    Level 5 Obstacle
    Trap
    XP 200
    Blades rise out of hidden compartments and spin wildly across the chamber.
    Trap: A whirling blades contraption emerges and spins like a top, moving its speed in a random direction and attacking each round.
    Perception
    DC 22: The character notices trigger plates around the chamber.
    DC 27: The character notices the hidden control panel.
    Initiative +7 Speed 4
    Trigger
    When a character moves into a trigger square, the whirling blades contraption emerges and attacks.
    Attack
    Standard Action Close burst 1
    Targets: All creatures in burst
    Attack: +10 vs. AC
    Hit: 3d8+3 damage
    Countermeasures
    A character can engage in a skill challenge to deactivate the control panel. DC 22 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the whirling blades to act twice in the round (roll a second initiative for the trap).
    A character can attack the whirling blades contraption (AC 16, other defenses 13; hp 55; resist 5 all) or the control panel (AC 14, other defenses 11; hp 35; resist 5 all). Destroying either disables the entire trap.

    Flame Jet
    Level 8 Blaster
    Trap
    XP 350
    Two hidden nozzles let loose a blast of flame.
    Trap: When the trap is triggered, two hidden nozzles in the walls attack each round on their initiative.
    Perception
    DC 24: The character notices the nozzles.
    DC 28: The character notices the control panel on the far side of the room.
    Initiative +5
    Trigger
    When a character enters the blast area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, attacking each round.
    Attack
    Immediate Reaction or Standard Action Close blast 3
    Targets: All creatures in blast
    Attack: +11 vs. Reflex
    Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).
    Miss: Half damage, no ongoing damage.
    Countermeasures
    An adjacent character can disable one flame jet with a DC 24 Thievery check.
    A character can engage in a skill challenge to deactivate the control panel. DC 28 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.
    Upgrade to Elite (700 XP)
    Increase the Perception and Thievery checks by 2.
    Increase the number of nozzles to 6, or to 3 with a larger area of close blast 5.


    Soul Gem
    Level 26 Solo Blaster
    Trap
    XP 45,000
    A strange, many-faceted gem in the center of the chamber suddenly emits blasts of blinding light.
    Trap: This fist-sized cut crystal is often embedded in a statue or placed on a pedestal in the center of a room. When a creature steps within 5 squares of the soul gem, it starts emitting blasts of radiant power from its many facets.
    Perception
    DC 29: The character spots the strange gem.
    Additional Skill: Arcana
    DC 33: The character recognizes the soul gem.
    Initiative +8
    Trigger
    When a creature moves within 5 squares of the soul gem, it rolls initiative and attacks.
    Attack
    Standard Action Close blast 5
    Targets: All creatures in blast
    Attack: +29 vs. Fortitude
    Hit: 4d10 + 5 radiant damage and ongoing 5 radiant damage and stunned (save ends).
    Aftereffect of stun: Dazed (save ends).
    Special: Each round, roll 1d8 to determine the direction of the blast. The blast is centered on one square of the gem's space, starting with the north square and moving clockwise around the gem's space.
    Countermeasures
    A character can engage in a skill challenge to detach the soul gem from its socket and thereby disable it. DC 37 Thievery. Complexity 1 (4 successes before 2 failures). Success detaches the gem and disables the trap. Failure causes the gem to explode (close burst 8, 4d10 + 5 radiant damage and stunned (save ends) to all creatures in burst).
    A character can attack the gem (AC 33, other defenses 29; hp 100; resist 15 all). When reduced to 0 hit points, the gem explodes in a close burst 8, as above. Destroying the gem disables the trap.

    June: Monster Manual

    This week we wanted to take a look at monster variants within the Monster Manual... and we asked Mike Mearls to walk us through the development process. Here's what he had to say:

    If you've been playing D&D since the old days, the new Monster Manual looks like a mutant cross between the 1E or 3E version and the 2E Monstrous Compendium. Each monster entry takes up at least a page, but those entries have multiple stat blocks. You have to do some hunting to find a monster that has one, lonely stat block in its entry (balhannoth, we're looking at you!).

    Back when we did 3.5's Monster Manual IV, we decided that giving gamers a single, level 1 warrior for a humanoid monster was pretty lame. DMs were stuck generating stat blocks for, well, almost everything. Even nonhumanoids suffered a bit. If you liked carrion crawlers, you had a narrow window of opportunity to use them before they became too weak to face the party.

    For 4th Edition, we decided to pack as many examples or variations on a monster as possible into each entry. We don't give you a 1st-level warrior in the drow entry, but an arachnomancer, a blademaster, a priest, and that typical warrior. Hopefully, that lets you spend time creating your drow NPCs and villains. The Monster Manual thus covers the basic "job functions" of the drow.

    For more monstrous monsters, we tried to include at least one variation on an existing beast, like the stormrage shambler and its shambling mound cousin, or a variant that occupied the next tier up. If you like carrion crawlers as dungeon scavengers, you can throw the level 17 Huge version at the party later on in their careers. The classic D&D monsters are classics for a reason, and with the game covering levels 1 to 30, we wanted DMs to use the most popular monsters across an entire campaign.

    The key to making this design work was to make the variations interesting and fun. At one point, the humanoid variants were slated as humanoids with class levels. However, we didn't see that as a useful tool for DMs. It's much easier to make NPC humanoids in 4th Edition, and if we aren't saving the DM time, why bother doing something that you can do with a few spare minutes before a game session? Furthermore, we wanted our humanoids to have unique, colorful traits, tactics, and abilities. We designed the class lists to make ranger and warlock characters feel cool, rather than reflect what makes fighting orcs different from fighting gnolls. By taking a "build it from scratch" approach, we could give unique, special abilities to the humanoids. That way, the gnolls, orcs, or whatever use tactics and abilities unique to them.

    The designed humanoid monsters were a big hit in playtesting, with a bugbear strangler scoring the first confirmed character kill in 4E. They kept players on their toes. Hopefully, they'll have your group never 100% sure what that mangy, half-mummified gnoll priest is going to do next. . . .

    For a look at monster variants, we present the orc -- from Drudge Minion to Chieftain!

    * Orcs PDF (1.3 MB zipped PDF file)

    D&D Insider

    So what else is on the docket, in terms of previews? With a month to go, here's the remaining schedule; topics are subject to change, but rest assured we will continue to follow the Monday, Wednesday, and Friday schedule.

    * Mon 05/12: Epic Destinies (PH), Giants (MM)
    * Wed 05/14: Economy (DMG), Archons (MM)
    * Fri 05/16: Magic Items (DMG), Quests (DMG)

    * Mon 05/19: Minions (MM)
    * Wed 05/21: Undead (MM)
    * Fri 05/23: Magic Weapons (PH), Swarms (MM)

    * Mon 05/26: Fallcrest (DMG)
    * Wed 05/28: Rituals (PH)
    * Fri 05/30: Humans as Monsters (MM)
    * Mon 06/02: Alignment (PH)

    July: H2 Thunderspire Labyrinth

    Finally, before we sign off on this month's preview-heavy previews, let's take a quick look beyond the big month of June and venture onto the topic of the next adventure coming out for 4th Edition. In July, the H series continues, taking adventurers of levels 4-6 to Thunderspire Mountain.

    Beneath the stormy peak of Thunderspire Mountain lies the labyrinth, an ancient, ruined minotaur city. For over two decades, an order of wizards called the Mages of Saruun has governed the labyrinth's upper levels, creating a safe haven called the Seven-Pillared Hall where surface-dwellers and underground denizens can meet to trade. Humans, halflings, dwarves, duergar, goblins, orcs, troglodytes, and others come to the hall to barter under the watchful eyes of the Mages of Saruun and their towering minotaur constructs.

    The mages have one rule in the Seven-Pillared Hall: Maintain the peace. Visitors who leave the safety of the hall and venture into the labyrinth go at their own risk, for in the darkness of the labyrinth dwell foul creatures, eager for the chance to capture or kill foolhardy explorers.

    About the Author

    Bart Carroll is loathsome beyond description and has no redeeming features. His body resembles that of a huge, bloated buffalo and gives off an offensive odor. The author's neck is long and thin, and perched atop it is a big head uglier than that of a warthog. His legs are thick and stumpy, much like a hippopotamus. The author's tail is strong and snakey, however, and moves with amazing swiftness to strike enemies.


    ©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.


    Specific previews include (for the TL;DR crowd):
    -At-will warlord powers
    -More example traps
    -An orc excerpt from the MM (.pdf format)
    Last edited by ShadowSiege; 2008-05-09 at 02:27 AM.
    "Where we have strong emotions we are liable to fool ourselves." -Carl Sagan

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    Ogre in the Playground
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    Default Re: 4e: "Preview for May and Beyond" posted

    Ooo so very much crunch.


    The orcs have an interesting slant to them a sort of free healing surge when bloodied.
    Looking at the minions, I was thinking, aside from being hard to hit minions that are >> higher level than the party do seem to be some nice easy xp, I wouldn't put a lot of them in without at least a standard monster or two.
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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by Charity View Post
    The orcs have an interesting slant to them a sort of free healing surge when bloodied.
    Looking at the minions, I was thinking, aside from being hard to hit minions that are >> higher level than the party do seem to be some nice easy xp, I wouldn't put a lot of them in without at least a standard monster or two.
    I noticed the healing surge as well. It helps prolong the fight, letting the orcs wear the party down further, and the final strike ability that some of them have is appropriate for orcs. As for the minions, they are intended to help "fill out" the combat with a large number of enemies without risking a TPK. They're not meant to be used alone from what I recall, but rather you sub 4 of them in for 1 standard monster.

    The traps look fairly interesting, and a good step forward from the encounter traps of 3.5 (which are much better still than the "LOL ARROW IN THE FACE" traps of the DMG)

    Aside: Skill challenges can now be pinned down to definitely the following formula:
    # of Successes = 2 x failures (of course we knew this already), and
    # of Failures = 1 + complexity.

    The possibility of catastrophe makes the skill challenges a bit of a gambit, but one that could save the party a lot of pain and suffering.
    "Where we have strong emotions we are liable to fool ourselves." -Carl Sagan

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    Default Re: 4e: "Preview for May and Beyond" posted

    Does anyone else see someone in their group using commander's shout to shout: "Pikachu! I choose you!"
    Alot is not a word. It's a lot, two words.
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    Default Re: 4e: "Preview for May and Beyond" posted

    Why does it take a DC 29 check to spot a fist-sized gem?

    Also, I think I spotted (heh) one flaw in the Warlord class: it assumes that the other characters accept him has their leader and are willing to cooperate.

    With a shout, you command an ally to attack.
    While I'm sure it's mechanically sound, I've played and DM'ed for a few characters that, when a party member would command them to strike at some particular enemy, would flat-out refuse and either attack something else, or start a "you're not the boss of me" argument in mid-combat.

    But the mechanics don't even allow for the other character to refuse - it states "an ally of your choice makes a melee basic attack". If you're playing a strategic board game, it makes sense to always want to take the strategically superior option. If you're playing a roleplaying game, it makes sense to be able to not do that, for reasons of character.
    Guide to the Magus, the Pathfinder Gish class.

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    Default Re: 4e: "Preview for May and Beyond" posted

    Eh. You can always choose not to be an "ally", anyway.

    e: Bloodrager is freaking awesome.
    Last edited by Abardam; 2008-05-09 at 03:34 AM.
    sorry to:
    -neophyte's game
    -gladiator players
    -tlotb readers
    -irc 4e game dudes
    -tooth and claw

    apologies for flaking out of all that stuff

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    Default Re: 4e: "Preview for May and Beyond" posted

    Like the traps. A lot. they seem much more dynamic than the 3rd Ed. style. May just be ganking the 4th format to save squabbling with the trapspringers in current game.

    The company firewall hates me and will not let me see the tasty, tasty Orcish goodness though.

    @Kurald: I think it's a DC29 check to see that the shiny think is trapped.

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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by Kurald Galain View Post
    With a shout, you command an ally to attack.
    While I'm sure it's mechanically sound...
    This, I feel, is kind of important. If an At-Will power is mechanically sound for making someone else attack, then maybe this will be the base for an Animal Companion class at some point?

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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by Kurald Galain View Post
    But the mechanics don't even allow for the other character to refuse - it states "an ally of your choice makes a melee basic attack". If you're playing a strategic board game, it makes sense to always want to take the strategically superior option. If you're playing a roleplaying game, it makes sense to be able to not do that, for reasons of character.
    He doesn't need to be a leader. He just needs to be Nakama.

    Now that said, /we already have this/, with Marshal and White Raven Tactics. I think it's assumed at some point that your character can opt to be stupid or noncooperative, and that the powers don't work without it.

    Oh, and the traps annoy the hell out of me. What happened to stuff like the huge rock, that had disable methods besides smack it and be a thief?
    Last edited by Rutee; 2008-05-09 at 05:53 AM.

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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by bosssmiley View Post
    Like the traps. A lot. they seem much more dynamic than the 3rd Ed. style. May just be ganking the 4th format to save squabbling with the trapspringers in current game.

    The company firewall hates me and will not let me see the tasty, tasty Orcish goodness though.

    @Kurald: I think it's a DC29 check to see that the shiny think is trapped.
    Who do you love bossman?

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    ORCS WORSHIP GRUUMSH, THE ONE-EYED GOD OF SLAUGHTER,
    and are savage, bloodthirsty marauders. They plague the
    civilized races of the world and also fight among themselves
    for scraps of food and treasure. They love close combat and
    plunge furiously into the thick of battle, giving no thought to
    retreat or surrender.

    Within what passes for orc society, there are orcs that fill
    special roles. Eyes of Gruumsh are orcs with a special connec-
    tion to their fierce god. They offer sacrifices, read omens, and
    advise the tribe’s chieftain of Gruumsh’s will. Orc bloodragers
    are tribal champions feared for their strength and ferocity,
    and they also make excellent subchiefs or bodyguards.

    Orcs often fight alongside ogres, and they can be coerced
    or bullied into serving any dark overlord or wicked monster
    powerful enough to command their obedience.

    Orc Drudge Level 4 Minion
    Medium natural humanoid XP 44
    Initiative +0 Senses Perception +0; low-light vision
    HP 1; a missed attack never damages a minion.
    AC 16; Fortitude 15, Refl ex 12, Will 12
    Speed 6 (8 while charging)
    Club (standard; at-will) ✦ Weapon
    +9 vs. AC; 5 damage.
    Alignment Chaotic evil Languages Common, Giant
    Str 16 (+3) Dex 10 (+0) Wis 10 (+0)
    Con 14 (+2) Int 8 (–1) Cha 9 (–1)
    Equipment hide armor, club
    Orc Drudge Tactics
    Orc minions have no particular sense of honor and simply
    swarm around a foe and hack it to death. Orc drudges usually
    begin a fight by charging (they gain extra speed in the charge).

    Orc Warrior Level 9 Minion
    Medium natural humanoid XP 100
    Initiative +3 Senses Perception +3; low-light vision
    HP 1; a missed attack never damages a minion.
    AC 21; Fortitude 19, Refl ex 16, Will 16
    Speed 6 (8 while charging)
    Battleaxe (standard; at-will) ✦ Weapon
    +14 vs. AC; 6 damage.
    Alignment Chaotic evil Languages Common, Giant
    Str 17 (+6) Dex 11 (+3) Wis 10 (+3)
    Con 15 (+5) Int 8 (+2) Cha 9 (+2)
    Equipment leather armor, light shield, battleaxe
    Orc Warrior Tactics
    The orc warrior charges into battle, cutting down its enemies
    with its battleaxe.

    Orc Raider Level 3 Skirmisher
    Medium natural humanoid XP 150
    Initiative +5 Senses Perception +1; low-light vision
    HP 46; Bloodied 23; see also warrior’s surge
    AC 17; Fortitude 15, Refl ex 14, Will 12
    Speed 6 (8 while charging)
    Greataxe (standard; at-will) ✦ Weapon
    +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 15).
    Handaxe (standard; at-will) ✦ Weapon
    Ranged 5/10; +7 vs. AC; 1d6 + 3 damage; see also killer’s eye.
    Warrior’s Surge (standard, usable only while bloodied; encounter)
    ✦ Healing, Weapon
    The orc raider makes a melee basic attack and regains 11 hit
    points.
    Killer’s Eye
    When making a ranged attack, the orc raider ignores cover and
    concealment (but not total concealment) if the target is within 5
    squares of it.
    Alignment Chaotic evil Languages Common, Giant
    Skills Endurance +8, Intimidate +5
    Str 17 (+4) Dex 15 (+3) Wis 10 (+1)
    Con 14 (+3) Int 8 (+0) Cha 9 (+0)
    Equipment leather armor, greataxe, 4 handaxes
    Orc Raider Tactics
    The orc raider hurls handaxes until it runs out of axes or until
    its enemies close to melee, at which point it draws its greataxe.

    Orc Berserker Level 4 Brute
    Medium natural humanoid XP 175
    Initiative +3 Senses Perception +2; low-light vision
    HP 66; Bloodied 33; see also warrior’s surge
    AC 15; Fortitude 17, Refl ex 13, Will 12
    Speed 6 (8 while charging)
    Greataxe (standard; at-will) ✦ Weapon
    +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
    Warrior’s Surge (standard, usable only while bloodied; encounter)
    ✦ Healing, Weapon
    The orc berserker makes a melee basic attack and regains 16 hit
    points.
    Alignment Chaotic evil Languages Common, Giant
    Skills Endurance +10, Intimidate +6
    Str 20 (+7) Dex 13 (+3) Wis 10 (+2)
    Con 16 (+5) Int 8 (+1) Cha 9 (+1)
    Equipment leather armor, greataxe
    Orc Berserker Tactics
    The fierce berserker wades recklessly into battle and would
    rather die than retreat.

    Orc Eye of Gruumsh Level 5 Controller (Leader)
    Medium natural humanoid XP 200
    Initiative +6 Senses Perception +3; low-light vision
    Wrath of Gruumsh aura 10; orcs in the aura can use death strike
    (see below).
    HP 64; Bloodied 32; see also warrior’s surge and death strike
    AC 19; Fortitude 17, Refl ex 14, Will 15
    Speed 6 (8 while charging)
    Spear (standard; at-will) ✦ Weapon
    +10 vs. AC; 1d8 + 3 damage.
    Warrior’s Surge (standard, usable only while bloodied; encounter)
    ✦ Healing, Weapon
    The eye of Gruumsh makes a melee basic attack and regains 16
    hit points.
    Death Strike (when reduced to 0 hit points)
    The orc makes a melee basic attack.
    Eye of Wrath (minor; at-will) ✦ Fear
    Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save
    ends).
    Swift Arm of Destruction (standard; recharge ⚄ ⚅ ) ✦ Healing
    Ranged 5; one orc within range makes a melee basic attack (as a
    free action) and regains 15 hit points on a hit or 5 hit points on a
    miss.
    Chaos Hammer (standard; encounter) ✦ Force
    Area burst 1 within 10; +8 vs. Refl ex; 2d6 + 3 force damage, and
    the target is knocked prone. Miss: Half damage, and the target is
    not knocked prone.
    Alignment Chaotic evil Languages Common, Giant
    Skills Endurance +10, Intimidate +10, Religion +7
    Str 17 (+5) Dex 14 (+4) Wis 12 (+3)
    Con 16 (+5) Int 11 (+2) Cha 17 (+5)
    Equipment leather armor, fur cloak, spear
    Orc Eye of Gruumsh Tactics
    This orc stays within 10 squares of its allies so that they ben-
    efit from its aura. Unless it has an enemy it can attack with
    its spear, the eye of Gruumsh uses its eye of wrath up to three
    times in a round to make its foes more vulnerable to attacks,
    and then uses swift arm of destruction to help keep its allies
    in the fight. If it sees multiple enemies grouped together, it
    pounds them with chaos hammer.

    Orc Bloodrager Level 7 Elite Brute
    Medium natural humanoid XP 600
    Initiative +5 Senses Perception +3; low-light vision
    HP 194; Bloodied 97; see also warrior’s surge
    AC 21; Fortitude 22, Refl ex 19, Will 17
    Saving Throws +2
    Speed 6 (8 while charging)
    Action Points 1
    Greataxe (standard; at-will) ✦ Weapon
    +11 vs. AC; 1d12 + 5 damage (crit 1d12 + 17); see also blood for
    blood.
    Warrior’s Surge (standard, usable only while bloodied; encounter)
    ✦ Healing, Weapon
    The orc bloodrager makes a melee basic attack and regains 48
    hit points.
    Wounded Retaliation (immediate reaction, when hit by an
    adjacent enemy; at-will)
    The orc bloodrager makes a melee basic attack against the
    enemy.
    Blood for Blood ✦ Healing, Weapon
    When it hits a bloodied enemy, the orc bloodrager deals an extra
    5 damage and regains 10 hit points.
    Alignment Chaotic evil Languages Common, Giant
    Skills Endurance +11, Intimidate +8
    Str 20 (+8) Dex 15 (+5) Wis 11 (+3)
    Con 17 (+6) Int 9 (+2) Cha 10 (+3)
    Equipment leather armor, greataxe
    Orc Bloodrager Tactics
    The orc bloodrager charges into battle and spends its action
    point to make an extra attack following its charge attack.
    When it is hit by an adjacent enemy, it uses wounded retaliation.

    Orc Chieftain Level 8 Elite Brute (Leader)
    Medium natural humanoid XP 700
    Initiative +5 Senses Perception +3; low-light vision
    Blood of the Enemy aura 5; bloodied allies in the aura deal an extra
    2 damage with melee attacks.
    HP 216; Bloodied 108; see also warrior’s surge
    AC 22; Fortitude 22, Refl ex 19, Will 21
    Saving Throws +2
    Speed 5 (7 while charging)
    Action Points 1
    Greataxe (standard; at-will) ✦Weapon
    +11 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
    Inspire Ferocity (immediate reaction, when an ally within range
    drops to 0 hit points; recharge ⚄ ⚅ )
    Ranged 10; the ally makes a melee basic attack.
    Warrior’s Surge (standard, usable only while bloodied; encounter)
    ✦ Healing, Weapon
    The orc chieftain makes a melee basic attack and regains 54 hit
    points.
    Alignment Chaotic evil Languages Common, Giant
    Skills Endurance +12, Intimidate +13
    Str 20 (+9) Dex 14 (+6) Wis 12 (+5)
    Con 18 (+8) Int 10 (+4) Cha 19 (+8)
    Equipment chainmail, greataxe
    Orc Chieftain Tactics
    The orc chieftain stays close to its allies so that they can take
    advantage of its blood of the enemy aura and its inspire ferocity
    power.

    and the fluff
    Spoiler
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    Orc Lore
    A character knows the following information with a successful
    Nature check.
    DC 15: Orcs favor hills and mountains, places pocked
    by caverns easily turned into defensible lairs. Bloodthirsty
    marauders and cannibals, orcs venerate Gruumsh and
    thereby delight in slaughter and destruction.
    Orcs don’t build settlements of their own, instead improv-
    ing existing shelters with crude fortifications. They prefer to
    settle in natural caves or structures abandoned by other, more
    skillful races. Orcs can manage simple ironwork and stone-
    work, but they are lazy and grasping, preferring to take by
    force the tools, weapons, and goods other folk make.
    DC 20: Orcs band together into loose tribal associations.
    The strongest individual in a tribe leads as a despotic chief-
    tain. Individual bands within a tribe might wander far from
    their native lands, but they still recognize orcs from the same
    tribe as kin.
    DC 25: Orcs often demonstrate their faith in Gruumsh by
    gouging out one of their eyes and offering it as a sacrifice to
    their one-eyed god.
    According to myth, Corellon shot out Gruumsh’s eye with
    an arrow. For this reason, orcs hold a special hatred for elves
    and eladrin.
    Encounter Groups
    Orc tribes use ogres and trolls as muscle for war and labor.
    They sometimes keep boars, drakes, and other beasts as pets.
    Level 4 Encounter (XP 900)
    ✦ 2 orc raiders (level 3 skirmisher)
    ✦ 2 orc berserkers (level 4 brute)
    ✦ 1 dire boar (level 6 brute)
    Level 6 Encounter (XP 1,350)
    ✦ 1 orc eye of Gruumsh (level 5 controller)
    ✦ 2 orc berserkers (level 4 brute)
    ✦ 4 orc warriors (level 9 minion)
    ✦ 2 dire wolves (level 5 skirmisher)
    Level 9 Encounter (XP 2,150)
    ✦ 1 orc chieftain (level 8 elite brute)
    ✦ 5 orc warriors (level 9 minion)
    ✦ 1 dire boar (level 6 brute)
    ✦ 2 ogre skirmishers (level 8 skirmisher)
    Level 10 Encounter (XP 2,650)
    ✦ 2 orc bloodragers (level 7 elite brute)
    ✦ 1 bloodspike behemoth (level 9 brute)
    ✦ 1 ogre skirmisher (level 8 skirmisher)
    ✦ 1 oni night haunter (level 8 elite controller)


    yeah i love me too.
    Last edited by Charity; 2008-05-09 at 05:28 AM.
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    Default Re: 4e: "Preview for May and Beyond" posted

    I'm "meh" on most things here, and warlord powers are nice but I can't really imagine them in actual (OOC-ly) play, but traps blew my mind off. That's such a revolution, and in a very good sense, I can't wait to use them!
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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by bosssmiley View Post
    @Kurald: I think it's a DC29 check to see that the shiny think is trapped.
    I should hope so, but it explicitly says "DC 29: The character spots the strange gem." (which, we know, is fist-sized and on a pedestal)

    Quote Originally Posted by Rutee View Post
    Now that said, /we already have this/, with Marshal and White Raven Tactics.
    Yeah, but WRT it's a single maneuver in an optional discipline in a single relatively new alternative system rulebook that far from everybody uses; and marshals don't seem to see all that much use period, judged by these forums. What we're getting now is a core class that, from the very beginning relies on doing exactly this pretty much all the time. That's a big difference. You're essentially saying that 1 equal to 100 in that both are non-zero.

    I think it's assumed at some point that your character can opt to be stupid or noncooperative, and that the powers don't work without it.
    But I bet you a beer that it doesn't actually say so anywhere in the player's handbook, and that within a week after the release of 4E the forum will have a flame war about it.
    Guide to the Magus, the Pathfinder Gish class.

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    Default Re: 4e: "Preview for May and Beyond" posted

    Huh. Orcs look a lot higher level than they used to be. I can't say I was expecting that.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

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    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
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    Default Re: 4e: "Preview for May and Beyond" posted

    That's a delicious preview day.

    Nom. Nom. Nom.

    ORCS!

    Last edited by SamTheCleric; 2008-05-09 at 07:14 AM.

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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by Dhavaer View Post
    Huh. Orcs look a lot higher level than they used to be. I can't say I was expecting that.
    Keep in mind that a single level of monster has a much broader range of use now. Assuming a 4 or 5 member party, the Bloodrager (level 7 Elite Brute) could probably be used as a boss encounter as early as 1st or 2nd level (it's worth less than Nightscale, for instance, and that was a defeatable 1st level boss), and remains useful as part of an encounter all the way up to 10th or 11th level without any adjustments.

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    SwashbucklerGuy

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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by Charity View Post
    Who do you love bossman?

    yeah i love me too.
    Cheers old son.

    Hmmm. The 1 HP minion thing looks interesting. Seems to reflect the old cinematic gaming trope of 'one solid hit = mook go *thud*'. As a swashbuckler I approve; the uncredited peons should die in droves beneath the flashing blades of the heroes. It is necessary for our pleasure.

    I really like the Eye of Gruumsh's Deathstrike aura. It gets across the big green berserker feel that Orcs should have when the Eye of He Who Watches is upon them.
    "Me die, but take puny pinkskin with me. Make Mom proud and get seat at top table in Orc Valhalla"

    The mechanics of the Warrior's Surge (make attack, heal self) still seems odd to me though. I know, I know. It's a wholy logical extension of the system based on appropriate tropes and presaged in some of the 3.5 TOB stuff; but I can't get past the image of the Chieftain or Bloodrager stopping mid-fight to whack himself in the head with an axe until he feels better.

    ...

    216hp on an Orc? Whaaaaaaa?!?! I mean, I remember a time when /Demogorgon/ didn't have that many! Truly the ways of this brave new world of 4th Ed. are peculiar.

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    Bugbear in the Playground
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    Default Re: 4e: "Preview for May and Beyond" posted

    I should hope so, but it explicitly says "DC 29: The character spots the strange gem." (which, we know, is fist-sized and on a pedestal)
    That's 'cause it's a Perception check. Spotting the gem is only DC 10, but hearing it is DC 47. They've just averaged the two together.
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    Ogre in the Playground
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    Default Re: 4e: "Preview for May and Beyond" posted

    I think it's very much a hp = morale rather than hp = damage type of thing with 4e.
    Heck HP's have always been a sort of ill defined cocktail of the two anyhow.
    I figure you're not actually scratched until you get to a bloodied state.

    Yeah that eye of grumsh is one nasty nasty orc to have in the backranks of the greenies.
    Quote Originally Posted by Lilly View Post
    I am now going to begin blaming everything that goes wrong on Charity. Just for gits and shiggles. And not even just things on the forums. Summer! Charity!

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    Default Re: 4e: "Preview for May and Beyond" posted

    What do the numbers in brackets behind the six primary stats mean?

    And does anyone know how exactly recharging standard powers with dice works? (Example: the Eye of Gruumsh's Swift Arm of Destruction)

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    Default Re: 4e: "Preview for May and Beyond" posted

    If a Power says Recharge: X, X is the number that you must roll or roll greater than to recharge.

    Recharge 5, Roll a d6 and the power recharges on a 5 or 6.

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    Tingel's Avatar

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    Default Re: 4e: "Preview for May and Beyond" posted

    If that is the case, then why does the Swift Arm of Destruction list 5 and 6? According to your answer the 5 would suffice. Or does the orc need to role two d6, and only if one shows a 6 and the other one shows 5+ the power is recharged?

    Also: When does the orc roll those recharge dice? Does attempting to recharge require an action?
    Last edited by Tingel; 2008-05-09 at 08:27 AM.

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    SamTheCleric's Avatar

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    Default Re: 4e: "Preview for May and Beyond" posted

    I'm not sure of the exact mechanics...

    They may have changed it from listing a number to just listing the die rolls needed (a 5 or a 6)... again, making it clearer.

    You roll for recharge at the start of your turn and it doesn't require an action (as far as I can tell)

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    Troll in the Playground
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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by Tingel View Post
    If that is the case, then why does the Swift Arm of Destruction list 5 and 6? According to your answer the 5 would suffice. Or does the orc need to role two d6, and only if one shows a 6 and the other one shows 5+ the power is recharged?

    Also: When does the orc roll those recharge dice? Does attempting to recharge require an action?
    The 6 is just extra.

    The way I've heard it is that at the end of the monster's turn, it rolls 1d6. Any of its abilities that have a recharge number less than or equal to the number rolled are recharged.

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    Default Re: 4e: "Preview for May and Beyond" posted

    I see. Thanks, Sam and Xefas.

    So does anyone know about those numbers in brackets behind the primary stats?

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    Default Re: 4e: "Preview for May and Beyond" posted

    I can only assume it's the ability modifier. But it doesnt make much sense, cause the CHA 9 has a +2 mod.... so no telling how it works out till I get the book in my hand.
    Last edited by SamTheCleric; 2008-05-09 at 08:38 AM.

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    Default Re: 4e: "Preview for May and Beyond" posted

    Quote Originally Posted by SamTheCleric View Post
    I can only assume it's the ability modifier. But it doesnt make much sense, cause the CHA 9 has a +2 mod.... so no telling how it works out till I get the book in my hand.
    The same CHA also has a +0 bonus on another orc. I believe you get an ability bonus for all stats which scales with level.

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    Ogre in the Playground
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    Default Re: 4e: "Preview for May and Beyond" posted

    All atributes get +1 / 2 levels to apply to ability checks and skills.

    1st 9 = -1
    3rd 9 = 0
    5th 9 = +1
    7th 9 = +2
    9th 9 = +3
    etc
    Also as far as I know minions are 3 levels behind for stat bonuses or some such thing, just to add to the confusion.
    Looky here for as good a reference as I've found
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    Default Re: 4e: "Preview for May and Beyond" posted

    Wait... someone is using Math and Logic against me... must defend... with...

    SLAAD!


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    Default Re: 4e: "Preview for May and Beyond" posted

    Hahahaha. Doesn't apply to damage either, I don't think.

    I have to say, the orc preview is probably the best one we've seen so far. I'm really looking forward to 4e based on this. It'll be a different game, but I don't think it'll be a worse one.

    Just have to rip out the tielfing name page, that's all...

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    Default Re: 4e: "Preview for May and Beyond" posted

    If those are all orcs we'll see, I'm a bit disappointed by the lack of any common orcish "grunt" who isn't 1 HP minion. But I'm not too fond of this "minion" thing in any case except statting out noncombatants attempting to fight anyway. Luckily, they promise it'll be easy to stat out monsters for ourselves.
    Orcish fluff is nothing new really, once more it's a litany of how orcs are Eeevil and therefore worthy of being killed for XP.
    Also, I have a very bad feeling about the "Humans as monsters" article.
    Last edited by Morty; 2008-05-09 at 09:12 AM.
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