Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 3 123 LastLast
Results 1 to 30 of 65
  1. - Top - End - #1
    Dwarf in the Playground
     
    ShadowSiege's Avatar

    Join Date
    Oct 2007
    Location
    Kent, WA
    Gender
    Male

    Default 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Original articles: You and Your Magic Items, The Quest's the Thing, and Shadar-kai Art Preview

    Magic Items article:
    Spoiler
    Show
    Excerpts: You and Your Magic Items
    4th Edition Player's Handbook

    In today’s preview, we asked Andy Collins to reveal a bit more about the role your magic items play in 4th Edition. Then we present three such items for your characters to quest after!

    We’ve been saying for a long time that we wanted magic items in 4th Edition to take up a smaller portion of a typical character’s array of options than in previous editions. The primary method used to accomplish this was to expand the average character’s class- and race-based power options. Even if a 4th Edition PC carried around the same array of gear as his 3rd Edition counterpart, you could still honestly say that those items were a smaller percentage of his options than before.

    However, that semantic flourish wouldn’t really change the perception among many players that the average character simply had to carry around too many items to keep up with the foes he faced. Between six different stat-boosting items and at least three AC-boosting items (four counting shields), the typical player character faced an enormous drain on resources simply to stay competitive with the enemy. Something needed to change.

    In 4th Edition, only three magic items are important for your attacks and defenses to keep up with the escalating power of the monsters you face. These are your weapon, your armor, and your amulet or cloak (also known as your neck-slot item). Together, they enhance your attack rolls, damage rolls, and all four of your defense scores.

    The game assumes that the “plus” of each of these three items follows the normal enhancement curve of items in the game: +1 from 1st to 5th level, +2 from 6th to 10th, and on up to +6 from 26th to 30th. Many (perhaps even most) characters will have at least one item slightly ahead or behind this curve, but if you’re more than a couple of points ahead of or behind the expected progression, you may find your foes notably less (or more) challenging than normal.

    Beyond those three key items, characters are free to accessorize in whatever manner they prefer. If you like to carry only the choicest items, picking and choosing the most powerful pieces of equipment that you can find or afford, that’s a reasonable plan. In fact, you could reasonably survive with just a good weapon, a good suit of armor, and a good neck-slot item.

    On the other hand, if you prefer to wield a larger array of lower-powered magic items, that’s OK too… with some caveats. Most items are tied to body slots, so there’s a built-in limit to the sheer quantity of items most characters can easily tote around. In addition, each character can only activate a few different magic item powers in a given day, so the guy who brings a loaded pack full of flashy items doesn’t get as much bang for his buck. Again, your class powers should be the main focus of your character, not the precious little trinkets you swiped from cave-dwelling fiends.
    --Andy Collins




    As you gain levels, the mundane equipment you purchased as a starting character becomes less important; it’s overshadowed by the magic items you acquire on your adventures. Magic armor that can cloak you in shadow, magic weapons that burst into flame, magic rings that turn you invisible, or Ioun stones that orbit your head to grant you great capabilities—these items enhance and supplement the powers you gain from your class and enhance your attacks and defenses.

    Magic items have levels, just as characters, powers, and monsters do. An item’s level is a general measure of its power and translates to the average level of character using that item. In practice, your character will end up with some items that are three or four levels above your level and others that are several levels below. There’s no restriction on using or acquiring items based on their level, except that you can’t use the Enchant Magic Item ritual (page 304 of the Player's Handbook) to create an item above your level. If, for some reason, your 10th-level character finds a 20th-level magic sword, you can use it to full effect.

    You can sometimes buy magic items just as you can mundane equipment. It’s rare to find a shop or a bazaar that routinely sells magic items, except perhaps the lowest-level items. Some fantastic places, such as the legendary City of Brass in the heart of the Elemental Chaos, have such markets, but those are the exception rather than the rule. Your DM might say that you can track down a seller for the item you want to buy or that you might have to do some searching, but in general you can buy any item you can afford.

    You can also use the Enchant Magic Item ritual to create an item of your level or lower. In terms of the economic transaction, creating an item is the same as buying it: You spend money equal to the market price of the item and acquire the item. Some DMs prefer to have characters enchant their own items rather than buy them, particularly for more powerful items.

    As you adventure, you’ll come across magic items as part of the treasure you acquire. Often, these are magic items much higher than your level—items you can’t enchant and can’t easily afford to buy. Ideally, these are items that someone in your party can use effectively, which makes them very rewarding treasure.

    If you find a magic item you don’t want to keep, or you find an item that replaces an item you already have, you might end up either selling the item or disenchanting it (with the Disenchant Magic Item ritual; see page 304 of the Player's Handbook). This isn’t a favorable transaction for you—the sale price of a magic item, or the value of residuum you get from disenchanting it, is only one-fifth the normal price of the item. That means selling an item gives you enough money or residuum to buy or enchant an item that’s five levels lower than the original item.
    Identifying Magic Items

    Most of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you discover what the item is and what it does. You can identify one magic item per short rest.

    Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item.
    Prices

    The purchase price of a permanent magic item depends on its level, as shown on the table below. The purchase price of a consumable item (such as a potion or an elixir) is much lower than the price of a permanent item of the same level. The sale price of a magic item (the amount a PC gets from either selling or disenchanting an item) is one-fifth of the purchase price.

    Prices shown are the base market price for the items. The actual cost to purchase a magic item depends on supply and demand and might be 10 to 40 percent more than the base market price.

    Magic Item Prices (first 10 levels)
    Item Level Purchase Price (gp) Sale Price (gp)*
    1 360 72
    2 520 104
    3 680 136
    4 840 168
    5 1,000 200
    6 1,800 360
    7 2,600 520
    8 3,400 680
    9 4,200 840
    10 5,000 1,000

    * Or equivalent gold piece value of residuum acquired from disenchanting an item
    Magic Item Categories

    Magic items fall into seven broad categories: armor, weapons, implements, clothing, rings, wondrous items, and potions. Items in a particular category have similar effects—all magic weapons give you bonuses when you attack with them, and all magic boots have powers relating to movement. Aside from those broad generalities, though, magic items possess a wide variety of powers and properties.

    Within the broad category of clothing, items are grouped by kind of clothing—whether you wear the item on your head or your feet, for example. These are called item slots, and they provide a practical limit to the number of magic items you can wear and use. You can benefit from only one magic item that you wear in your arms slot even if, practically speaking, you can wear bracers and carry a shield at the same time. You benefit from the item you put on first; any other item you put in the same item slot doesn’t function for you until you take off the first item. Sometimes there are physical limitations as well—you can’t wear two helms at the same time.

    Wondrous items include a variety of useful tools, from a bag of holding to a flying carpet. Each item’s description indicates how a character accesses its effects.

    All magic armor gives you an enhancement bonus to your Armor Class. All magic weapons and implements give you an enhancement bonus to your attack rolls and damage rolls when you use them to make an attack. All magic cloaks, amulets, and other neck slot items give you an enhancement bonus to your Fortitude, Reflex, and Will defenses. Other magic items don’t generally give you bonuses to these numerical statistics, though there are some exceptions.

    Flaming Weapon
    Level 5+
    You can will this weapon to burst into flame.
    Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
    Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
    Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
    Weapon: Any
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 fire damage per plus
    Power (At-Will Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
    Power (Daily Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
    Level 15 or 20: 2d6 fire damage and ongoing 10 fire damage.
    Level 25 or 30: 3d6 fire damage and ongoing 15 fire damage.

    Phasing Weapon
    Level 14+
    This weapon’s projectiles phase in and out of reality when fired, slipping through cover as if it weren’t there.
    Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
    Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
    Weapon: Any ranged
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 damage per plus
    Property: Your ranged attacks with the weapon ignore the penalty to attack rolls for cover or superior cover.

    Holy Avenger
    Level 25+
    The most prized weapon of any paladin.
    Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
    Weapon: Axe, Hammer, Heavy Blade
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 radiant damage per plus, and you can spend a healing surge
    Property: A holy avenger deals an extra 1d10 radiant damage when the power you use to make the attack has the radiant keyword.
    Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
    Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.



    Quest article:
    Spoiler
    Show

    Excerpts: The Quest’s the Thing
    4th Edition Dungeon Master's Guide

    Earlier, we looked at the quest rewards, but what of the quests themselves? In today’s preview, R&D’s Stephen Radney-MacFarland explains the philosophy behind Quest XP… and why every character will want to earn some!

    Everyone knows that in Dungeons & Dragons you earn experience points to gain levels. Heck, even people who have never played D&D know this— it’s become so ingrained in the pop-culture idea of the game and its mechanic has replicated itself with great frequency into the realm of digital games. But just how you gain XP has evolved since the game’s inception, and with 4th Edition it’s continued to evolve. One of the biggest evolutions in 4th Edition D&D is the inclusion of quest XP rewards.

    Now, I can hear the old timers quibble: “Come on, Stephen, quest XP is nothing new, I’ve been doing it for years.” And if you quibble thusly, you’d be right. Almost every D&D campaign out there grants a bit of bonus XP for completing story objectives, and this has been going since the first time a gamer lifted a d20 and stared at it in glossy-eyed wonder. The big difference between 4th Edition and older D&D editions is that we designed it into the game; it’s not just an afterthought, an ad hoc idea, or a suggested house rule. We actually took into account that people already do this, then gave better guidelines on how to do it well, and crafted the numbers behind character advancement with quests in mind.

    Dungeons & Dragons is both a combat game and a storytelling game. Fighting foul beasts and despicable villains is fun. The grand majority of pages in our rulebooks give you the means and the toys you need to play that part of the game. Storytelling by its nature is more fluid, more natural; it has few (if any) hard and fast rules, but many guidelines and points of advice. While D&D abounds with levels, powers, shifts, opportunity attacks, effects that push, ongoing damage, and grabs, it also features heroes (or, soft-hearted scoundrels) who take chances to achieve goals that we can only dream of doing and in ways that are only as boundless as our imagination. It’s purely in the realm of action adventure. And when action and story fuse perfectly, it’s gaming ambrosia—the perfect way to spend an afternoon with friends.

    Quest XP, and the idea of quests as benchmarks for rewards in a larger sense (the story chapter ends where characters gain a pile of rewards in the form of XP, treasure, favors, titles, castles, whatever) is a rare, evocative, satisfying, and natural way for those two aspects of the game to talk to one another directly.

    Quests also serve as the DM’s dangling carrot. Not only do they say “fun lies this way,” now they also point to rewards with some amount of transparency. People like to have an idea of the rewards they will get for tasks… or at least the minimum rewards. Your players are no different. Quests are a way in which they’ll have a basic idea of the minimum rewards for what they do, and they’ll appreciate it. You’ll find this very handy if you create a more sandbox approach to quests. Throw a few of them out there, and see which ones they bite at. Using quests in this manner allows you to make your world seem larger than it really is, and let your players make more choices for their characters, encouraging them to invest themselves even further in your creation.
    XP Evolutionary Dead Ends

    Quest XP is one of the newest evolutions in how PCs gain experience in D&D, but it didn’t get to this point without some other experience point ideas dying off. Let’s take a quick look at three XP evolutionary dead ends that got us where we are today.

    Treasure Worth = XP

    Isn’t treasure supposed to be its own reward? The problem in early D&D is that it wasn’t. In fact you couldn’t do a whole lot with treasure except for accumulate it and gain XP from it. That’s right; you gained XP just for picking up a gold piece. To be fair, how much you gained was based on how much challenge the treasure’s guardian represented, but a simpler method is to place the challenge XP fully in the guardian (in 4th Edition, this means the monsters, traps, hazards, or skill challenge) and let wealth be the reward wealth is by its very nature—purchasing power.

    The Teeny, Tiny, Micro Story Reward

    Back in my early days of the RPGA (2nd Edition AD&D), we used to get “story rewards” for the craziest things. Did you talk to the mayor? Gain 10 XP! Did you pick the flower that the mayor told you not to pick? 15 XP! Did you buy a pickle from the vendor on the Avenue of Swords? 25 XP! These story rewards were so pointless, small, and absolutely endemic that you would spend large chunks of the adventure talking to everyone you could just so you would get them all. These ideas were prevalent in a period of time where writers wanted to write wacky guess-what-the-writer-is-thinking stories, not sword and sorcery action stories, and pulled the PCs along a long line of encounters as “helpful” benchmarks. The problem was that it didn’t feel like D&D. This was especially true when you played through adventures based on the lyrics of 70’s pop songs or adventure where you got to play characters that were magic items, children, or furniture (I’m not joking).

    The Roleplaying Reward

    I’ve seen a lot of games (both in early RPGA and home games) that gave XP for good roleplaying. By good roleplaying do I mean the quality of your character acting? The problem with the roleplaying reward is this: You’re almost always going to give out the maximum to everyone at the table. Why? Because telling someone that they didn’t do a good job of roleplaying in a game where everyone is there to have fun seems overly judgmental, can create hurt feelings, and is… well… just downright crappy. It’s also so very meta and arbitrary that it begs questions about other forms of bonus XP. Why not give similar bonus XP for rule knowledge? Playing well with others? Bringing the most snacks?
    --Stephen Radney-MacFarland




    Quests are the fundamental story framework of an adventure—the reason the characters want to participate in it. They’re the reason an adventure exists, and they indicate what the characters need to do to solve the situation the adventure presents.

    The simplest adventures revolve around a single quest, usually one that gives everyone in the party a motivation to pursue it. More complex adventures involve multiple quests, including quests related to individual characters’ goals or quests that conflict with each other, presenting characters with interesting choices about which goals to pursue.
    Using Basic Quest Seeds

    When you’re devising a simple adventure, one to three basic seeds are enough to get you started. A classic dungeon adventure uses three: The characters set out to explore a dangerous place, defeat the monsters inside, and take the treasure they find. One simple quest can be enough, such as a quest to slay a dragon.

    You can combine any number of basic seeds to create a more multifaceted adventure. The more seeds you throw in the mix, the more intricate your adventure will be. You might add timing elements to one or more of the seeds to create more depth in your adventure.

    Once you have your seed or seeds, you can start getting specific. Go back and answer the questions in “Components of an Adventure” on page 100, keeping your quest seeds in mind. Again, you don’t need to follow any particular order. You might come up with a set of monsters you want to use first, you might invent a cool place or item, or you might choose a seed or three. You can then use Chapter 4 and the “Adventure Setting” section of this chapter to help flesh out your adventure.
    Major Quests

    Major quests define the fundamental reasons that characters are involved. They are the central goals of an adventure. A single major quest is enough to define an adventure, but a complex adventure might involve a number of different quests. A major quest should be important to every member of the party, and completing it should define success in the adventure. Achieving a major quest usually means either that the adventure is over, or that the characters have successfully completed a major chapter in the unfolding plot.

    Don’t be shy about letting the players know what their quests are. Give the players an obvious goal, possibly a known villain to go after, and a clear course to get to their destination. That avoids searching for the fun—aimless wandering, arguing about trivial choices, and staring across the table because the players don’t know what to do next. You can fiddle with using another secret villain or other less obvious courses, but one obvious path for adventure that is not wrong or fake should exist. You can count on the unpredictability of player actions to keep things interesting even in the simplest of adventure plots.

    Thinking in terms of quests helps focus the adventure solidly where it belongs: on the player characters. An adventure isn’t something that can unfold without their involvement. A plot or an event can unfold without the characters’ involvement, but not an adventure. An adventure begins when the characters get involved, when they have a reason to participate and a goal to accomplish. Quests give them that.
    Minor Quests

    Minor quests are the subplots of an adventure, complications or wrinkles in the overall story. The characters might complete them along the way toward finishing a major quest, or they might tie up the loose ends of minor quests after they’ve finished the major quest.

    Often, minor quests matter primarily to a particular character or perhaps a subset of the party. Such quests might be related to a character’s background, a player goal, or the ongoing events in the campaign relevant to one or more characters. These quests still matter to the party overall. This game is a cooperative game, and everyone shares the rewards for completing a quest. Just make sure that the whole group has fun completing minor quests tied to a single character.

    Sometimes minor quests come up as sidelines to the main plot of the adventure. For example, say the characters learn in town that a prisoner has escaped from the local jail. That has nothing to do with the main quest. It pales in importance next to the hobgoblin raids that have been plundering caravans and seizing people for slaves. However, when the characters find and free some of the hobgoblins’ slaves, the escaped prisoner is among them. Do they make sure he gets back to the jail? Do they accept his promise to go straight—and his offer of a treasure map—and let him go free? Do they believe his protestations of innocence and try to help him find the real criminal? Any of these goals can launch a side quest, but clearly the characters can’t pursue all of them. This situation gives them the opportunity to roleplay and make interesting choices, adding richness and depth to the game.

    Be sure to return Monday for a look at minions!


    I haven't read em yet, but I'll make the super easy prediction of some people comparing what they see to video games/MOREPIGs/WoW (Golden Question Marks!), others will just hate it all, others will blindingly love it all, and a whole spectrum between.
    Last edited by ShadowSiege; 2008-05-15 at 11:57 PM. Reason: Cleaned up the Magic Items article for readability
    "Where we have strong emotions we are liable to fool ourselves." -Carl Sagan

    Super sweet Gordon "The One Free Man" Freeman avatar by Elvaris

  2. - Top - End - #2
    Banned
     
    AssassinGuy

    Join Date
    Aug 2007
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Besides having Ivy's sword, man, those Shadar-Kai look pretty sweet.

  3. - Top - End - #3
    Banned
     
    Rutee's Avatar

    Join Date
    Oct 2007
    Gender
    Female

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    So only 3 items matter, and the rest are trinkets?

    ...I disbelieve, but we shall see. That'd be a nice way to go though.

  4. - Top - End - #4
    Ettin in the Playground
     
    Sstoopidtallkid's Avatar

    Join Date
    Nov 2007
    Location
    Texas...for now
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Yeah, the Punch-daggers are cool, so is the Falchion, and that Arcanist is hot, and IS THAT A SPIKED CHAIN?!? SERIOUSLY? After every objection everyone made, they still put it in 4.x. Ah, WotC, do you NOT LEARN?
    [/sarcasm]
    FAQ is not RAW!
    Avatar by the incredible CrimsonAngel.
    Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
    I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.

  5. - Top - End - #5
    Ettin in the Playground
     
    Rockphed's Avatar

    Join Date
    Nov 2006
    Location
    Near Giant Graffiti.
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    I don't feel like reading the whole Quests thing right now, but it looks helpful for new DMs.

    And a limit on how many Magic Items you can use in a day? Interesting...
    Quote Originally Posted by Wardog View Post
    Rockphed said it well.
    Quote Originally Posted by Sam Starfall
    When your pants are full of crickets, you don't need mnemonics.
    Dragontar by Serpentine.

    Now offering unsolicited advice.

  6. - Top - End - #6
    Dwarf in the Playground
     
    ShadowSiege's Avatar

    Join Date
    Oct 2007
    Location
    Kent, WA
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Rockphed View Post
    I don't feel like reading the whole Quests thing right now, but it looks helpful for new DMs.

    And a limit on how many Magic Items you can use in a day? Interesting...
    The quest article also mentioned quest seeds, which look to be a help for even experienced DMs that are dealing with a writer's block, but it's dependent upon just how many quest seeds there are. It can't help but be an improvement on 3e's "100 random quest ideas!"
    "Where we have strong emotions we are liable to fool ourselves." -Carl Sagan

    Super sweet Gordon "The One Free Man" Freeman avatar by Elvaris

  7. - Top - End - #7
    Firbolg in the Playground
     
    Draz74's Avatar

    Join Date
    Aug 2006
    Location
    Utah
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    The quest-article picture of the red queen on her throne looks like it comes from WoW!

    Just kidding.

    Although I did take one look at that picture and think that it looked like it was a screenshot of a video game. But not WoW, some other MMO perhaps. (Guild Wars or EverQuest 2?) Blizzard's style is more cartoony.

    I was actually relatively pleased with the magic items article. For one thing, it looks like magic items can actually scale, in a way that perhaps will make it easy to house-rule Legacy Items systems (so you don't throw away your beloved Level 7 weapon when you find a Level 10 weapon that's more powerful ... you wait for your Level 7 weapon to upgrade itself to Level 12 instead!)

    Quests were meh. Not enough specifics to make it an interesting excerpt.

    As for the Shadar-Kai ... and people thought Tieflings were the angsty anti-hero race? Well, I guess you have to have goths to go with your emos.
    Last edited by Draz74; 2008-05-16 at 12:17 AM.
    You can call me Draz.
    Trophies:
    Spoiler
    Show

    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Dumbledore lives's Avatar

    Join Date
    Oct 2006
    Location
    Hamilton, New Zealand
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Wow, the dwarf in the second picture in the quest link has a Huuuuuuge beard. Seems better system though, less reliance on magic items hopefully.
    Avatar by Diabhan
    Shapperdash, movie reviews amongst other things.
    Natural 1, a tale of critical failures
    Spoiler
    Show

    Quote Originally Posted by Aquillion View Post
    If you're ever in a situation where you can't survive, go for the broke and fill all of creation with chickens. Just imagine the reaction of people halfway around the world when every square inch of space in their world is suddenly and completely full of chickens.
    Homebrew
    1st in Iron Chef XXXIV with a Warforged bard

  9. - Top - End - #9
    Bugbear in the Playground
    Join Date
    Nov 2007

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    As for the Shadar-kai arcanist...


    HAIR DOES NOT WORK THAT WAY!


    Ahem. The magic items article looks good. In fact, I'm glad to see 4e moving in a direction farther away from WoW than 3.5 was--reliance on your own abilities, rather than turning yourself into a minature Mech.

    Low-magic setting lovers, rejoice.

  10. - Top - End - #10
    Ettin in the Playground
     
    Sstoopidtallkid's Avatar

    Join Date
    Nov 2007
    Location
    Texas...for now
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Chronicled View Post
    As for the Shadar-kai arcanist...

    [morbo]
    HAIR DOES NOT WORK THAT WAY!


    Ahem. The magic items article looks good. In fact, I'm glad to see 4e moving in a direction farther away from WoW than 3.5 was--reliance on your own abilities, rather than turning yourself into a minature Mech.

    Low-magic setting lovers, rejoice.
    I'm honestly still trying to understand how they still have the Spiked Chain. I mean, I doubt anyone considers it a viable weapon against armor IRL, but WotC made it appear again in the new edition. Why. Is there any justification for that? They're trashing Gnomes, but they can't trash one of the dumbest weapons out there? This is the sort of thing that makes me doubt 4.0, no matter what previews say.
    [/sarcasm]
    FAQ is not RAW!
    Avatar by the incredible CrimsonAngel.
    Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
    I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.

  11. - Top - End - #11
    Banned
     
    Rutee's Avatar

    Join Date
    Oct 2007
    Gender
    Female

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    I'm honestly still trying to understand how they still have the Spiked Chain. I mean, I doubt anyone considers it a viable weapon against armor IRL, but WotC made it appear again in the new edition. Why. Is there any justification for that? They're trashing Gnomes, but they can't trash one of the dumbest weapons out there? This is the sort of thing that makes me doubt 4.0, no matter what previews say.
    ...Because it looks cool? God forbid that the heroic fantasy game /doesn't overly concern itself with realism/.
    Last edited by Rutee; 2008-05-16 at 12:37 AM.

  12. - Top - End - #12
    Barbarian in the Playground
    Join Date
    Mar 2006
    Location
    The Philippines
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Yep, looks like they toned down the magic items. But get this: 1/day, you can set someone on fire.

    Set. Someone. On. Fire.



    Also, nice cloak there, tiefling.
    sorry to:
    -neophyte's game
    -gladiator players
    -tlotb readers
    -irc 4e game dudes
    -tooth and claw

    apologies for flaking out of all that stuff

  13. - Top - End - #13
    Dwarf in the Playground
     
    ShadowSiege's Avatar

    Join Date
    Oct 2007
    Location
    Kent, WA
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Draz74 View Post
    As for the Shadar-Kai ... and people thought Tieflings were the angsty anti-hero race? Well, I guess you have to have goths to go with your emos.
    The Shadar-kai live on the Shadowfel (Shadow Plane if you must insist on Great Wheel cosmology). Not a whole lot of fun and happiness in the realm of the dead. Also, they're more the BDSM crowd, IIRC it is because they believe if they don't feel anything then they'll stop existing. Or something.

    Quote Originally Posted by Sstoopidtallkid
    I'm honestly still trying to understand how they still have the Spiked Chain. I mean, I doubt anyone considers it a viable weapon against armor IRL, but WotC made it appear again in the new edition. Why. Is there any justification for that? They're trashing Gnomes, but they can't trash one of the dumbest weapons out there? This is the sort of thing that makes me doubt 4.0, no matter what previews say.
    The drawing makes me think it is more like a whip made out of razor wire. Certainly not a spiked chain. And yes, I can justify it: Wrap that sucker around someone's limb and draw it tight. Choo-choo! The Pain-chain train's a comin' :p
    "Where we have strong emotions we are liable to fool ourselves." -Carl Sagan

    Super sweet Gordon "The One Free Man" Freeman avatar by Elvaris

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Mar 2007
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    I really like the magic items article. Particularly the Holy Avenger. It's like a Paladin's best friend all over again. And now I want to play a paladin so I can use a Holy Avenger.

    As for the quest article, well that's good. I'm really more excited about the magic items.

  15. - Top - End - #15
    Barbarian in the Playground
    Join Date
    Mar 2006
    Location
    The Philippines
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Have you seen the Shadar-kai chainfighter, though. Dance of Death is frikkin' sweet. Sweet enough to outbalance the ridiculousness of the spiked chain.
    sorry to:
    -neophyte's game
    -gladiator players
    -tlotb readers
    -irc 4e game dudes
    -tooth and claw

    apologies for flaking out of all that stuff

  16. - Top - End - #16
    Bugbear in the Playground
    Join Date
    Jan 2007

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Sstoopidtallkid View Post
    Yeah, the Punch-daggers are cool, so is the Falchion, and that Arcanist is hot, and IS THAT A SPIKED CHAIN?!? SERIOUSLY? After every objection everyone made, they still put it in 4.x. Ah, WotC, do you NOT LEARN?
    Well, the spiked chain is kind of the Shadar-Kai weapon of choice; if they removed it they would be unnecessarily changing the fluff (oh noes!). Look at it this way: the Githyanki have those weird mercury-swords, but you don't see them in the Arms and Equipment chapter of the Player's Handbook...
    Diamond Mind avatar provided by Abardam.

  17. - Top - End - #17
    Halfling in the Playground
     
    Morandir Nailo's Avatar

    Join Date
    May 2008
    Location
    Stygia

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Rutee View Post
    ...Because it looks cool? God forbid that the heroic fantasy game /doesn't overly concern itself with realism/.
    I couldn't agree more. Same goes for the dire flail. It would also go for sword-chucks, should someone decide to actually stat them out and use them. Looking cool is more important than replicating the real world.

    Back on topic, I also like the new magic items. I've always hated the "christmas tree effect" and I think it's great that all items have powers that are more than just a numerical bonus. I also love the new enchantment/disenchantment system, as it allows me to completely ignore the previous article about treasure (i.e. "PCs will never encounter magic items beneath their notice"). I can give my NPCs whatever gear they need, and if the PCs don't want/need it, they can just suck the magic out of it. I keep my verisimilitude and the PCs get their reward. Everybody wins!

    Mor
    Avatar by Haruki-kun

    The tests say...
    I am a Black Dragon. I am a d8: deep, dark and cynical. I am a NE Human Necromancer, follower of Velsharoon.
    Stats: Str 12/Dex 11/Con 11/Int 14/Wis 16/Cha 15.

    In memoriam E. Gary Gygax 1938-2008, and Dave Arneson 1947-2009. We are forever in your debt.

  18. - Top - End - #18
    Dwarf in the Playground
     
    OrcBarbarianGuy

    Join Date
    Nov 2005
    Location
    Australia, mate :P

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    these "preveiws" were a little bit of a cop out, they didn't tell us anything new aside from seeing a few really nice weapon enchantments. both magic items and quest XP were covered in the rewards article last week.

    that said the new magic weapons are awsome. arrows that shoot through cover, a holy avenger than counts as a holy symbol. if moradin makes it into 4e pantheon i will have a dwarf cleric just to have a hammer as a holy symbol.

  19. - Top - End - #19
    Orc in the Playground
     
    Timberboar's Avatar

    Join Date
    May 2007

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Looks more like a razorwhip than a spiked chain to me.

    Anyway, it could be worse.

    Exhibit A: http://starwars.wikia.com/wiki/Lightwhip
    Last edited by Timberboar; 2008-05-16 at 01:19 AM.
    I'm a sylph!

    Spoiler
    Show
    Thanks to Lindorm for the avatar!

  20. - Top - End - #20
    Orc in the Playground
     
    F.H. Zebedee's Avatar

    Join Date
    Oct 2006
    Location
    Syracuse, NY
    Gender
    Male

    wink Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    On the Shadar-Kai... Anybody else think "Zuko in drag"?
    Click the spoiler tag for a link to my forums!
    Spoiler
    Show

    Please visit my forums! We've got a great community and a lot of excellent free form RPing!

    Thanks to DrKarling for the awesome avatar!

  21. - Top - End - #21
    Banned
     
    AssassinGuy

    Join Date
    Aug 2007
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by F.H. Zebedee View Post
    On the Shadar-Kai... Anybody else think "Zuko in drag"?
    *google*

    No... because we're not all obsessed with animu.

  22. - Top - End - #22
    Banned
     
    Rutee's Avatar

    Join Date
    Oct 2007
    Gender
    Female

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Oh you British and your deadpan humor. Either that or I need my Infinity Plus One Herring.

  23. - Top - End - #23
    Titan in the Playground
     
    Quellian-dyrae's Avatar

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    So glad to see that they finally decided to put an end to ridiculously expensive and time consuming Identify spells.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  24. - Top - End - #24
    Dwarf in the Playground
     
    ShadowSiege's Avatar

    Join Date
    Oct 2007
    Location
    Kent, WA
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Quellian-dyrae View Post
    So glad to see that they finally decided to put an end to ridiculously expensive and time consuming Identify spells.
    Indeed. Analyze Dweomer took care of the identification process at higher levels, but was still a necessity.
    "Where we have strong emotions we are liable to fool ourselves." -Carl Sagan

    Super sweet Gordon "The One Free Man" Freeman avatar by Elvaris

  25. - Top - End - #25
    Ogre in the Playground
    Join Date
    Mar 2007
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    I'm not sure what I consider more meta-game. Knowing what an item does off hand, or having a spell tell you mechanics...

  26. - Top - End - #26
    Banned
     
    SwashbucklerGuy

    Join Date
    Nov 2005
    Location
    Flawse Fell, Geordieland

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Rutee View Post
    So only 3 items matter, and the rest are trinkets?

    ...I disbelieve, but we shall see. That'd be a nice way to go though.
    I think it's a case of only three items now affect your To Hit/AC scores. Which is a definite improvement on the D&D3's dozen or so bonus types (enhancement, insight, sacred, dodge, etc...) pushed characters into crazytown.

    Between that and level appropriate items the magic loot seems a case of 'so far so K/Frank "Book of Gears" then'.

    Quest XP - nothing that wasn't unexpected. A way of incentivising with the XP carrot rather than the railroading stick is always welcome. Although it does run the risk of quest logs and players asking about whether a character looks like he has a floating speech bubble...

    Shadar-Kai - that's Shadar-Kai spelt "D-R-O-W". How else do you typify their 'cooler than thou' aesthetic and mythos than Drow 2.0? Pure fanboi-bait.

  27. - Top - End - #27
    Bugbear in the Playground
    Join Date
    Jan 2007

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Starsinger View Post
    I'm not sure what I consider more meta-game. Knowing what an item does off hand ...
    That's not exactly what the post says, but I take your point. What they have isn't too bad, but it does have some glaring flaws. For example, I don't see how you could discover a sword's otyugh-bane property by messing with it for a few minutes unless the previous owner was nice enough to scratch little pictures of all his otyugh kills on the hilt or something. And I wouldn't really want to try my luck at identifying an arrow whose magical property is that it explodes violently when fired.
    ... or having a spell tell you mechanics...
    First off, I don't know what you're referring to here. Second... meh, tired, will respond intelligently in ten hours if by some bizarre fluke no one else has yet made my point better than I ever could.
    Diamond Mind avatar provided by Abardam.

  28. - Top - End - #28
    Ogre in the Playground
    Join Date
    Mar 2007
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Inyssius Tor View Post
    First off, I don't know what you're referring to here. Second... meh, tired, will respond intelligently in ten hours if by some bizarre fluke no one else has yet made my point better than I ever could.
    That's how Identify works in 3.5 isn't it? You cast the spell for an hour and you find out that you have a +3 Flaming Longsword.

  29. - Top - End - #29

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Anyone noticed that buying is basically the same as crafting the items, and that selling them is the same as enchanting? Or did I miss something?

    Also, still no proof that a character can make a weapon get stronger just because he levels up. There are just 6 versions of the same weapon, each one with a bigger price, just like gloves of deterity +2/+4/+6 in 3e.

  30. - Top - End - #30
    Firbolg in the Playground
     
    Mewtarthio's Avatar

    Join Date
    Oct 2006
    Gender
    Male

    Default Re: 4e Excerpts: Magic Items, Quests, and Shadar-kai

    Quote Originally Posted by Inyssius Tor View Post
    That's not exactly what the post says, but I take your point. What they have isn't too bad, but it does have some glaring flaws. For example, I don't see how you could discover a sword's otyugh-bane property by messing with it for a few minutes unless the previous owner was nice enough to scratch little pictures of all his otyugh kills on the hilt or something. And I wouldn't really want to try my luck at identifying an arrow whose magical property is that it explodes violently when fired.
    Perhaps magic items form a special link with their current owners that lets them activate the powers properly (you'll note there are no more command words), so anyone who fiddles with the item for a few minutes might simply just know what it does.

    Granted, the +5 fountain pen of venomous assassination in the vizier's chamber shouldn't reveal itself to anyone trying to borrow a writing implement, but that might fall under the "Some magic items might be a bit harder to identify" clause, having been expressly designed to avoid this flaw.
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •