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Paladin Smites

Smite -- since before 900 CE this word or some very similar Old or Middle English ancestor has meant, "That's going to leave a mark." In the first two editions of Dungeons & Dragons, smite was merely an interesting word used by folks laying down the smack. In my formative gaming years, a player of mine named Erol used to call his halfling paladin's reversed cure light wounds, smites. (Actually he was just a post-Unearthed Arcana fighter/cleric, but he called the character a paladin -- I was not farsighted enough just to let him play a paladin.) I think he just liked yelling "I smite the foul beast!" in that annoying high-pitched kid voice he used to play Sir Lore. (Yes, that's Erol's own name spelled backward in true high-Gygaxian fashion).

With the release of 3rd Edition, Erol's wildest dreams came true. Not only were halflings allowed to be true paladins, smite officially entered the paladin's toolbox. Sure, it was once a day. Sure, it wasn't nearly as good as you wanted it to be sometimes, but smites were promoted from verb to mechanic.

In 4th Edition, D&D smites really come into their own. Now a subset of the paladin's renewable (read, encounter-recharge) powers, smites allow a paladin to deliver a powerful blow with the character's weapon of choice, while layering on some divine effect (and I mean that in both meanings of the word) on allies or enemies. A divine defender, much of the paladin's smites are all about kicking the crap out of those they find anathema while ensuring that foes who want to hurt enemies have a harder time at it. Take, as exhibit one, safeguard smite:

Safeguard Smite
Paladin 1
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

This basic, entry-level smite has all the things a growing paladin needs to fulfill its role and lay down some hurt. A Charisma attack against the target's Armor Class, safeguard smite deals double her base weapon's damage plus her Charisma modifier in damage (paladins are a force of personality, after all), and grants a quick boost to an ally in trouble (including, in a pinch, the paladin herself). And there you have it. Your first smite -- simple, serviceable, and fun.

As your paladin progresses as a defender of the faith, smites, like all of your abilities, grow in power and utility. But unlike its defender cousin, the fighter, a paladin is more than just the guy who kicks butt and makes sure enemies focus (or want to focus) on him. Paladins have always been able to heal in some way and the 4th Edition variety is no different. Though this splash of leader flavor into the paladin's defender role comes in many forms, one of the more active and interesting ways that your paladin can come to the aid of a companion while fighting is our second example of a smite:

Renewing Smite
Paladin 13
Encounter • Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha damage and ally within 5 heals 10 + your Wisdom modifier damage.

You'll no doubt see the pattern between these two smites. They mix a fair portion of damage (scaled up by level, but not necessarily the amount of dice) while giving an ally a much needed boost of hit points at the most opportune moments. Selfish paladins (typically those who serve more self-centered gods or just the occasional egoist who venerates Pelor) can even heal themselves with the strike, as you're considered your own ally unless the effect of a power states otherwise.

Let's move on to smites that inhabit the levels over 20. Binding smite is another flavor of defender smite -- and as its high level demands, does the defender job more effectively, and thus more powerfully than the simple safeguard smite does.

Binding Smite
Paladin 27
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2x[W] + Wis damage and target cannot gain line of effect to anyone but you until the end of your next turn.

In binding smite you can see an example of how the effect of a smite goes up with level, while the numbers in their base form seem similar when not taking into account the accuracy and damage boosts that merely gaining levels (and having better weapons) affords. It just gets … well, better. Heck, it's epic, after all, so it has to be good, and you don't have to have 4th Edition books in front of you to realize line of effect denial is good. When you're fighting balor, ancient blue dragons, and sorrowsworn, it had better be good -- those critters don't fool around!

There you have it; just a small taste of what your paladin smites will look like in 4th Edition. While I have lost touch with Erol over the years, I hope that come this summer, somewhere out there, Sir Lore will return – a halfling with a high-pitched voice, yelling, "I smite thee, foul miscreant." I imagine his DM will just wince and sigh, just like I did all those years ago.

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Feats

One of the most useful and popular additions to Dungeons & Dragons that appeared in 3rd Edition was the concept of feats: special bonuses, benefits, or actions that characters could acquire outside their normal class features.

Throughout the lifespan of the edition (and even between the covers of the Player’s Handbook), the potency, utility, effect, and coolness of feats have varied widely.

Some feats offer utilitarian but unexciting benefits, while others grant characters entire new options in combat. It’s hard to argue with the utility of Alertness, Improved Initiative, Weapon Focus, or even (for 1st-level wizards and sorcerers) Toughness, but that same feat slot could purchase Power Attack, Rapid Shot, Spring Attack, or Empower Spell.

When we started talking about feats for 4th Edition, we already knew that we wanted the bulk of a character’s powers—the exciting actions he performs in combat—to come from his class. Even character classes that hadn’t traditionally offered class-based power options (that is, non-spellcasters) would now acquire these special attacks, defenses, maneuvers, and so on directly from their class’s list of such abilities.

Once that decision was made, a lot of the most exciting feats suddenly looked more like class-based powers. Spring Attack, for example, now looked an awful lot like a power for the rogue or melee-based ranger, rather than a feat that just anybody could pick up. Manyshot, Whirlwind Attack, Two-Weapon Fighting, Shot on the Run—these were specialized powers appropriate for particular character archetypes.

So what design space did that leave for feats? After some discussion, we came to see feats as the “fine-tuning” that your character performed after defining his role (via your choice of class) and his build (via your power selections). Feats would let characters further specialize in their roles and builds, as well as to differentiate themselves from other characters with similar power selections.

They would accomplish these goals with simple, basic functionality, rather than complicated conditional benefits or entirely new powers that you’d have to track alongside those of your class.

Here are four examples of feats taken from the latest draft of the 4th Edition Player’s Handbook. The first two demonstrate the minor evolution of familiar favorites from 3rd Edition, while the other two show off some new tricks. As always, nothing’s final until you read it in the printed book, so take these with a grain of salt.

Toughness
Tier: Heroic
Benefit: When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.

Alertness
Tier: Heroic
Benefit: You don’t grant enemies combat advantage in surprise rounds.
You also gain a +2 feat bonus to Perception checks.

First Reaction
Tier: Paragon
Benefit: If you are surprised, you may spend an action point to act during the surprise round.

Golden Wyvern Adept
Tier: Paragon
Benefit: You can omit a number of squares from the effects of any of your area or close wizard powers. This number can’t exceed your Wisdom modifier.

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Quests


In D&D, the words "adventure" and "quest" are virtually synonymous. They both mean a journey, fraught with danger that you undertake for a specific purpose. We sometimes joke that the game is all about killing monsters and taking their stuff, but the reality is that the game is about adventures. You go into the dungeon and kill monsters with a larger purpose in mind: to stop their raids on caravans, to rescue the townsfolk they've captured, to retrieve the lost Scepter of the Adamantine Kings for the rightful descendant of those kings.

Quests are the story glue that binds encounters together into adventures. They turn what would otherwise be a disjointed series of combats and interactions into a narrative -- a story with a beginning, a middle, and a climactic ending. They give characters a reason for doing what they do, and a feeling of accomplishment when they achieve their goals.

Quests can be major or minor, they can involve the whole group or just a single character's personal goals, and they have levels just like encounters do. Completing a quest always brings a reward in experience points (equal to an encounter of its level for a major quest, or a monster of its level for a minor quest), and it often brings monetary rewards as well (on par with its XP reward, balanced with the rest of the treasure in the adventure). They can also bring other rewards, of course -- grants of land or title, the promise of a future favor, and so on.

The idea of quest rewards is nothing new to D&D. Second Edition, in particular, promoted the idea of giving story rewards of experience points when players completed adventures. The quest rules in 4th Edition are directly descended from that idea, integrated into the economy of rewards in the game. They're a rules wrapper around the story of the game, a way to keep players mindful of the purposes behind all their adventuring.

One of the suggestions in the 4th Edition Dungeon Master's Guide is to give players a visual, tactile representation of a quest as soon as they begin it. At the start of the adventure, after the baron has briefed the characters on their mission and been bullied into paying them more than he intended, you can hand the players an index card spelling out the details of the quest -- including the agreed-upon reward. In the middle of the adventure, when the characters find a key with a ruby set in its bow, you can hand them a card, telling them that finding the matching lock is a quest.

When the players have cards or some other visual representation of their quests, it's easy for them to remember what they're supposed to be doing -- and to sort out goals that might be contradictory. That's a really interesting ramification of the quest system: It's okay to give the players quests they don't complete, quests that conflict with each other, or quests that conflict with the characters' alignments and values.

For example, the mentor of the group's paladin might ask him to find and destroy the Ruby Tome of Savrith the Undying. At the same time, a shady character is offering the rogue a sizable sum in exchange for the same tome, and the wizard's research turns up a reference to a ritual contained in the Ruby Tome that the characters will need to use in order to complete another quest. Three quests stand at odds, and it's up to the players to decide what they want to do.

There's a story that's a lot richer and more interesting than simply going into the dungeon to see what treasure is there.

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The Importance of Terrain

A proper command of terrain wins battles -- generals from Sun Tzu to Norman Schrwarzkopf have known this to be true. There's a similar relationship between encounter design and terrain -- a canny use of terrain can transform good encounters into great ones. One of the goals of the 4th Edition Dungeon Master's Guide is to help the Dungeon Master perform just such transformations, which includes providing a bunch of evocative terrain types and advice on their placement and use. Since the book doesn't come out for a while, let's illuminate some of the basics of terrain in 4th Edition Dungeons & Dragons.

While it might seem elementary, let's first examine what we mean by terrain. Terrain is not just what litters the field in an encounter; terrain also forms the dimensions and tactile experience of the encounter itself. Knowing that, there are some things about 4th Edition D&D design that you should keep in mind when building encounters.

First and foremost, not only does the standard 4th Edition encounter tend to have more combatants than in 3rd Edition, both PCs and monsters are more maneuverable as well. This means that the 10-foot by 10-foot rooms of yore have gone the way of the dinosaur (actually that happened in 3E, but that's not relevant to this discussion). Likewise have the 20 by 20 room and even the 30 by 30 room as the sole encounter areas. In fact, the minimum amount of space you typically want to have for a standard encounter is one of those large 10-square by 8-square dungeon tiles! That's 50-feet by 40-feet for all you still counting in feet. Just hold on before you start chucking all those 2-by-2 square dungeon tiles in the garbage -- you'll still need them!

Any DM worth her salt knows that dynamic and interactive stories are more satisfying than railroading narratives. The same is true for battle areas. Larger spaces with interesting terrain that both the PCs and their enemies can take advantage of -- or be foiled by -- is infinitely more fun than a small and relatively empty room that constrains combatant choice to a small set of dreary moves.

But here's the rub -- large areas of interconnecting chambers, complete with alcoves, galleries, and antechambers, are far more exciting than just plopping down a 10 by 8 tile and sprinkling it with rubble. Creating a network of interconnected areas creates numerous avenues of conflict and creates the possibilities for a series of evolving fronts that metamorphoses same-old encounters into tactical puzzles that'll sing like legend to a gaming group. See, you're going to need all those smaller pieces!

Then, once you have the main layout done, populate it with furniture, shrines, rubble, pillars, or maybe even the occasional lightning column or patch of doomspore where needed (and where appropriate), and you've got yourself a pretty vibrant encounter area for your combatants to interact with.

Oh, here's a bit of sound advice that'll keep you out of trouble. Be careful with pits and other steep inclines, and leave 100-foot (or endless) chasms for paragon- or epic-level play. Some of that increased maneuverability of the combatants in 4th Edition comes from attacks that can move foes against their will -- which is all fun and games until someone loses a character!

That aside, D&D is more than just a tactical skirmish game; it's also a game of storytelling and heroic adventure. When designing adventures, you're doing more than just placing interesting terrain pieces for the battle that (let's admit it) will most likely occur; you are also setting the stage of your story. A canny eye toward terrain set up can also help you communicate story elements to your players quickly and without the need to say a single word. Just put down some sarcophagi, and the players will know it's a crypt. Put down an altar, and you've just communicated that it's a temple. Put down piles and piles of bones in front of a yawning cavern, and the players will know their characters are likely in a world of trouble … or you've seen Monty Python and the Holy Grail one too many times.

What the Heck is Doomspore?
Isn't it annoying when those know-it-all designers and developers drop an Easter egg in a preview article and don't back it up with any description? Yeah, I hate that too -- unless I am the one doing it. That said, I empathize a little, so here's the doomspore (or at least a recent version of it).

Doomspore (Any)
Usually found in large, natural caverns, this fungus takes the form of a clump of toadstools, some of which reach a height of about 3 feet tall. A square of doomspore is difficult terrain and provides cover to anyone standing within.

If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of poison damage on a hit. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions; creatures with immunity to or resist poison 5 are immune to the weakened condition also).

This cloud (and its effects on a bloodied character) persists for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.

Placement Advice: More than one doomspore in a room may give an advantage to creatures immune or resistant to poison. Intelligent undead tend to cultivate doomspore, and this debilitating fungus can often be found in caverns infested with zombies. It absolutely inundates areas of the Shadowfell as its growth thrives in the presence of undead flesh that has been shed from its host.

As for the lightning column -- well, you'll just have to wait for that one. I would say I am sorry … but you know I'm not.