One of our goals in 4th Edition was to reduce characters’ reliance on magic items. The most important portion of this goal involved removing a lot of the magic items that were essential just so your character could feel effective, like stat-boosting items, amulets of natural armor, and the like. We also felt like these items weren't as exciting as magic items should be, yet characters depended on them heavily to feel adequate in proportion to their level. We felt that the cool stuff a character can do should come from that character’s abilities, not his gear.
Items are divided by item slot, much like they were in D&D 3.5 (though it took until Magic Item Compendium for the system to be quantified clearly). As before, you can only wear one item in each slot. The number of slots has been reduced (by combining slots that were similar), to keep the number of items manageable and easy to remem-ber. You still have a ton of choices for items in the game, and when we were still using more slots, our playtesters reported that it caused information overload.
Primary Slots
We've preserved a number of items that have traditional “plusses.” These are the items we expect everybody to care about, and the ones that are factored into the math behind the game. If you’re 9th level, we expect you to have a set of +2 armor, and the challenges in the game at that level are balanced accordingly. Here are the primary item slots:
Weapon/Implement: Whether you’re swinging a mace or blasting with a magic wand, you have an item that adds to your attack and damage. These weapons also set your critical hit dice (the extra dice you roll when you score a critical hit, see the Design & Development article, "Critical Hits"). Even though this is called an item slot, that doesn’t mean you can’t wield more than one weapon, because that would make the ranger cry. 3.5 Equivalents: Weapons, holy symbols, rods, staffs, wands.Armor: This category now includes cloth armor, so the wizard in robes has magic armor just like the rest of the group. Magic armor adds an enhancement bonus to your Armor Class. 3.5 Equivalents: Body, torso.
Neck: An item in the neck slot increases your Fortitude, Reflex, and Will defenses, as well as usually doing something else snappy. The most common items are amulets and cloaks. 3.5 Equivalents: Shoulders, throat.
Secondary Slots
These items don’t have enhancement bonuses. That makes them essentially optional. You could adventure with no items in your secondary item slots and not see a huge decrease in your overall power. Take what looks cool, but don’t worry about having empty slots.
Arms: These are bulky items that fit over your arms, such as bracers, vambraces, and shields. You’ll notice that shields no longer have an enhancement bonus. Instead, shields have special defensive effects and items you wear instead of shields, like bracers, are more offensive. 3.5 Equivalents: Arms, shields.
Feet: Focused on mobility and special movement modes, you can be pretty sure what you’re getting when you look at magic boots, greaves, or sandals. 3.5 Equivalent: Feet.
Hands: Thinner items that fit on your hands fall into this category. This includes gauntlets and gloves. They usu-ally help out your attacks or help your manual dexterity. 3.5 Equivalent: Hands.
Head: These items increase your mental skills or enhance your senses. Helmets, circlets, and goggles all fall in this category. Another major subcategory here includes orbitals, such as ioun stones. If you see someone with an orbital, it’s a good bet you’re dealing with an epic character. 3.5 Equivalents: Face, head.
Rings: This slot has changed quite a bit. A starting character isn’t powerful enough to unleash the power of a ring. You can use one ring when you reach paragon tier (11th level) and two when you’re epic (21st level). And before you get started about how Frodo sure as hell wasn’t epic, let's be clear: the One Ring was an artifact, not a magic item any old spellcaster could make. Artifacts follow their own rules. 3.5 Equivalent: Rings.
Waist: Items you wear around your waist are usually about protection, healing, or increasing your Strength tem-porarily. 3.5 Equivalent: Waist.
Other Items
Some items don’t use item slots. Some of them aren’t useful in combat. Others can be useful in a fight, but only once in a while.
Potions: Potions are consumable items, and they're mostly focused on healing effects.
Wondrous Items: This category no longer includes wearable items. These are utility items that don’t take up space on your body or act as weapons.
Example
Here’s what my 11th-level gnome warlock, Dessin, is wearing right now:
Implement: +3 rod of dark reward
Armor: +3 leather armor
Neck: +2 cloak of survival
Arms: Bracers of the perfect shot
Feet: Wavestrider boots
Hands: Shadowfell gloves
Head: Diadem of acuity
Rings: None right now, sadly
Waist: Belt of battle
Wondrous Items: Bag of holding
Magic Item Slots
Posted by Miguel Enrico Gonzales at 10:25 PM
Labels: design and development
Critical Hits
To score a critical hit in 4th Edition D&D, do the following:
Roll 20.
Simple enough, right? Just one number to remember. And more importantly, just one roll.
Yes, the confirmation roll is gone. So why did we get rid of it? Because we, like so many players, had rolled crits only to have the confirmation roll miss. And we didn't like it. We don't think that many people did. (I look forward to reading the posts of people who disagree.) Having one roll is faster, and it's more fun. It keeps the excitement of the 20, and ditches the disappointment of the failure to confirm.
Critical Damage
Here's the part that's going to take some getting used to: Critical hits don't deal double damage. This changed because doubling everything 5% of the time led to some pretty crazy spikes that were very unpredictable.
Let's say you roll a crit with a power that deals 1d10+4 normally. So the crit deals 2d10+8. The next turn, the monster attacks you using a power that deals 3d6+4 damage. He crits, dealing 6d6+8. Between the extra dice and the doubled ability modifier, that's a pretty huge difference! (And a pretty painful one.)
Instead, when you roll a critical hit, all the dice are maximized. So your 1d10+4 power deals 14 damage and the monster's 3d6+4 deals 22. Generally speaking, randomness is more of an advantage to monsters than PCs. More predictable critical damage keeps monsters from insta-killing your character.
Having maximized dice also helps out when you have multitarget attacks. You'll roll an attack roll against each target, so maximized dice keep you from needing to roll a bunch of dice over and over -- you can just write your crit damage on your character sheet for quick reference.
Beefing Up Your Crits
PCs also have some extra tricks up their sleeves to make their criticals better. Magic weapons (and implements for magical attacks) add extra damage on crits. So your +1 frost warhammer deals an extra 1d6 damage on a critical hit (so your crit's now up to 14+1d6 damage in the example above). Monsters don't get this benefit, so PC crits outclass monster crits most of the time.
Crits can be improved in a couple of other ways. Weapons can have the high crit property, giving extra dice on a crit. Like this:
Weapon Prof. Damage Range Cost Weight Category Properties
War pick 2 d8 -- 15 gp 6 lb. Pick High crit, versatile
In addition, some powers and magic items have extra effects on a hit. So crits are doing just fine without all those dice.
Crits in Play
In playtest, it does seem like critical hits come up more often. The subtitle of this article is stolen from Chris Tulach, who sings a bit of, "It's Beginning to Look a Lot Like Crit-mas" whenever the natural 20s come out to play. Fortunately, hit points are higher, especially at low levels, so there's a bigger buffer to keep those crits from killing people too quickly. It still feels great to roll one, but the fight goes on.
We've tried to corral the numbers but keep the feel that a critical hit is a special event. So grab your d20 and your big, nasty magic axe, and get ready to crit for the fences!
Posted by Miguel Enrico Gonzales at 10:22 PM
Labels: design and development
Traps!
Traps have been a part of the Dungeons & Dragons game since its earliest days, fiendish perils that stood right alongside monsters as primary hazards to adventurer life and limb. Some adventures, like the classic Tomb of Horrors, featured traps as the chief threat to life and appendage. Unfortunately, they've rarely had a positive effect on the game. In the early days, DMs all too often felt compelled to demonstrate their cleverness and punish players for making "wrong" choices -- even a choice as simple and random as which passage to explore. Old-school players in the hands of such a DM responded by changing their characters' approach to dungeon exploration. The "right" way to play the game was to slowly and laboriously search each 10-foot square of dungeon before you set foot on it, or to use magic that made traps completely pointless. Neither option was much fun.
By the time 3rd Edition rolled around, traps had become a much smaller part of the game, something you might run across once or twice in an adventure -- and rarely very satisfying when you did. Who wants to roll an endless series of mostly pointless Search checks? If the players decided to simply explore the dungeon and search for the "fun" and got whacked by a trap instead, they felt like they'd been sandbagged by the DM.
Consequently, we thought about simply "disappearing" traps from the game, but then we decided to take a shot at fixing them first. Making traps work right certainly offered some significant upside. Traps are a good way to showcase skills. They're a good way to introduce puzzle-solving into the occasional encounter. They're an excellent way to complicate an otherwise bland combat encounter and add a highly interesting hazard that players can exploit -- or must avoid. And sometimes it simply makes sense in the context of the story that the builders of a dungeon might have built a trap to guard something.
The first thing we did was spend more time and attention on traps as components of existing combat encounters, or as multi-component encounters in and of themselves. The Encounter Trap system described in the Eberron sourcebook Secrets of Xen'drik offered a great starting point. By treating a trap like a group of monsters with different components operating on different initiative scores, a trap became a real encounter rather than random damage. Most traps work best when they "replace" a monster in a combat encounter, or serve as a hazard equally threatening to both sides. We think that our ideal encounter consists of some of the PCs battling monsters while some PCs deal with a trap or similar hazard. Meanwhile, everyone on both sides of the battle must contend with some sort of interesting terrain element (although the advantage probably lies with the monsters there -- after all, this is their home). In this way, traps become an integral component of an encounter, rather than an afterthought or something a bored DM springs on unsuspecting PCs between fights.
The second significant change to traps in the game is changing the way we look at searching and exploring. Rather than requiring the players to announce when and where they were searching, we decided to assume that all characters are searching everything all the time. In other words, players don't need to say "I'm searching for secret doors," or "I'm searching for traps." Instead, characters have a passive Perception score that represents their Take-10 result for searching. When something hidden is in the area, the DM compares the passive Perception scores of the PCs with the DCs of the various hidden things in the area. In the case of hidden creatures, the DC is the result of their Stealth check. For things like hidden traps, hazards, or secret doors, the DC is usually static.
While Perception is usually the most important skill when it comes to sussing out a trap, it's not the only skill useful in determining the danger of traps. Based on the nature of the trap, skills such as Arcana, Dungeoneering, or even Nature can give a PC the ability to learn of the existence of a trap, figure out its workings, or even find a way to counter it.
Lastly, we wanted to expand the ways in which you could counter a trap. Much like figuring out that sometimes you wanted other skills to allow a character to recognize a trap's threat, we made an effort to design traps that could be countered with an interesting skill uses. Sometimes we're pointing out what should be obvious, such as that an Acrobatics check can be used to jump over a pit; other times we're going to expand the uses of some skills with opportunistic exceptions, like granting a skill check that gives the characters insight on how a trap acts and ascertain something about its attack pattern.
Don't fret, rogue fans. That class and other characters trained in Thievery are still the party's best hope to shut down traps quickly and well. The goal was to make traps something that could be countered when a party lacks a rogue or the rogue is down for the count, not to mention make traps more dynamic and fun. In doing this, we quickly came to the realization that canny players, in a flash of inspiration, can come up with interesting solutions to counter even the most detailed traps. Instead of trying to anticipate these flashes though design, we give you, the DM, the ability to react to player insight with a host of tools and general DCs that allow you to say "Yes, you can do that, and here's how." We think this is a better approach than shutting down good ideas from the players for interesting story and challenge resolution, simply because you lack the tools to interpret their actions. After all, you should have the ability to make the changes on the fly that reward interesting ideas and good play. This is one of the components of every Dungeons & Dragons game that allow each session to be a fun and unique experience. Traps, like all things in the game, should embrace that design philosophy.
Posted by Miguel Enrico Gonzales at 10:20 PM
Labels: design and development
The Tiefling and the Gnome
Posted by Miguel Enrico Gonzales at 9:58 PM
Labels: On the Set of 4th Edition
Elite Bulette
The earth quivers. The ground furrows. Turning earth knocks heroes from their feet, and a mated pair of mighty bulettes bursts into their midst.
All granite-hard hide, characteristic fins, and below-ground tactics, the bulette has been a staple of D&D since the early days. Fourth Edition continues to do it honor by making it an elite monster.
Elite Monsters
Elite monsters represent a greater challenge: They count as two monsters of their level for encounter building and rewards. Elite monsters have the word “elite” preceding their level and role.
Here’s how a fight against a pair of such beasts might go:
The bulettes are underground using their burrowing movement. Even though the PCs can hear the creatures (a bulette isn’t exactly stealthy), they can’t attack until the bulettes rise to the surface.
When the bulettes go, they go mean. The first burrows shallowly through the earth under the fighter and rogue – the fighter keep his feet, but the rogue falls down and makes a good target. The bulette leaves the ground to take advantage of this and bites the poor fellow, doing some serious damage.
Bulette number two uses the same opening gambit but knocks over both the cleric and the wizard, who were next to each other. It opts to burst from the ground in a spray of packed dirt and stone. The prone heroes are easier to hit and take more damage from the wave of rocks. The fighter is also in range of the burst, but he brushes the soil aside with his shield.
The party gets to act. The rogue rises. He’s not in a position to flank, but he can still try to do some damage. He doesn’t like the look of the bulette’s heavy armor, so he tries to slip his short sword between two stony plates before the bulette can react and he draws blood.
The wizard’s in a bad spot. He probably can’t lay down an attack without provoking an opportunity attack or burning his allies, so he delays. Good thing, because the cleric places fear in the bulette’s tiny mind, which doesn’t offer much resistance. The bulette burrows away, taking an opportunity attack from the cleric before he gets underground (avoiding like attacks from the fighter and the rogue.
This gives the wizard the chance to stand and cover the bulette’s space with crackling lightning -- the monster’s bulk means it doesn’t have much chance to evade the blast and it doesn’t. The fighter follows with a good, old-fashioned heavy sword swing and gets lucky: a critical hit. The bulette isn’t looking good (it’s bloodied), but now it gets to act.
Bulette number one dives into the earth so rapidly that the heroes around it don’t get opportunity attacks. Safely in the ground, it heals some damage and then burrows under the heroes, who are now clustered close enough that the bulette can affect them all. Bulette number two follows by burrowing back into the action and bursting from the ground to rain more rocks down on the party, reminding them all that it’s time for some healing.
The battle goes on. Even though there are four heroes, it only takes two bulettes to give them a run for their money. Fourth Edition has such elite monsters because you don’t always want a straight one-on-one fight -- sometimes a monster should just be bigger, tougher, and scarier than the norm.
Posted by Miguel Enrico Gonzales at 10:19 PM
Labels: design and development
Magic Item Levels
The Magic Item Compendium introduced the concept of levels for magic items. This primarily served to help DMs determine what magic items to place in a treasure hoard (or to give to his NPCs). Since we built that level system around the existing magic item prices, it was an imperfect solution (for instance, a few non-epic magic items exceeded the pricing scheme for level 1-20 items).
Fourth Edition D&D improves that useful tool by explicitly linking a magic item's level to its price. For example, all 9th-level magic items now cost the same number of gp to craft or to purchase. This makes it even easier to gauge a magic item's appropriateness for your game at a glance. Don't know if it's OK to drop a flying carpet into the hands of your 9th-level PCs? Well, the fact that the carpet's listed as an 18th-level item should clue you in that it'd have an enormous impact on your 9th-level game.
Does that mean that all magic items of the same level will be equal in power? Well, yes and no.
It's true that the designer of two different 9th-level magic items imagines that they'd have a roughly equivalent impact on gameplay. A +2 thundering mace and a +2 staff of the war mage, if designed and developed properly, should be equally useful in combat. That comparison generally isn't too hard, since the basic functions and utility of combat-based effects remain relative regardless of the weapon or implement. How much extra damage does the mace deal compared to the staff? If damage isn't involved, how useful and potent are the items' effects against foes? And so on.
However, that comparison quickly becomes more art than science when comparing magic items of different purposes. (This, by the way, is why relying on hard-and-fast pricing rules for magic items is troublesome at best, and actively bad for your game at worst.) After all, most magic items only "compete" with other items in a narrow category for a character's attention, so comparing their values can be quite tricky.
For example, if a rope of climbing and a +2 flaming longsword are both 10th-level magic items (and thus both cost the same number of gold pieces), that's not quite the same thing as saying that a rope of climbing is as powerful as that weapon. After all, it's unlikely that a character has to decide between those two items -- they serve fundamentally different purposes.
It's much more likely that a character interested in a rope of climbing will compare its price to other items that let him overcome similar obstacles (such as the 7th-level slippers of spider climbing or the 13th-level boots of levitation).
Alternatively, if he's in the market for a new weapon, he would compare the value of that +2 flaming sword with the more expensive +3 vicious sword (12th level), or the slightly cheaper +2 lightning sword (9th level).
What the designer is saying, rather, is that he imagines that the effect of both the rope of climbing and the +2 flaming sword are appropriate for characters around 10th level. A few levels before that, either item would have a much more significant impact on gameplay (possibly by making certain spells or powers of the characters obsolete). More than a few levels after that, either item will have lost a lot of its luster -- maybe because more characters have easy access to levitation, flight, or even short-range teleportation effects, in the case of the rope of climbing, or because they're all toting around +3 or better weapons, making the flaming sword seem underpowered.
Ultimately, assigning levels to magic items sends a message to players and DMs: Here's when this item is most appropriate for your game. Once that information is in your hands, of course, it's up to you to use it as best befits your game!
Posted by Miguel Enrico Gonzales at 10:17 PM
Labels: design and development
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.
Posted by Miguel Enrico Gonzales at 10:15 PM
Labels: design and development
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