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Dr Cheeto
Mar 2, 2013
Wretched Harp
I'm DMing a 4E game for some people completely new to pen-and-paper RPGs who were curious about D&D. It's kind of intimidating, and I want them to have a good experience.

I've generated a set of characters for them so we can jump right into rolling dice, and I figured I could just throw them into a tavern in a frontier town and give them an obvious adventure hook in which they'd go commit goblin genocide. Goblins seemed like they'd make a good enemy as you can design a weak encounter with them or give them bugbear/hobgoblin allies, they're fond of crude traps, and their dwellings are a mess (great for making interesting terrain).

Characters we'll be rolling: I haven't fleshed out the characters at all outside of giving them alignments and deities. I don't know if I'm making characters that are too complex, or if I should be using the Essentials versions of fighter/cleric/wizard/rouge instead. Should I retool the wizard and rogue to be more generalists rather than the specialists that they are (illusionist and super sneaky hand crossbow user, respectively)?

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Myriad Truths
Oct 13, 2012

Dr Cheeto posted:

I'm DMing a 4E game for some people completely new to pen-and-paper RPGs who were curious about D&D. It's kind of intimidating, and I want them to have a good experience.

I've generated a set of characters for them so we can jump right into rolling dice, and I figured I could just throw them into a tavern in a frontier town and give them an obvious adventure hook in which they'd go commit goblin genocide. Goblins seemed like they'd make a good enemy as you can design a weak encounter with them or give them bugbear/hobgoblin allies, they're fond of crude traps, and their dwellings are a mess (great for making interesting terrain).

Characters we'll be rolling: I haven't fleshed out the characters at all outside of giving them alignments and deities. I don't know if I'm making characters that are too complex, or if I should be using the Essentials versions of fighter/cleric/wizard/rouge instead. Should I retool the wizard and rogue to be more generalists rather than the specialists that they are (illusionist and super sneaky hand crossbow user, respectively)?

Using the Essentials versions won't make them simpler. Essentials Clerics and Wizards are no simpler than their base versions.

Using the specialist characters is probably fine. It might get the players more excited about their characters than a more general assortment of powers would be.

homullus
Mar 27, 2009

Dr Cheeto posted:

I haven't fleshed out the characters at all outside of giving them alignments and deities. I don't know if I'm making characters that are too complex, or if I should be using the Essentials versions of fighter/cleric/wizard/rouge instead. Should I retool the wizard and rogue to be more generalists rather than the specialists that they are (illusionist and super sneaky hand crossbow user, respectively)?

Play once and talk to them after. They may want to switch characters or have them re-done as the other things you've mentioned, or not, but you won't know until they've taken them out for a spin.

Dr Cheeto
Mar 2, 2013
Wretched Harp

homullus posted:

Play once and talk to them after. They may want to switch characters or have them re-done as the other things you've mentioned, or not, but you won't know until they've taken them out for a spin.

Yeah, I don't think they'd use them outside of this session, I just wanted to give them some characters which had clear purposes and simple rules so they could start crushing skulls with the best of them.

ArkInBlack
Mar 22, 2013

Dr Cheeto posted:

I'm DMing a 4E game for some people completely new to pen-and-paper RPGs who were curious about D&D. It's kind of intimidating, and I want them to have a good experience.


I haven't fleshed out the characters at all outside of giving them alignments and deities. I don't know if I'm making characters that are too complex, or if I should be using the Essentials versions of fighter/cleric/wizard/rouge instead. Should I retool the wizard and rogue to be more generalists rather than the specialists that they are (illusionist and super sneaky hand crossbow user, respectively)?

I'm reserved about the rogue if you're rolling with RAW small weapons rules because hey, halfling will forever be stuck with the hand crossbow and not really get cool things for it. Might just be the CharOp I've kind of been wired to do at least slightly. Either way if he's ranged and doesn't have Preparatory Shot or Distant Advantage you'll need to put covering terrain in every fight (which is something you should do anyway, feature rich environments are cooler then the featureless flat lands for fighting) for him to get Sneak Attack which'll be his big money damage. And why get the old Weapon Expertise (Hammer) when Bludgeon Expertise does the same thing with additional benefits? Just to keep Tide of Iron from pushing foes 2 squares?

E:Typo fixes

Dr Cheeto
Mar 2, 2013
Wretched Harp

ArkInBlack posted:

I'm reserved about the rogue if you're rolling with RAW small weapons rules because hey, halfling will forever be stuck with the hand crossbow and not really get cool things for it. Might just be the CharOp I've kind of been wired to do at least slightly. Either way if he's ranged and doesn't have Preparatory Shot or Distant Advantage you'll need to put covering terrain in every fight (which is something you should do anyway, feature rich environments are cooler then the featureless flat lands for fighting) for him to get Sneak Attack which'll be his big money damage. And why get the old Weapon Expertise (Hammer) when Bludgeon Expertise does the same thing with additional benefits? Just to keep Tide of Iron from pushing foes 2 squares?

E:Typo fixes

Thanks, Bludgeon Expertise slipped my notice and I did not realize that sneak attack damage applies whenever the rogue has combat advantage against a target.

I'm not sure what you mean about RAW regarding small weapons. Is there a dearth of rogue skills that use hand crossbows or slings?

Blue Raider
Sep 2, 2006

unseenlibrarian posted:

"Kobold army close to the town gates" sounds almost like you were playing Keep on the Shadowfell and ran into Irontooth. _That_ encounter was a PC-killer if ever there was one.

Maybe so. I'm not really sure why he felt the need to throw so much at a party like us. I mean, I was the most inexperienced person there but not by any wide margin. I get that the game is supposed to be challenging and all, but I think that raking new players over the coals is probably the wrong way to go about things. I'm as new as it gets to D&D, but I've played enough games in general to recognize bullshit when I see it.

It was pretty fun regardless, though. There's a fairly steep learning curve involved, but I think I understand encounter mechanics as long as there isn't anything overly fancy going on.

Rexides
Jul 25, 2011

Dr Cheeto posted:

I'm DMing a 4E game for some people completely new to pen-and-paper RPGs who were curious about D&D. It's kind of intimidating, and I want them to have a good experience.

Be prepared for some people just saying "I attack the orc" when their turn comes, so pick a dead simple at-will that does a bit more damage or pushes an enemy to be their "default" attack. The Essentials non-caster classes were apparently designed to let people just use their basic attack over and over, but with all the stances and the auras and poo poo it's actually more complicated than having a simple at-will IMHO.

Generic Octopus
Mar 27, 2010

Dr Cheeto posted:

Yeah, I don't think they'd use them outside of this session, I just wanted to give them some characters which had clear purposes and simple rules so they could start crushing skulls with the best of them.

I'd say Essentials (martial) classes work better for introducing people to the game; at least, I wish we'd had them when I was first playing. In my experience it's a lot easier to take a guy new to the game and point to, say, the Slayer, and tell him "This guy beats the gently caress out people with weapons, and he's pretty tough." Or the Thief, "This guy deals lots of damage and is focused on moving around the battlefield." Or the Knight, "This guy protects his allies by standing next to them, does good damage and is real tough."

Comparing the Knight and Fighter for a second, someone playing the Fighter has to learn what a Mark is, how it's applied, how Combat Challenge works ("Can't use that now, Tom, you used it already this round." "What, why?"), difference between that and an OA, what his powers do, when he wants to use them, etc. Meanwhile, the Knight can just stand around and hit things that try to attack his friends, and not get bogged down in rules minutia while he's still trying to learn the basics.

People often find Essentials classes kinda boring though, so if you're not worried about the learning curve for your group, regular classes will work fine. Just offering my 2 cents.

Echophonic
Sep 16, 2005

ha;lp
Gun Saliva
If they're coming from other RPGs, the Fighter's perfectly fine, in all honesty. My first 4e character was a Fighter and I picked up pretty quickly. It's the class that teaches you the most about the ways actions are limited on a turn/round basis.

ArkInBlack
Mar 22, 2013

Dr Cheeto posted:

Thanks, Bludgeon Expertise slipped my notice and I did not realize that sneak attack damage applies whenever the rogue has combat advantage against a target.

I'm not sure what you mean about RAW regarding small weapons. Is there a dearth of rogue skills that use hand crossbows or slings?

RAW stands for Rules As Written, which regards Small races like halflings and their ability to use medium sized weapons. Small creatures can't use two handed medium weapons unless they have the 'Small' tag, and similarly have to use Versatile one handed weapons with two hands unless it's 'Small'. If you roll with that the halfling rogue will forever be stuck with the hand crossbow where medium sized rogues could pick up other, better crossbows down the road, since their ranged powers work with any crossbow, not just hand. Granted this'll mean nothing if the character is used one session and dropped forever, but if the person grabs the rogue and is wants to stick with it as is, future problems could crop up. It's something most of the group I introduced to tabletop RPGs did.

As for the session itself, depending on how long it runs consider having a goblinoid army attack the town and have the PCs near each other so they are forced to work together to not get overrun. As they beat back a small force of goblins while the town guard/militia forces back the rest, someone important notices how well they did and hires them to go harass them back. Gives a good reason for the characters to work together when its "hey you and three other people are in this square and a buncha goblins roll up, too many to take on by yourself". Give a nice rolling start.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
You can nip the entire discussion in the bud by noting that Rogue powers were all errated to be hand crossbow only. Superior Crossbow rogues are no longer a thing, and the Dagger is the Rogue's best weapon, regardless of whether they work at melee or at range.

Red Metal
Oct 23, 2012

Let me tell you about Homestuck

Fun Shoe

thespaceinvader posted:

You can nip the entire discussion in the bud by noting that Rogue powers were all errated to be hand crossbow only.

why

Seriously, was there ever any reason given for the change?

Red Metal fucked around with this message at 23:19 on Mar 6, 2014

djw175
Apr 23, 2012

by zen death robot
Because crossbows are literally the worst weapon. No other item in the game takes so long to reload.

dwarf74
Sep 2, 2012



Buglord

djw175 posted:

Because crossbows are literally the worst weapon. No other item in the game takes so long to reload.
... Unless you're a hunter, in which case crossbows are amazing and clearly the best choice!

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Or an Ocular Adept, or just take Speed Loader.

I have no idea why they made that change, but it made crossbow rogues pretty pointless.

Basically the only reason for a Rogue to wield a crossbow is if they're a Daggermaster and take two-fisted shooter, the feat that lets you make an rba with an off-hand crossbow on a crit.

Name Change
Oct 9, 2005


Can you get the psychic tag on your attacks using a dagger? Because Mindiron is pretty much the ultimate-level lockdown rogue weapon.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

djw175 posted:

Because crossbows are literally the worst weapon. No other item in the game takes so long to reload.

Repeating Crossbow :cmon:

I used one on my Ranger|Rogue hybrid in heroic; hurray for having Ranger weapon proficiencies with Sneak Attack from across the map because gently caress burning a feat for Prime Shot.

Generic Octopus
Mar 27, 2010

P.d0t posted:

I used one on my Ranger|Rogue hybrid in heroic; hurray for having Ranger weapon proficiencies with Sneak Attack from across the map because gently caress burning a feat for Prime Shot.

Is there a version of Treetop Sniper that lets you Sneak Attack with crossbows? Haven't played one in so long.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

P.d0t posted:

Repeating Crossbow :cmon:

I used one on my Ranger|Rogue hybrid in heroic; hurray for having Ranger weapon proficiencies with Sneak Attack from across the map because gently caress burning a feat for Prime Shot.

...because having to spend a standard action to reload every ten shots (on a ranger|rogue that's maybe two turns) is better than having to spend a minor or a feat to reload after each standard action?

(Two turns: Three-hitter AP two hitter, disruptive strike, minor action attack, two hitter, other immediate, admittedly something of an extreme case).

Repeating crossbows are terrible, especially when you can't even use them (Rogue errata again).

If you're not using a superior xbow when you have the ability, you're better off with a longbow, generally.

(Protip, the elf feat that lets you use any bow with Rogue powers still works, I believe (Treetop Sniper).)

E: No, there's not a version of Treetop Sniper for Crossbows, it's just that when Rogues were originally written they could use any crossbow with their powers and Sneak Attack rather than just hand crossbows.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:shrug: Load:minor doesn't play well with Quarry sometimes. Anecdotal, but I never ended up having to reload in combat. loving errata, ruining my life though; I didn't even know of that one.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
No, using crossbows costs an extra feat or a PP or weapon choice, or it's pretty non-viable. Or hand crossbows.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
I admit, I played a Drow sniper rogue who had all the feats to make Hand Crossbow be less terrible so I could run around John Wooing at people with dual hand crossbows. It's me, I'm what's wrong with 4E.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


unseenlibrarian posted:

I admit, I played a Drow sniper rogue who had all the feats to make Hand Crossbow be less terrible so I could run around John Wooing at people with dual hand crossbows. It's me, I'm what's wrong with 4E.

What's wrong with 4E is that such a great concept is not as viable as a default build.

Wahad
May 19, 2011

There is no escape.

unseenlibrarian posted:

I admit, I played a Drow sniper rogue who had all the feats to make Hand Crossbow be less terrible so I could run around John Wooing at people with dual hand crossbows. It's me, I'm what's wrong with 4E.

I'm playing one of those right now and it's fun as hell. If it's the wrong way to play 4e I don't want to be right.

neonchameleon
Nov 14, 2012



Wahad posted:

I'm playing one of those right now and it's fun as hell. If it's the wrong way to play 4e I don't want to be right.

Why? Why would you want to do that? It's not realistic and destroys my versimilitude :colbert: I mean we should stick to gritty realism and naturalistic environments in our games of Dungeons & Dragons :smaug:

In all seriousness, it sounds like fun. Which feats does it take?

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
It does sound like fun, and it should work better by RAW.

Wahad
May 19, 2011

There is no escape.
Here's the summary. Mind, the GM gave us some extra feats, so you'll probably want to include those over some others. Still holding out for Mindiron crossbows, since those will amp up my control a bit more when I take psychic lock, but otherwise it's still pretty drat serviceable. If you want to see the action, go over to Tempus Fuggit in TGR.

quote:

====== Created Using Wizards of the Coast D&D Character Builder ======
Gaston Boucher, level 11
Drow, Rogue, Darkstrider
Build: Shadowy Rogue
Rogue Tactics: Cunning Sneak
Rogue: Sharpshooter Talent
Sharpshooter Talent: Sharpshooter Talent (Crossbow)
Background: Occupation - Bounty Hunter (+2 to Stealth)

FINAL ABILITY SCORES
Str 11, Con 15, Dex 23, Int 9, Wis 15, Cha 13.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 18, Int 8, Wis 11, Cha 12.


AC: 25 Fort: 21 Reflex: 27 Will: 21
HP: 77 Surges: 8 Surge Value: 19

TRAINED SKILLS
Stealth +20, Thievery +16, Intimidate +17, Perception +12, Acrobatics +16, Insight +12, Dungeoneering +12

UNTRAINED SKILLS
Arcana +4, Bluff +6, Diplomacy +6, Endurance +7, Heal +7, History +4, Nature +7, Religion +4, Streetwise +6, Athletics +5

FEATS
Feat User Choice: Crossbow Expertise
Feat User Choice: Weapon Focus (Crossbow)
Feat User Choice: Improved Defenses
Level 1: Backstabber
Feat User Choice: Warrior of the Wild
Level 2: Ruthless Hunter
Level 4: Two-Fisted Shooter
Level 6: Draji Palatial Practice
Level 8: Black Arrow Style
Level 10: Distant Advantage
Level 11: Steady Shooter

POWERS
Lolthtouched: Cloud of Darkness
Rogue at-will 1: Deft Strike
Rogue at-will 1: Disheartening Strike
Rogue encounter 1: Unbalancing Shot
Rogue daily 1: Trick Strike
Rogue utility 2: Tumble
Rogue encounter 3: Fleeting Spirit Strike
Rogue daily 5: Bloodbath
Rogue utility 6: Chameleon
Rogue encounter 7: Snap Shot
Rogue daily 9: Rogue's Recovery
Rogue utility 10: Acrobat's Escape

ITEMS
Adventurer's Kit, Shadowdance Leather Armor +2, Bracers of Archery (heroic tier), Entrapping Hand Crossbow +3, Kamesti Crossbow Hand Crossbow +2, Boots of the Fencing Master (heroic tier), Eagle Eye Goggles (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

djw175
Apr 23, 2012

by zen death robot
Just as a warning, if you don't like to see rules horribly twisted, my vampire zombie vampire werewolf vampire cleric snaps the death rules in two. Although it hasn't come up yet, so it's not so bad.

Name Change
Oct 9, 2005


Oh so a while ago I asked the 4E thread about what they would do to make bullywugs playable. Barring anything more creative and difficult to implement, three bonus feats seemed to do it. I didn't specify what feats they had to be.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
A proper racial encounter power wouldn't hurt.

Nihilarian
Oct 2, 2013


The Leper Colon V posted:

A proper racial encounter power wouldn't hurt.
That reminds me of when I played a minotaur. That racial power was pretty disappointing. They ever fix that?

Cassa
Jan 29, 2009
Wow, this rogue talk is blowing my mind. We mostly use the character builder, and it never once mentioned that the shortbow didn't work with them.

Unrelatedly, taking a break from my campaign to let a player run a one-shot, he's having us all make wizard types. Three controllers should be fun.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


OneThousandMonkeys posted:

Oh so a while ago I asked the 4E thread about what they would do to make bullywugs playable. Barring anything more creative and difficult to implement, three bonus feats seemed to do it. I didn't specify what feats they had to be.

One of my players once made a heroic Bullywug Valiant Bard who was basically Frog from Chrono Trigger, and I gave him specific feats and changed his racial to something that wasn't depressing and garbage. It was with the specific intent to make him seem more heroic and less like a wart on the face of reality, so I'm not sure how applicable it is to the standard race as presented in the monster manual.

They were also not playtested or balanced very well(or at all), but they might be an interesting starting point if nothing else.

Racial

quote:

Violent Hop (Minor Action; Bullywog Racial Power; encounter) - Weapon
(Replaces Rancid Air)
You can shift up to 4 squares and make a melee basic attack vs Reflex
with a +2 accuracy bonus.


Feats

quote:

Camouflaged skin:

Gain +3 to stealth checks when immobile


Improved Violent Hop

Shift 6 squares


Prehensile tongue

The tongue can be used as a limb with a reach of 3 for the purposes of lifting small
objects or pulling switches and similar tasks. It cannot wield tools, grapple foes or
accomplish delicate tasks.


Slimy Sheen

The bullywug gains a +2 feat bonus to defensive grapple checks or struggling to remove
bonds of any kind. Creatures attempting any grab attack take a -2 penalty to their
attack roll.


Menacing Croak

The bullywug gains a +4 bonus to intimidate checks made as a standard action during
an encounter. This bonus does not apply to any subsequent intimidate checks against
the same target.


Amphibian

Gain Swim speed equal to walk speed

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Minor-action MBA is VERY powerful (for comparison it costs the Eladrin, the only other race I believe that CAN get such pre-Epic, a class-specific feat and a theme to do it, and for the Half-Elf, the other one, it costs an Epic feat and a specific dilettante choice), and predisposes them HUGELY towards weapon classes (Consider if you will a Bullywug Slayer with that power...). Giving them a minor action attack is fine, but it should look more like Thri Kreen Claws.

I'd give them minor action one target melee 3 pull (or maybe slide) two and knock prone. Sticky Tongue. +3/6/9 vs Ref.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Yeah, I should mention I made these the very first time I played the game and haven't touched them since. This is the same game where I didn't think letting a player tame a low level monster and use it in battle like a pokemon would lead to any problems.

I think my reasoning at the time was that Bullywugs were basically gimped otherwise, so having a good racial would balance things like only having one skill bonus and all that. I just thought the idea of a frog guy jumping around to slash folk might be cool. Obviously it could be reworked to be something like a free 4 square shift before (or maybe after) a standard attack, once per encounter, sort of like a reworked fey step that's inherently tied to attacking. Or maybe even more specific, like letting you shift up to X squares to get into position to do your next attack better, whether it's jumping into melee range or jumping to a ranged position where a foe no longer has cover. But I like your tongue-pulling idea, too.

Lurdiak fucked around with this message at 10:14 on Mar 8, 2014

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Standard action, jump-without-provoking 4 and make an at-will attack which slows on a hit sounds good and useful for everyone - useful for the caster to get out of a pinch, useful for the defender/melee striker to get INTO a pinch.

dwarf74
Sep 2, 2012



Buglord
So EN Publishing came out with an "expanded" Player's Guide for the Zeitgeist adventure path. Some of the paragon paths it has are really drat cool. Very powerful, but very cool. Among them? A mecha pilot, a gunner who changes their firearm into a blaster, a rock star, and a guy who argues philosophy into reality.

In other words, you should check it out even if you're not running the Path.

http://www.enworld.org/forum/showthread.php?353204-Extended-ZEITGEIST-Player-s-Guide-(4E)

The Belgian
Oct 28, 2008
I as DM nearly killed the entire party in the first encounter of the slaying stone against some wolves. Rolled 4 crits and only 1 miss. At the end there was one guy standing with less than 10 HP.

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P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

The Belgian posted:

I as DM nearly killed the entire party in the first encounter of the slaying stone against some wolves. Rolled 4 crits and only 1 miss. At the end there was one guy standing with less than 10 HP.

Get a shittier d20.

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