Showing posts with label 4e forever. Show all posts
Showing posts with label 4e forever. Show all posts

Tuesday, January 13, 2015

Potpourri: Updates and 5e Musings



Long time, no blog! It blows me away how time flies. I didn’t really mean to neglect my blog for so long but a lot of things kind of came together at the same time to sap my motivation and take me out of the mindset. The main thing has been my father’s failing health. For a while, I didn’t have any idea what would happen or how immediate things could be, so I didn’t take on any really large projects (like the zine) and kind of just felt unmotivated. 

When I blog, I like to have something substantial to say or offer. I’m not really a prolific designer or writer. From time to time I have shared gaming news, but honestly, between Tenkar’s Tavern, OSRToday, and OSRNews, you will always stay informed of what is going on without any help from me. I used to do a lot of 4e hacking, but I've really said everything I want to say about it and already came up with all of the alternate rules that I wanted. I use G+ as my main means of posting these days because it allows you to share little bits of info without having to do full-blown blogs. I am +JeremyfrothsofSmith on there btw, if you want to link up. 

At any rate, I am going to attempt to be more productive this year. I will probably do more reviews, as that is something I think can be helpful. I tend to shy away from a lot of DMing advice, as the best advice I can give anyone is to just run a ton of games and learn from your own mistakes. I probably won’t do a lot of 5e hacking, as I like it quite a bit the way it is, especially given the alternative rules in the DMG.

I haven’t said a lot about 5e but I do think it is interesting that almost every single bone I had to pick with 4e has been addressed with it. I'm not suggesting WOTC reads my blog or anything, its just that a lot of my issues with 4e must have been nearly universal. Lets take a quick look at 4e issues I have addressed here and what 5e did about them.

-Sunrods-no longer exist in 5e
-Skill Challenges-wiped clean by the wrath of God
-Bloated skill numbers-gone
-Magic Item treadmill-gone
-Monsters-simplified, strengthened, recall my updated stat block in all the right ways
-Immediate Actions-severely curtailed
-Slow combat/Options bloat-bitch slapped

I can go on and on, but every single thing I have ever had an issue with with 4e was revisited and tweaked. What is left is a modern feeling D&D with obvious old-school influence and spirit. They did a great job.

So whats up with 4e Forever #2? Well I have a ton of good articles and now that 5e has sort of blown over and gotten fully released, you can expect it finished sometime…”soon”. It will be the final issue as I move onto a different zine project that I hope will support multiple editions (including 4e and 5e). 

Friday, July 4, 2014

Ch-ch-ch-changes

Today I am announcing a few changes to my blog and zine. As you may know, I have supported classic editions of D&D on my blog alongside 4e for quite a while. Well, I was so completely blown away by the 5e rules that came out yesterday that I will be DMing organized play at the FLGS and inevitably supporting it on my blog. So, I have decided to change the name of my blog to reflect the multiple edition support that I want to cultivate. The new link is www.frothsofdnd.blogspot.com. Those out there that link to my site or have me bookmarked will want to update this.

I absolutely intend on still supporting 4e. I actually DMed a great session the other night. With a four player party and a morale system, we enjoyed a nice three encounter delve with roleplay in about two and a half hours. 4e is worth working on because the combat and PC customization options are not like that of any other edition of D&D. I think that over the years many players will return to it for a fun change of pace.

What does this mean for my zine 4e Forever? Well, the second issue is almost done. Unfortunately, several articles I expected to come in never made it, but there is more than enough material for a great mag. After this issue, and once the licensing for 5e becomes more clear, I intend to let the zine represent all editions. The name will change, although I haven't thought of the name yet. I imagine B/X monsters sitting alongside alternate 4e classes, 5e adventures next to AD&D magic items. I love all editions, so why not try and support them all? Expect more info/shameless solicitations on this down the line.

Anyhoo, I am very excited about where 5e can go. I love the simple, clean rules, and I see a LOT of 4e influence in the game. I think its a great thing that 4e happened, because they learned a lot of lessons from it, both good and bad. I hope to continue to bring fans of different editions together and foster a mutual respect for one another, even if you have your own favorite ruleset.



Monday, June 16, 2014

Will Doyle is on FIRE!

If you aren't already familiar with Will Doyle's work, you soon will be. The freelance designer is enjoying a streak of great successes. Will's amazing work at his blog Beholder Pie led to him getting several adventures published in Dungeon towards the end of 4e's run. These were among the best adventures that appeared during 4e. A few weeks ago, he got 1st place in the 2014 One Page Dungeon Contest. And just TODAY it was announced that he won EN World's 5e adventure design contest.



I love seeing good things happen to good people. Will's talent is obvious, but he is also a class guy, easy to work with, humble and enthusiastic. I was so blown away by his Scalemail mass combat rules for 4e that I approached him about letting me reprint them in 4e Forever #1. He was totally cool and helpful about it. When you combine talent with that kind of friendly attitude, good things happen to you. I would bet the farm that he will be one of the most well-known 5e adventure designers within a few years.

Check out a short interview I did with Will HERE.

If you want to check out his Scalemail rules, download 4e Forever #1 HERE. Even if you were not a big 4e fan, they are well worth a look.

Congrats Will, you deserve it!

Thursday, April 17, 2014

Last Call for 4e Forever #2!!!

Hey everyone, I know its been slow around here but I have shifted my focus over to getting 4e Forever #2 out before the end of summer. If you want to contribute any material, be it an article, adventure, or (PLEASE) artwork, I have set a deadline for April 30th.

This issue looks to be jam packed and much crunchier than the first issue. If you are thinking of contributing any artwork, I could use images of Trolls, Giants, Orcs, generic combat scenes, and drawings of items found in an Adventurer's Kit. That said, I will happily take ANYTHING YOU'VE GOT.

If you have any specific questions you can reach me at frothsof @ gmail dot com or just leave a post! Help keep 4e alive!


Wednesday, March 26, 2014

Review: The Crossroads of Spyley and an Update

I don't typically do reviews, although I sometimes point out new and/or interesting products. I thought I would shine a light on a nifty little OSR product today: The Crossroads of Spyley. This is part of what I hope will become a long series of products from Chubby Monster Games called "Side Treks". It is system-neutral and can work with any edition of D&D.

My current campaign is a sandbox, and I can never have enough little interesting locales for the PCs to pass through. I love rolling stuff randomly, but I also like to have some short adventures and settlements planned out ahead as well. What I don't like is for things to be too complicated. This product fits my needs perfectly. Give me a little village, a nice map, some hooks, a few NPCs, and then leave it alone.

I can see myself devouring a series of these things, just plopping them down in various hexes. At ten pages, you can absorb this product quickly without having to do much prep. Priced at $2, its a steal. I tried to think of something to complain about, but couldn't come up with anything. Buy the PDF HERE.



Speaking of PDFs, I am making the final push to complete 4e Forever Issue 2. I have learned a lot over the last year working on this, and I have to say that I have found that editing is my least favorite thing in the world. It sucks the fun out of everything for me. I actually thought about just quitting, but 4e needs a little love so I feel compelled to persevere. That said, I am no longer going to require submissions to fit with the shared world of the first issue. Its just too much work to try and rewrite everything. I also find it takes away from the original spirit of some of the submissions. I also am not going to toil and beat myself up over the grammar, etc. of submissions. I will give it a once over and publish as-is. Its just gotta be this way, otherwise I have no fun working on it. Anyway, I would like to have all submissions, artwork and otherwise, in by April 30th. If you have any old Dungeon/Dragon rejections, adventures you have been working on, random tables, monsters, whatever, give me a shout at frothsof-at-gmail-dot-com.

Tuesday, December 3, 2013

Hey...Wait a Second....Do I Hate 4th Edition?

The other day I got to play 4e for the first time in a while. I am currently DMing a 2e/1e hybrid game. The last 4e I played was running a playtest of material from my zine 4e Forever and wrapping up my long-running 4e campaign. Many of the ideas that I present here on my blog came out of that campaign. I did my best to keep the players focused on the story, and while combat was frequent, I was careful to end it before it became a slog. We had sessions where no combat occurred. We had short one round skirmishes. We had lots of exploration and encounters that never led to combat. So, I had become used to my own way of playing 4e...a way that is closer to OSR games, and one that rejects the usual structure of many 4e adventures. Nestled in my own private universe of houserules, I had completely forgotten how bad 4e can really be.


Now let me say that I don't fault the DM that ran the game. He is a fun person to game with, engaging and intelligent, and I have played with him a number of times. I also don't fault the players, as they were really just playing 4e as designed, with cherry-picked magic items and optimized characters that are honestly encouraged by the rules as written. I can't really blame someone for playing the game the way it was designed to be played. 

The adventure was typical LFR fare: a bit of roleplay at the beginning, then a three encounter combat slog, like something from the "Dungeon Delve" book. The first encounter was basically a joke; the monsters stood no chance against us. Almost immediately, the flow of combat degenerated into a string of soulless reactions and interrupts, moving at a snail's pace. An hour in and we were just going through the motions, as any monster with even a modicum of intelligence would have fled or surrendered by now. I was groaning to myself, hurrying through my turns, disengaged, checking to see what the wife was watching on TV. 

The second encounter was another big set-piece deal, with some creatures that would basically rise again after you killed them. After the first round of combat (another 40 minute-plus slog of reactions and interrupts and synergistic charop approved item powers) we realized this. The party began to make its way to a door on the other side of the room to escape. This took another hour or so. As my character stood there in the center of the room, soaking up damage, I had a breakthrough. I was in trouble, no doubt, but I could have escaped by using a combo of my second wind, a heal spell, and another round of *shudder* combat. Yet I knew this would take at least another 30 minutes, likely much longer. We were already hours into this grueling thing. I couldn't take it anymore. I told them to just go ahead and run and let my PC die. I gave a half-hearted attempt at roleplaying it. "I'll hold them off! Get out of here!" I thanked the DM and wished everyone well and dropped out. You know a game is bad when you really WANT to die...when character death is a blessing, like cool water to a dry mouth. 

I had to reflect a little bit after the game. I mean, I run a site that is mostly dedicated to 4e. I own every book. I have defended it hundreds and hundreds of times. Hell, I put out a 4e zine! Was it possible that I had been kidding myself all of this time? After all, I have houseruled every part of the game, from items, to combat and monsters, to traps, to diseases, to skill challenges, to rituals, and on and on. Is it possible that I actually hate 4e?

The answer is yes. I loathe it. I despise it. But, that isn't the only question. The other question is, "Is 4e worth saving?" And I think it is. Underneath the garbage, 4e has a lot of wonderful potential. Lots of creative and fun character options. A simple skill system that can get out of the way if you let it. Easily hackable design. Clear, understandable rules. There is good in the game, enough good that, perhaps against all logic and reason, I press on trying to perfect it. 

Now, I want to say that if you like things about the game that I don't, that is fine and dandy. I am not trying to convince anyone that my way is best. I just wanted to share what I had gone through recently as a way of getting it off of my chest. I don't want this post to end on a negative note; rather, I encourage everyone out there to make the games you play your own. Be honest with yourself about what you like and dislike, and adjust accordingly. I realize now that playing in casual, traditional 4e games is really not something I enjoy. On the other hand, I love tinkering with the game and running it as something wholly different from what was apparently originally intended.
So, enlightenment came through suffering. Isn't that like a Zen koan or something?

Tuesday, October 29, 2013

Trimming the Fat Part 4: Killing Off Revenants Once and for All

Just a short post today because not much needs to be said on the topic. My "Trimming the Fat" series basically deals with bits of 4e that I find so offensive and contrary to my tastes that they cannot be house-ruled away. They must be completely excised from the game and buried under rocks. Previously we threw sunrods, skill challenges, and backgrounds on the trash heap (although I did end up using a background variant in my zine). Anyway, today we say goodbye to the Revenant as a playable race.

The reasoning is simple: 4e already requires that DMs inch up the difficulty. The last thing it needs is an unkillable munchkin race. Sure, the flavor is fine, but I have yet to see one played for any other reason than to be a get-out-of-death-free card. At higher levels, with tips and tricks like those found here, they become unkillable. Unkillable builds are not welcome in my D&D, regardless of edition. There is no reason to over-think it; just ban them and be done with it. If someone wants to use some sort of Revenant-ish storyline for their PC, they can work with the DM to do so in a way that isn't disruptive to the game.

Thursday, September 19, 2013

The End of the 4e Mags

Well maybe you haven't heard it yet, but in the latest Dragon mag, Perkins drops the bomb that the mags will be on hiatus starting in January 2014. We all knew the day was coming when "official" 4e support would end, but I still can't help but be a little sad to see it.

I thought today I would look back on the 4e Dragon/Dungeon mags. The mags had some great content over the years. Here are a few of my fave moments:

-Character Themes (Dragon #399 and multiple other issues). Richard "Birthright" Baker wrote the initial articles presenting Themes as character options, and they were an immediate success. Just when it seemed like there was no "design space" left, Themes found nooks and crannies to occupy.


-Baelard's Legacy (Dungeon #188). Joshua Kerbou only has one article that appears in the mags, and it is apparently his only article appearing anywhere. How lucky we are then to have this, the finest official 4e adventure. This is the adventure that shows how great 4e adventures could have been. The layout is non-linear, there is more exploration than combat, and the storyline is fantastic. If you haven't yet, you owe it to yourself to check out the forgotten Library of Highforest.



-Demonomicon: Yeenoghu (Dragon #364).  Robert Schwalb's ode to the demon gnoll. This was in the first 4e issue of Dragon and remains pretty much untouchable at the end of the run. This is just marvelously gory, and it pushes the boundaries of 4e's "PG-13" fluff. Here is a sample:

"The cultists scour the lands for fresh victims, dragging them back to hidden altars where they are strapped down and mutilated with sharp knives. The blood is collected and distributed among Yeenoghu’s high priests, which they then mix with hallucinogenic herbs and consume with relish."


-The Last Breaths of Ashenport (Dungeon #156). Ari Marmell's Lovecraft-inspired tale of a seaside cult is one of the most praised of all 4e adventures. I had a lot of fun with this one from the DMs side; playing cultists and fish-like creatures from the depths of the ocean is always fun. Which brings me to my next pick-

  -Pearl of the Sea Mother (Dungeon #204). I am a sucker for kuo-toa, and this high-Paragon tier adventure delivers. John "Ross" Rossomangno's fitting tribute to one of the game's iconic creatures.





 -Vor Kragal (Dragon #364). Another article from the first issue of 4e Dragon makes the list. This is an example of the mags at their best. Nicolas Logue's article has a great mix of fluff, adventuring locations, magic items, and new monsters. It is honestly an adventure in itself, and is somewhat akin to the underrated Hammerfast, Shadowfell, and Vor Rukoth supplements. Its funny, but the best 4e "adventures" are ones that aren't really adventures.






I have to say that I am thankful to have so many great issues of 4e magazine content. Hell, some of it I still haven't read, and much of it I am sure I have forgotten.

Although I am no Dragon magazine, I still intend to publish new 4e content in my zine. I have received several strong submissions already and I am trying to get the second issue together. I have asked before for folks to send me rejected submissions from Dragon/Dungeon. If you have any interest in getting some of your 4e stuff out there (albeit for free and for a small audience), check out my zine for contact info or leave me a post.

Anybody else want to share a fave 4e Dragon/Dungeon article? Leave a post!


Wednesday, August 21, 2013

In Search of Strongholds, Part 6: Get to the Good Stuff


Welcome to the penultimate installment of my blog series on developing a stronghold system for 4e. It has taken a lot longer to get this all written down than it took to put it together in my head, but that is the way things go sometimes. Check out the previous installments if you need to catch up: Parts 1, 2, 3, 4, and 5. Today's post largely shies away from mechanics and instead focuses on the philosophy and reasoning behind my design decisions.

Here at Frothsof 4e, I try to keep my DM advice practical and specific. I personally do not enjoy reading DM advice posts. You can learn more by DMing one session of a game then you will ever learn by reading someone's blog, or even worse, a DM "self-help book". Specific advice on game elements is fine, but I believe everyone should make their own path as far as pacing, adventure styles, preparation, and all of the the rest goes. When it comes down to it, there is really only ONE bit of advice that I consider crucial enough to stress to a new DM, and that is to get to the "good stuff".

This is a lesson I think many of us have learned. We have a great idea, be it for an adventure, a foe, a location, or whatever, but instead of immediately getting to the good stuff, we take a roundabout way of getting there. We then run the risk of never actually arriving. Gaming groups break down, things happen. If you do not get to the good stuff, you sometimes never get there at all. If you have a great idea, use it as fast as you can. Get to the good stuff.

I have applied this mantra to my stronghold rules. I asked myself, "What is the "good stuff" when it comes to stronghold systems?" This also begs the question, "What is the bad stuff?" Well, everyone is different, but for me the "bad stuff" regarding strongholds and domains would be too much focus on the minutiae. Too much accounting. Too much resource tracking sucks the fun out of it for me, and makes it feel like school work. On the flip side, there is a lot of "good stuff" about stronghold systems that appeals to me greatly. I love the idea of carving your own place in the world, clearing hexes old-school style, designing what your stronghold will look like, roleplaying the construction and hiring of retainers and armies, attracting townsfolk to the area, and of course, eventually making a profit.




The question now becomes, "How do you get to the good stuff with only a modicum of soul-killing accounting?" Well, we start where every stronghold system starts: finding a suitable location to build. This should always be a joint exercise with the DM, and should always fit into your campaign world. My own completed, edited rules ("Baronies and Barbicans") will appear in issue #2 of 4e Forever, and as such, they will reflect the 4e Forever world. So the seemingly simple act of selecting a locale will vary widely depending on the campaign.

The DM should draw a map on hex paper. Use large hexes. It doesn't have to be very detailed, but it can be if you want. As for scale, I suggest using 1 to 3 mile hexes. The DM should note any special geographical features. Select a hex to be the building site. The PC(s) must then clear the area of monsters in a 3 to 6 mile radius around the site. This can take as long as you like and can constitute one or many adventures in and of itself. You can use random tables or design detailed adventures. The party can do all the work themselves or hire soldiers and mercenaries. Whatever the case, building should not start until the area is cleared.



So far this should sound pretty standard. Here is where it gets a little different. Traditionally, here is where you will start having to itemize everything. Every individual salary of everyone hired from potboys to engineers. Every single door, bastion, and tower. Formulae for construction time based on the number of workers. Wall footage. Armies. It starts to get tedious fast and the fun quickly gets sucked out.

That is why I came up with an idea for simplifying the building and staffing process. Now, I have talked before about how I could care less if my numbers are "historically" accurate. Its a fantasy game. I want them to make sense, but I do not care if they accurately portray medieval life or economies. If you disagree with this style, this system will likely drive you bonkers.

Anyway, you will still want to roleplay the hiring, building, and so forth, but I have "bundled" the necessary expenses for building and maintaining the property into two "packages". A DM could extrapolate further based on these packages if he or she wanted to make it more complex. The idea is that you spend a set amount of money. I have used round numbers for ease of use. The numbers are based on the stronghold construction taking a year (in the game world) to complete. All of the materials and labor costs are rolled in together. This includes a Sage whose magic presumably helps with the speed of construction, as well as the cost of fielding a smallish "army", whose size varies based on the amount spent.

I present two options, one priced at 50k and one for 100k. That is the total cost for the first year (i.e. construction, salaries, army, etc), payable all at once or by the game "month". After the first year, there is a set amount you pay in perpetuity for upkeep of the property, patrols of the previously cleared area, and maintaining your armed forces. After the stronghold is built, settlers automatically move into the area and begin paying taxes. After a couple of years you break even, and from there you start to make a modest profit. The hard numbers for this will appear in the next installment of the series.

Here is an idea that I am really proud of. I have always loved looking at the little drawings of castle components in OD&D and the Judges Guild's Ready Ref Sheets. Designing the look of your keep or manor is definitely part of the "good stuff" in my book. What sucks is trying to tally it all up piece by piece. I mean, how many doors do I need? 60? 43? How long does this wall need to be...and if I make it such and such length, what about the moat? Argggh. Fun=gone. Well, my idea is that instead of itemizing and accounting for each little piece of the stronghold, the cost of construction instead provides you a certain area of space. You can then use whatever architecture you want so long as it fits in the area. This area should be depicted on graph paper, and involves a combination of length, width, and height. So you don't have to worry about counting doors or towers or any of that. You are just restricted by the size of the stronghold, not by the "look". Make sense? Like I said this isn't "accurate", but it works. It is a way to embrace the fun parts of traditional stronghold systems, while doing away with the nitpicking.


So to review, the idea is pretty simple: less accounting, more roleplaying and stronghold designing. The system maintains the traditional "feel" of various domain systems, while alleviating a lot of the math and inventory tracking. The costs for building and maintaining the property and employees are all built in. You have a lot of freedom to give your construction the look that you desire without having to be needlessly anal about it. What is also cool is that it also will tie into the Scalemail mass combat system for 4e Forever (see issue #1).

So that is it for now. I will provide some numbers and breakdowns next time and summarize the blog series. You will have to wait until issue #2 for everything to be edited into a final presentation. My wife is going to be drawing the stronghold components, and I will be aiming for it to feel as close to the OD&D and Judges Guild's drawings as possible!

I would love to hear some feedback. Let me know what you think about these ideas!

Saturday, July 27, 2013

A Megadungeon? For 4e? (Part 2!)

Wow, time flies. Hard to believe it has been over a year since I did this original post on megadungeons in 4e. Now that my zine 4e Forever has come out with the first level of a megadungeon "serial" adventure, I feel like I learned more about using these behemoth settings with the 4e game, so I thought I would post a part 2.


I noted how 4e combat speed can effect the pace of a megadungeon. You cannot populate every room with a 4e set-piece encounter and ever expect to finish such a thing, let alone enjoy it. But here is the dirty little secret: 4e's skill system works GREAT for exploration. Sure, you sometimes have that annoying player that rolls perception every 5 seconds, or the guy that detects magic on everything including a dead squirrel (adventure idea?), but overall its pretty no-frills and gets out of the way of the actual game. Exploration is one of the great joys of dungeons in general, and megadungeons in particular. A megadungeon gradually reveals itself. Each room is a thread of the tapestry. The story is in the exploration, how different areas of the place relate to each other, and the relationship of the creatures inhabiting the place. Even something completely "funhouse" like Tegel Manor has a sort of hidden rationale that only becomes apparent when you can finally step back from it and look at it all at once. Kind of like those 3D posters where you blur your eyes?


I am convinced that pacing is the key of running a 4e megadungeon. If you check out the first level of the pyramid in "Tales of the Lost City" from my zine, you will notice that out of 49 rooms, there are only 9 or so encounters, some of which might not even happen. I am not saying there is some pat and easy formula, but you want your design to really lean towards exploration. Having run I6 Ravenloft for 4e, Tegel Manor, and playtesting "Lost City", I really feel comfortable in saying that.


In the Temple of Elemental Evil (perhaps not a megadungeon, but a damn big one), there are a lot of good lessons regarding how different factions might work together or against one another. On the first dungeon level, you have a large group of gnolls. All of the gnolls rooms are connected, and if you encounter one group, odds are that the others will be alerted in kind of a domino effect, until all have joined the fight. 4e is GREAT at handling these kind of gradually-building encounters. 4e PCs have a lot of resources, and if you introduce creatures from nearby areas gradually during an encounter, you can really give it a "real" feel, as well as challenge your players. In "Lost City", a lot of the rooms of the pyramid are locked; the broken and open doors are towards the entrances of the pyramid, so rooms there are the most heavily populated. This is deliberate design; different creatures can hear a commotion if it happens.



I am reminded today on Gygax's birthday of what I consider the greatest set-piece encounter in the history of D&D: entering (or attempting to enter) The Forgotten Temple of Tharizdun. Gygax gives detailed instructions for adding reinforcements to the initial group of monsters encountered. They cover 25 ROUNDS and must include at least 100 creatures. The feel of a constantly growing combat encounter can give even jaded players a rush of adrenaline. If you are considering a 4e megadungeon, consider laying out some of the encounters in such as a way that they can 'blend'. I hesitate saying this adds 'realism', as realism isn't the point of a fantasy megadungeons; it does add a kind of logic to it though, a natural feel if you will, and the great thing about that is that it fits the 4e system like a glove.

By primarily emphasizing exploration, and by carefully considering encounter placement, you can create 4e megadungeons that work to the game system's strengths.

Friday, July 26, 2013

In Search of Strongholds, Part 5: Hirelings, Soldiers, and Wages








I know it has been forever since I posted anything in this series, and I apologize. I was compelled to finish the first issue of my zine 4e Forever, and it of course took waaaaay longer than I would have guessed. That said, a day has not really gone by that I haven't thought about stronghold rules. You can check out the earlier installments at these links: Part 1, Part 2, Part 3, Part 4.


I had contemplated doing an entirely new list of mundane gear in order to fit the new "economy" I am working with. I say new economy, but what it really amounts to is throwing 4e's "expected wealth per level" in the trashcan. I added random treasure tables, with lair treasures being the mother lode, the source of fabulous wealth. As I researched different prices of mundane gear over multiple editions, I started to realize that every edition is pretty much in line with the prices. There is a little variance, but overall they are pretty close. The biggest difference is with things like armor; old editions priced plate armor out of reach of low level PCs as a balancing factor, whereas with 4e, characters can afford plate at level 1, but they cannot all benefit from it. I was going to have to use the 4e prices for weapons and armor anyway, so the fact that the rest of the prices were in the same ballpark meant that I really didn't need to make new gear lists after all. It would have been a lot of work for nothing.

All of that aside, I still needed to nail down wage rates for hirelings. You cannot run a stronghold without them. You need staff to maintain the property, not to mention to support and supervise your armed forces. Your soldiers, of course, are also hirelings in and of themselves. If you have not already, you can read the current hireling rules in 4e Forever #1 in the Grimoire. I provided the basic "formula" for hireling wages: 2gp x hireling level = their daily wage. That said, to go any further we must talk a little bit about how hirelings and levels are defined.

First of all, none of the numbers you are going to see represent real history or medieval demographics. I try to maintain an internal logic and consistency, but I am not a scholar and do not purport to be. I do not personally care if stuff in my fantasy game matches up exactly with real life. I am trying to use simple formulas and concepts (such as "hireling level") to make rules that are easy to use. So, every number or gp total you see may not feel "realistic" to you. If that is a crucial factor, these may not be the stronghold rules you are looking for.

Second, hirelings and soldiers need to be differentiated. Soldier wages (but not their leadership's) are much lower than typical hirelings. This is for several reasons. The main ones are that their supplies, armor, weapons, food, and lodging are all provided to them. There are also many of them, so in the same way that buying in bulk might save you or me some money at a grocery store, the costs for your soldiers are also lowered as the costs are spread amongst many. There are also many "one-time" costs; you don't need to repeatedly buy a barracks, for example. Low-level "grunt" soldiers may also be less skilled, illiterate, be former criminals and/or mercenaries, or any other balancing factor that you need to justify it.

Wages per day are provided below, with wages per month extrapolated from them. You might have a campaign world that does not use months, or has a weird calendar, or what have you. I am assuming 30-day months with 12-month years. You can use the daily wage to set your own wages or use an optional rule that smooths everything over, albeit at the risk of losing a bit of "realism": most hirelings require a "monthly" wage for any services that take two "weeks" or more. So if you are hiring someone for 15 days or 30 days, it is the same wage. If you have 40 day months, you could still use the "monthly" pay rate. This will allow most DMs to use the same prices/rules even if their calendars are different.

Ok, so we talked before a little bit about how hireling levels work. They are based on the rarity of their skills as well as whether they are in a supervisory role. Thus, an Alchemist is of higher level than a Fletcher, and a Sergeant would make less than his Captain. The levels may feel arbitrary in and of themselves; they only have meaning when they are compared against each other.

So here is a breakdown of hireling wages. These do not apply to your standard soldiers (i.e. artillery, cavalry, etc) but they do apply to military leaders. As noted in the Grimoire, hirelings have a level cap of 10. They do not typically accompany PCs on adventures; that is the purview of henchmen. Soldiers do engage in mass combat, and they will be integrated into the Scalemail mass combat system for 4e Forever (see issue #1) eventually. A sage's wages should be set based on how rare their purview of knowledge is within the setting. For example, in Serd (see 4e Forever issue #1), any sage with information about the location of ancient ruins would be very well paid (Level 10).  Typical hireling occupations are listed; if you utilize a hireling with an occupation or skill that is not listed, use whatever level makes the most sense to you based on the wages of those that are. Also remember that common laborers are not hirelings, and they are not paid according to these tables.

Hireling Wage in GP by Day/Month
Level 1-2/60
Level 2-4/120
Level 3-6/180
Level 4-8/240
Level 5-10/300
Level 6-12/360
Level 7-14/420
Level 8-16/480
Level 9-18/540
Level 10-20/600

Hirelings by Level
Level 1-Scribe, Pack Handler, Chef/Baker, Minstrel
Level 2-Blacksmith, Tailor/Weaver, Tanner, Potter, Furrier, Vintner
Level 3-Armorer, Fletcher/Bowyer, Weaponer, Sergeant
Level 4-Gemcutter, Lieutenant, Animal Trainer
Level 5-Captain
Level 6-Engineer (Architect), Barrister
Level 7-Spy/Assassin (hired by the month only)
Level 8-Sage (varies)
Level 9-Sage (varies), Astrologer
Level 10-Sage (varies), Alchemist, Apothecary

Soldiers
Soldiers are all paid 5gp each per game month, or 60gp per year. Soldiers are never hired by the day. For simplicity's sake, I do not differentiate between different types of soldier in order to determine their wage.

In the next installment of this series, I will lay out the costs of constructing a stronghold and the minimum staff needed to maintain it. This will include the military leadership needed to supervise varying totals of soldiers, and notes on building your own army within the Scalemail system.

***I am still looking for submissions for 4e Forever #2!!! If you want to contribute artwork, cartography, or an article, PLEASE feel free to contact me at frothsof@gmail.com

Saturday, July 13, 2013

4e Forever Issue #1 Wrap-Up: Submissions, Q&A, and a THANK YOU!!!

Well, issue one of my fanzine 4e Forever has come and gone, and all I can say is that the response blew my expectations out of the water. This is obviously a niche product: a zine focused on a recently "cancelled" edition, and one that centers on high-level play, traditionally the least played "tier" of all editions. It also incorporates a lot of old-school elements, which, if you believe everything you read, is diametrically opposed to 4th edition. Well, the response proves that was a lot of bunk. I have had die-hard OSR guys congratulate me, and people that have only played 4e tell me I peaked their curiosity for classic editions. It seems a lot of the loud voices on the internet do not represent gamers as a whole.

I want to give a special thanks to those that shared this with others. Several people blogged about it, shared it on websites that I had never heard of, and some generous soul even took the time to index the issue on RPG Geek. Thank you. If anyone liked it or knows others that might, please continue to share it.

I thought I would give a short Q&A regarding some questions that arose from readers.

How often will 4e Forever be published?

There is no set schedule. A lot of it depends on real life and how many submissions I get (see below). It will be irregular, that's for sure.

Can classes other than Arcanists use spell research?

Yes. I left it as Arcane classes only in the mag for old-school flavor, but in retrospect, I should have clarified that.

You mentioned the rate of pay for hirelings based on level, but there was no list of hirelings.

A list of hirelings will appear with the stronghold rules, whenever I get them completed. In the meantime, a DM can just improvise based on common sense. For example, a blacksmith is a very common occupation, and even small villages like Hommlet will have one, so assign them a low level. In contrast, a sage that specializes in ancient astrology might be incredibly rare and command a higher wage. The less common the occupation, the higher the level. This also applies to supervisory roles, like in the mag example.

Does a Savage's extra attack on its initiative +10 work like some of the more recent 4e dragon designs? Do they get one action or a full set?

Yes, it is basically the same thing. How many actions is up to the DM. Note that a Savage is not required to use all of the features listed, but it will typically have many of them.

Who controls henchmen? Hirelings?

A DM should control hirelings, while the players control their henchmen.

What happens if the PCs level up and they are in an area with no henchmen to be attracted?

If the PCs are unable to be approached, then no henchmen are attracted, but if the PCs are in any location where populations of Humans or Demi-Humans are nearby, henchmen should find them.



I am THRILLED that I have already received a few submissions. I want to talk a little bit more about them. I am COMMITTED to making it smooth and easy as possible for you to submit material. Therefore, if you need help converting monsters to the new stat block, I will do it for you. I you have questions about the world or need guidance on any of the rules, I have an open line of communication. If you have "system neutral" material, such as random tables, by all means, send them in; not everything has to scream 4e. You might have something you submitted to Dragon or Dungeon that didn't get printed. Consider reflavoring it and sending it in! If you want to contribute to the zine, I promise I will do everything in my power to make it happen. So please, consider sending something in, or tell a friend that you think might be interested about it. Again, you can email submissions to frothsof@gmail.com .

Well, I just want to once again thank everyone for checking out the zine, even if it wasn't your thing. It is now my most popular blog post by a million miles. If anyone runs any of the adventures, let me know how it goes! I know that at 150+ pages, many of those who downloaded it may not have had a chance to finish reading it, so please keep sending me feedback. Thanks again!




Tuesday, June 11, 2013

DOWNLOAD MY FREE 4E FANZINE!!! 4E FOREVER ISSUE #1 IS UP!!!



So the wait is finally over. It has been a loooong road, but I am happy to say that I followed through and finally got it done. I hope you have enjoyed the "spotlights" on contributors yesterday and over the weekend. I again want to thank the Crypt Thing Robert Waluchow, Timothy "Morpho" Reynolds, and Will "Beholder Pie" Doyle for all of their help.

When the end of 4e was announced, I felt it had a lot further to go. I was cynical for a minute, thinking about all of the stuff that I felt was still needed or that was never accomplished. I decided that instead of bitching, I would do my own thing. After all, there are tons of awesome 'zines out there for out of print games...why not start one for 4e?

So I can finally spoil the contents for you now! What is in the first issue of 4e Forever?

-The framework of a new shared world that 4e fans can build together
-The best alternate and additional rules from my blog, re-organized, edited, and compiled into one easy to use document, the 4e Forever Grimoire
-Revamped trap rules for 4e with 15 new tricks and traps
-Over 30 new high level creatures
-Two full-length adventures, including part one of a massive megadungeon adventure path
-Exciting rules for a 4e mass combat system designed by WOTC published author Will Doyle
-All the info you need to submit your own writing, artwork, and/or cartography

This magazine is and always will be free, but I will ask one thing of you, Gentle Reader. Please pass this link along to any and all 4e fans that you know. I need help to keep this going, and I will be relying on submissions. So please, send to your gamer friends, forward to your friend lists on forums, tweet it, email it...anything you can do to help spread the word would be greatly appreciated.

And so, without further ado, I hope you enjoy the mag!

DOWNLOAD 4E FOREVER ISSUE ONE

Monday, June 10, 2013

COUNTDOWN TO THE 'ZINE-CONTRIBUTOR SPOTLIGHT-WILL "BEHOLDER PIE" DOYLE

Wow, it is just one more day til I drop my 4e fanzine! Over the weekend we took a look at some of the awesome talent that contributed to the first issue. Saturday we checked out the Crypt Thing, Robert Waluchow. Yesterday, we spoke with the multi-talented Timothy "Morpho" Reynolds. Today we shine the spotlight on Will Doyle of Beholder Pie.



Will and his girlfriend Stacey operate the blog, a truly amazing mix of great 4e design and world-class artwork. Someone on a forum somewhere mentioned it to me a few years ago, and when I checked it out, I was pretty overwhelmed. "How has nobody heard of this guy?", I wondered, as his blog is really heads and tails above a lot of what you see. Well, it seems WOTC took notice as well, because in the year since I first asked Will about contributing to my zine, he has had not one, not two, but three adventures appear in Dungeon, with another possibly on the way. All of his adventures have gotten rave reviews for their creativity. I am not surprised in the least.

When I approached Will about printing one of his articles in the mag, he was total class. He let me make edits, answered questions, and he is really a super-nice guy who deserves all of the success he is getting. You will be seeing a lot more of this guy, I promise you that.

Will was nice enough to answer some questions for me:

1. How did you get into gaming?

I was first introduced to roleplaying games in 1984, when a relative gave me and my brother a boxed copy of Call of Cthulhu. I was nine, so it was way above my head, but I remember liking the pictures! Eventually one of my brother's friends ran a short campaign of Dragon Warriors, and we finally understood how it all worked - and were pretty much hooked. That led to Teenage Mutant Ninja Turtles, Paranoia, Warhammer Fantasy Roleplay, D&D and dozens more. Nowadays I mostly play D&D and Call of Cthulhu, with occasional forays into other systems. My girlfriend is a keen player, and we both work in video games, so there are plenty of opportunities to game!

2. Can you talk a bit about Beholder Pie? How did you get started with it?

Beholder Pie was born when my 4th Edition campaign began developing lots of housebrew content: a mass combat system, unique monsters, magic items, and artifacts. Most blogs seemed to focus on GM-advice, so I thought a "crunch-heavy" site could stand out from the crowd. I also played with a group of video game artists, who were always drawing pictures of their characters, so I had lots of original artwork available. Over the months the blog has become less crunch-based, but I still try to provide something mechanical every once in a while.

3. I know you have had some stuff published by WOTC recently. Anything else on the horizon you want to share with us?

Over the last year I've written four Dungeon adventures for Wizards of the Coast. The first two - "Tears of the Crocodile God" and "Glitterdust" have already been published, and there are two more in the pipes. I can't talk much about them until they're been announced, except to say they were a real blast to write and playtest! Two of the adventures I've written have been based on concepts they've asked me to develop (rather than ideas I pitched to them), which in some ways I prefer - it's more of a challenge, as it puts you out of your adventure-writing comfort zones!
I am not going to spoil what Will contributed to my zine. All I will say is that it is a game changer, plain and simple. You do NOT want to miss it. Thank you SO MUCH for your help Will!
You can pretty much click at random on Will's blog and find something awesome, but I think I will leave you with a link to some of his recent ultra-creative stuff, "The Drowned Kingdoms". This is a killer new campaign setting, a world completely flooded...kind of like Waterworld without the urine drinking and cigarettes. Here are the posts about it, scroll down to start at the beginning.
One of the awesome locales of the Drowned Kingdoms, Fathomdeep



Sunday, June 9, 2013

COUNTDOWN TO THE 'ZINE-CONTRIBUTOR SPOTLIGHT-TIM "MORPHO" REYNOLDS

Today I continue to shine the spotlight on contributors to my upcoming free 4e fanzine. Don't forget, it comes out this Tuesday, June 11th! Yesterday, we took a look at cartographer extraordinaire, Crypt Thing Robert Waluchow. Today we spotlight Timothy "Morph" Reynolds!

I first met Timothy Reynolds about three years ago, gaming online. We played (and still play) on the RPGTO; this is the virtual table that Wizards developed but discontinued. It is still going strong, but that is another story.

Tim aka "Morpho" aka "MorphoPractix" aka "SarialMorphoPractix" is the consummate gamer-the exact person you want playing at your table. Courteous, friendly, creative...anyone that has played with him remembers what a cool person he is to game with. I am lucky enough to have played dozens of sessions with him. Everyone likes Morpho.

Slowly but surely we got to know each other a little bit, and I began hearing more about his real life. "Morph", as I prefer to call him, alluded to the fact that he is a stage actor. Didn't surprise me at all, as he is a great roleplayer. I started hearing more about his parts in productions; he mentioned "Penny Dreadfuls" and "Varney the Vampire" one session, and I felt hip to know that I knew what the hell he was talking about. Anyways, I had let people know that I was working on a 4e fanzine, and Morph ended up emailing me about it. It turns out that he is a Renaissance man, and that drawing and painting are also among his many talents. Again, not really surprised. Turns out Tim is many things: an actor, playwright, poet, designer, and a visual artist. He is also my place to crash next time I am in Brooklyn, NY (half-kidding).

I am not a fan of modern RPG art. I love the classic stuff: Sutherland, Trampier, Otus...I don't like anything that feels overwrought or tortured. I want to feel an artist's character. I don't know if that makes much sense, but you can probably still appreciate how awesome it was when Morph sent me these images that he drew for a storyboard/treatment of a friend's upcoming outer-space sci-fi film. This is exactly the kind of art that I wanted to see in an RPG. It is visceral, fluid, and most importantly, it has character.

Slime on the foot? That's a BAD THING in outer space.


Space jealousy? That's even WORSE.
Uh, yeah, but space cutting is worst of all...


How awesome it is to have an artist with that kind of talent contributing to my little fanzine. Thank you so much Morph!


I asked Morpho a few questions in a vain attempt to unravel the enigma. Here are his responses:



1. How did you get into gaming?

I first began with Basic D&D in 1977, moving quickly onto AD&D.

2. I know you are a creative guy, you act in the theatre, you paint, etc. How do these tie-in to your gaming?

RPGs tend to attract actors and artistic types.  I always have drawn during game sessions - characters, combats that were happening, etc.  It has always fueled the game for myself and for my fellow players, as I tend to do character portraits for my companions and the DM.

3. Any projects or plans for the future with your painting? 

I will always do artwork and I am contemplating a tarot deck series of paintings.



The tarot thing sounds amazing. Morpho is a true talent, with an incredible knack for interpreting text and conveying it in an image. Everything I gave him was like a sentence or less, and he did incredible things with it. You will see for yourself soon enough. I do not want to publish his email, but if you want to contact him let me know and I will pass on the information. I can see him doing a lot of OSR work, as his artwork is perfectly suited for it. I will certainly be hitting him up for issue #2.

The Tuesday release is creeping closer! In the meantime, you can check out this awesome sneak peek at an original Morph image from the 'zine. I asked him for "zombies". No detail or anything. Look at how awesome this is! (Note the dude in the bottom left...super-creepy!)



"Zombies" by Timothy Reynolds