Every week, talented creators upload products to the DMs Guild, pricing them as free or pay-what-you-want in order to reach customers. Dozens of new free and pwyw products are added each week alone. It is a lot to sort through. My hope is that highlighting a few of each week's best supplements will help the designers get the attention they deserve.
You can find previous posts in this series HERE.
20d8 Ways to Modify Monsters from Vincent Kitali
Oooh, this is handy. Have your players memorized the Monster Manual? Then be sure and check out this guide on how to keep them off-balance. Includes some sample modified monsters.
The Compendium of Odd Creatures from B5 Homebrews and The Adventuring Guild
Speaking of keeping your players off-balance...how about a giant goat? Or a wishing well that twists wishes into something grotesque? This supplement provides 22 highly unusual and creative creatures to challenge players that have seen it all.
Arcane Incantations from Damian Steele
Holy moly! Over 800 4e arcane powers converted to 5e! I really enjoyed this. 4e is just sitting there, ready to be pilfered for content, and this was a great way to do it. And over 800! Seriously?
Warlock Eldritch Invocations List from Michael O'Connor aka ThinkDM
Another handy-dandy utility sheet from the ThinkDM. Includes material from the PHB and Xanathar's Guide.
100 Non-Combat Random Encounters (Coastal) from Dungeons and Djinn
Dungeons and Djinn have quietly put together a wonderful array of system-neutral random tables. The coastal flavor here could prove helpful if you plan to spend the coming months in Saltmarsh.
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts
Saturday, April 27, 2019
Saturday, April 13, 2019
Free and PWYW 5e DMs Guild Highlights: Week Ending 4.13.19
Every week, talented creators upload products to the DMs Guild, pricing them as free or pay-what-you-want in order to reach customers. Dozens of new free and pwyw products are added each week alone. It is a lot to sort through. My hope is that highlighting a few of each week's best supplements will help the designers get the attention they deserve.
You can find previous posts in this series HERE.
Heroes of Shadow 5e Complete Conversion from Anson Smith
Late in 4th edition's run, after the mixed reaction to the Essentials re-brand, several character option books were released. Though 4e was already doomed by the time of their publication, there was still some interesting material to be found in them. Here we have feats, weapons, spells, builds, and more from the 4e Heroes of Shadow supplement updated to 5e.
Toecap's Puzzle House from Christopher J Foster
Toecap's Puzzle House has...errr...puzzled many an adventuring group. Does your group have what it takes to get in and out with the treasure, or will they throw up their hands in frustration like many others before them? This side quest could be run in a single session.
Ninety-nine New Wild Magic Surges from Guy-Andre' Meloche
Just what it sounds like. Interestingly, the author has a Twitter account dedicated solely to posting new wild magic surges.
The Dedicant Class from Modo
Odd but inventive class centered on "enactments", an ability to absorb/learn the attacks and abilities of monsters and other foes, draw spells from the dead, and transfer magical enhancements from item to item. Probably broken as hell, but very interesting.
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
You can find previous posts in this series HERE.
Heroes of Shadow 5e Complete Conversion from Anson Smith
Late in 4th edition's run, after the mixed reaction to the Essentials re-brand, several character option books were released. Though 4e was already doomed by the time of their publication, there was still some interesting material to be found in them. Here we have feats, weapons, spells, builds, and more from the 4e Heroes of Shadow supplement updated to 5e.
Toecap's Puzzle House from Christopher J Foster
Ninety-nine New Wild Magic Surges from Guy-Andre' Meloche
Just what it sounds like. Interestingly, the author has a Twitter account dedicated solely to posting new wild magic surges.
The Dedicant Class from Modo
Odd but inventive class centered on "enactments", an ability to absorb/learn the attacks and abilities of monsters and other foes, draw spells from the dead, and transfer magical enhancements from item to item. Probably broken as hell, but very interesting.
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
Wednesday, April 10, 2019
Humpday Blog-O-Rama 4.10.19
Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for fresh ideas, and platforms for up-and-coming talent. They keep "forgotten" games alive, foster discussions, and build communities. Not everyone can work for a big game company, command a large audience on Twitch, or make a living from their art or cartography, but every RPG enthusiast can easily create a blog and start sharing their passion with the world.
Every Wednesday on the Thought Eater podcast and blog, I take a look at what is going on in the vibrant RPG blog scene. Check out previous Humpday Blog-O-Rama posts HERE.
LISTEN TO THIS WEEK'S EPISODE HERE!
LINKS FROM THIS WEEK'S EPISODE
MAPS
https://batintheattic.blogspot.com/2019/04/figuring-out-scale-of-viridstans-map.html
https://beyondfomalhaut.blogspot.com/2019/04/stuff-dungeons-of-morthimion.html
http://bearded-devil.com/2019/04/09/how-i-run-a-citycrawl-campaign/
APRIL A-Z
http://www.kjd-imc.org
https://bxblackrazor.blogspot.com
https://seaofstarsrpg.wordpress.com/
http://punverse.blogspot.com
https://mythopoeicrambling.wordpress.com/2019/04/05/aprils-past/
REVIEWS
http://save.vs.totalpartykill.ca/review/the-black-hack
http://zedecksiew.tumblr.com/post/183933450206
https://www.indygaming.com/video-astonishing-swordsmen-and-sorcerers-of-hyperborea-collection/
http://psychicmayhem.blogspot.com/2019/04/review-stranger-things-d-roleplaying.html
SAVE (G+) OR DIE
https://spoutinglore.blogspot.com/2019/04/the-g-archives.html
RANDOM TABLES
https://randroll.com/archive/random_realms_chartopia/
https://chartopia.d12dev.com/search/
VARIANTS
http://retiredadventurer.blogspot.com/2019/04/flipping-core-mechanic-of-mythras.html
http://themansegaming.blogspot.com/2019/04/50-methods-of-balancing-magic-in-your.html
https://thewanderingalchemist.com/2019/04/03/year-of-4e-minions/
MISCELLANY

https://wanderinggamist.blogspot.com/2019/04/notes-from-hiking-seminar.html
http://deltasdnd.blogspot.com/2019/04/stats-saturday-ad-wandering-monster.html
https://phantomrollbooth.blogspot.com/2019/04/help-im-cheating-at-d.html
https://boggswood.blogspot.com/2019/04/thoughts-on-arnesons-armor-class.html
https://dmdavid.com/tag/the-history-of-traps-in-dungeons-dragons/
http://throneofsalt.blogspot.com/2019/04/a-laymans-guide-to-hard-sci-fi-and-200.html
ZINES ZINES ZINES
http://www.slackernerds.com/2019/04/nuggets-2-is-live.html
https://anchor.fm/rich-fraser/
http://beyondfomalhaut.blogspot.com/2019/04/zine-echoes-from-fomalhaut-05-lost.html
http://natetreme.com/blog/2019/3/19/join-the-pamphlet-dungeon-game-jam-this-april
https://itch.io/jam/pamphletjam
http://oldskulling.blogspot.com/2019/04/lost-in-fantasy-world-and-maze-of-many.html
http://elfmaidsandoctopi.blogspot.com/2019/03/3fold-dungeons.html
http://elfmaidsandoctopi.blogspot.com/2019/04/more-pix-of-my-3fold-dungeons.html
https://frothsofdnd.blogspot.com/2019/04/check-out-my-free-osr-zine.html
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
Every Wednesday on the Thought Eater podcast and blog, I take a look at what is going on in the vibrant RPG blog scene. Check out previous Humpday Blog-O-Rama posts HERE.
LISTEN TO THIS WEEK'S EPISODE HERE!
LINKS FROM THIS WEEK'S EPISODE
MAPS
https://batintheattic.blogspot.com/2019/04/figuring-out-scale-of-viridstans-map.html
https://beyondfomalhaut.blogspot.com/2019/04/stuff-dungeons-of-morthimion.html
http://bearded-devil.com/2019/04/09/how-i-run-a-citycrawl-campaign/
APRIL A-Z
http://www.kjd-imc.org
https://bxblackrazor.blogspot.com
https://seaofstarsrpg.wordpress.com/
http://punverse.blogspot.com
https://mythopoeicrambling.wordpress.com/2019/04/05/aprils-past/
REVIEWS
http://save.vs.totalpartykill.ca/review/the-black-hack
http://zedecksiew.tumblr.com/post/183933450206
https://www.indygaming.com/video-astonishing-swordsmen-and-sorcerers-of-hyperborea-collection/
http://psychicmayhem.blogspot.com/2019/04/review-stranger-things-d-roleplaying.html
SAVE (G+) OR DIE
https://spoutinglore.blogspot.com/2019/04/the-g-archives.html
RANDOM TABLES
https://randroll.com/archive/random_realms_chartopia/
https://chartopia.d12dev.com/search/
VARIANTS
http://retiredadventurer.blogspot.com/2019/04/flipping-core-mechanic-of-mythras.html
http://themansegaming.blogspot.com/2019/04/50-methods-of-balancing-magic-in-your.html
https://thewanderingalchemist.com/2019/04/03/year-of-4e-minions/
MISCELLANY

https://wanderinggamist.blogspot.com/2019/04/notes-from-hiking-seminar.html
http://deltasdnd.blogspot.com/2019/04/stats-saturday-ad-wandering-monster.html
https://phantomrollbooth.blogspot.com/2019/04/help-im-cheating-at-d.html
https://boggswood.blogspot.com/2019/04/thoughts-on-arnesons-armor-class.html
https://dmdavid.com/tag/the-history-of-traps-in-dungeons-dragons/
http://throneofsalt.blogspot.com/2019/04/a-laymans-guide-to-hard-sci-fi-and-200.html
ZINES ZINES ZINES
http://www.slackernerds.com/2019/04/nuggets-2-is-live.html
https://anchor.fm/rich-fraser/
http://beyondfomalhaut.blogspot.com/2019/04/zine-echoes-from-fomalhaut-05-lost.html
http://natetreme.com/blog/2019/3/19/join-the-pamphlet-dungeon-game-jam-this-april
https://itch.io/jam/pamphletjam
http://oldskulling.blogspot.com/2019/04/lost-in-fantasy-world-and-maze-of-many.html
http://elfmaidsandoctopi.blogspot.com/2019/03/3fold-dungeons.html
http://elfmaidsandoctopi.blogspot.com/2019/04/more-pix-of-my-3fold-dungeons.html
https://frothsofdnd.blogspot.com/2019/04/check-out-my-free-osr-zine.html
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
Labels:
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Tuesday, March 12, 2019
Review: Calpurnia's 101 Lesser Magical Items for 5e D&D by Joel Kelley
So, one of the benefits of doing reviews here on the blog and over at MeWe has been people sending me review copies of things. I joked at one point that I wished I had done more reviews a long time ago, given some of what I was sent. I don't always have time to work on them, so I don't really actively solicit things. Still, when I can, if someone sends me something I do my best to take a look at it and at least mention it somewhere. Joel Kelley was kind enough to send me a copy of his 5e magic item supplement and just kind of said "Review it if you like". I got around to looking at it today and was really impressed. So here we are.
Magic items lost a lot of luster over the course 3x and 4e. They pretty much ended up being tools in character optimization. They would appear in rulebooks along with the player options, like in Pathfinder. Players could pick and choose specific items. This isn't necessarily a bad thing depending on what kind of game you like to run, but it made for a very different feel compared to classic editions. I eventually just went with inherent bonuses in 4e. 5e made a real effort to change this, putting the items back into the DMG, doing away with the magic item economy to a large degree, and featuring item design more in line with the classic edition versions.
I admit that I am not much of a "house ruler" when it comes to items. I usually just use the 1e DMG in my home game. There are some areas of homebrew D&D design where I feel very creative, but designing items just isn't one of them. Joel Kelley doesn't have this issue. For $3.50, here you get 101 creative items.
This is a really nice pdf. I like the layout. I LOVE the hyperlinked table of contents; it makes jumping around really easy. There are items of all shapes and sizes and of all power levels here. I think Joel did a really good job tying many of them to specific 5e mechanics and class features. This isn't a bunch of thrown-together ideas. Honestly, given the quality and the large amount of items here, I could probably get by with just this supplement and the officially published stuff and never need to look anywhere else.
All in all, I have no real criticisms. I think this is a great value. There are items for every class, fluff fitting multiple campaign styles, and more than enough variety to give magic a unique feel in your games.
Magic items lost a lot of luster over the course 3x and 4e. They pretty much ended up being tools in character optimization. They would appear in rulebooks along with the player options, like in Pathfinder. Players could pick and choose specific items. This isn't necessarily a bad thing depending on what kind of game you like to run, but it made for a very different feel compared to classic editions. I eventually just went with inherent bonuses in 4e. 5e made a real effort to change this, putting the items back into the DMG, doing away with the magic item economy to a large degree, and featuring item design more in line with the classic edition versions.
I admit that I am not much of a "house ruler" when it comes to items. I usually just use the 1e DMG in my home game. There are some areas of homebrew D&D design where I feel very creative, but designing items just isn't one of them. Joel Kelley doesn't have this issue. For $3.50, here you get 101 creative items.
This is a really nice pdf. I like the layout. I LOVE the hyperlinked table of contents; it makes jumping around really easy. There are items of all shapes and sizes and of all power levels here. I think Joel did a really good job tying many of them to specific 5e mechanics and class features. This isn't a bunch of thrown-together ideas. Honestly, given the quality and the large amount of items here, I could probably get by with just this supplement and the officially published stuff and never need to look anywhere else.
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All in all, I have no real criticisms. I think this is a great value. There are items for every class, fluff fitting multiple campaign styles, and more than enough variety to give magic a unique feel in your games.
Wednesday, February 20, 2019
Humpday Blog-O-Rama 2.20.19
Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for new ideas, and platforms for up-and-coming talent. They keep "forgotten" games alive, foster discussions, and build communities. Not everyone can work for a big game company, command a large audience on Twitch, or get paid for their art or cartography, but every RPG enthusiast can easily create a blog and start sharing their passion with the world. Every Wednesday on the Thought Eater podcast, I take a look at what is going on in the vibrant RPG blog scene.
LISTEN TO THIS WEEK'S EPISODE HERE
Here are this week's links in order of discussion:
MAPS
http://blog.trilemma.com/2019/02/the-mouth-of-spring.html
https://www.patreon.com/bePatron?u=69182
http://eltomocarmesi.blogspot.com/2019/02/el-templo-de-san-dunstan.html
https://www.patreon.com/emenica/posts
https://plus.google.com/+JonathanNewell/posts/a3wonMPGV6h
http://bearded-devil.com/2017/10/12/maps/
Oozy Goodness
http://geekechoes.blogspot.com/search/label/ooze
Stranger Things
https://www.tribality.com/2019/02/13/stranger-things-dungeons-dragons-starter-set/
Card Tricks
https://tarsostheorem.blogspot.com/2019/02/mapping-with-playing-cards-part-1-cities.html
https://koboldpress.com/howling-tower-chase-scenes/
http://www.howlingtower.com/2012/04/chase-scene-variations.html
Blogger Spam
http://trollsmyth.blogspot.com/2019/02/are-you-tired-of-being-human-and-good.html
http://trollsmyth.blogspot.com/2019/02/and-spam-hits-keep-on-hittin.html
4th Edition
https://terminallynerdy.com/4th-edition-was-it-really-that-bad
https://frothsofdnd.blogspot.com/2013/12/heywait-seconddo-i-hate-4th-edition.html
5e Homebrew
https://punverse.blogspot.com/2019/02/opportunity-5e.html
http://walrock-homebrew.blogspot.com/
http://mfov.magehandpress.com/
AD&D Spell Compendium
https://crossingtheverse.wordpress.com/2019/01/26/on-an-analysis-of-2nd-edition-magics/
https://drive.google.com/open?id=1541lcvCZAL5RyBL1yUhla23uzf5t2SCA
Lost Blog: Vaults of Nagoh
http://udan-adan.blogspot.com/2019/02/echoes-and-reverberations-5-small-but.html
http://vaultsofnagoh.blogspot.com/search/label/Mythus%20Monday
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
LISTEN TO THIS WEEK'S EPISODE HERE
Here are this week's links in order of discussion:
MAPS
http://blog.trilemma.com/2019/02/the-mouth-of-spring.html
https://www.patreon.com/bePatron?u=69182
http://eltomocarmesi.blogspot.com/2019/02/el-templo-de-san-dunstan.html
https://www.patreon.com/emenica/posts
https://plus.google.com/+JonathanNewell/posts/a3wonMPGV6h
http://bearded-devil.com/2017/10/12/maps/
Oozy Goodness
http://geekechoes.blogspot.com/search/label/ooze
Stranger Things
https://www.tribality.com/2019/02/13/stranger-things-dungeons-dragons-starter-set/
Card Tricks
https://tarsostheorem.blogspot.com/2019/02/mapping-with-playing-cards-part-1-cities.html
https://koboldpress.com/howling-tower-chase-scenes/
http://www.howlingtower.com/2012/04/chase-scene-variations.html
Blogger Spam
http://trollsmyth.blogspot.com/2019/02/are-you-tired-of-being-human-and-good.html
http://trollsmyth.blogspot.com/2019/02/and-spam-hits-keep-on-hittin.html
4th Edition
https://terminallynerdy.com/4th-edition-was-it-really-that-bad
https://frothsofdnd.blogspot.com/2013/12/heywait-seconddo-i-hate-4th-edition.html
5e Homebrew
https://punverse.blogspot.com/2019/02/opportunity-5e.html
http://walrock-homebrew.blogspot.com/
http://mfov.magehandpress.com/
AD&D Spell Compendium
https://crossingtheverse.wordpress.com/2019/01/26/on-an-analysis-of-2nd-edition-magics/
https://drive.google.com/open?id=1541lcvCZAL5RyBL1yUhla23uzf5t2SCA
Lost Blog: Vaults of Nagoh
http://udan-adan.blogspot.com/2019/02/echoes-and-reverberations-5-small-but.html
http://vaultsofnagoh.blogspot.com/search/label/Mythus%20Monday
If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month.
Wednesday, December 7, 2016
Classic Fourthcore Adventures Now Available On DriveThru!
I posted a while back about how the Fourthcore crew had written the best 3rd party 5e adventure in existence. This is still the case. They now have all of the classic Fourthcore products up for free or pay-what-you-want. These were the height of 4e design; deadly, old-school, challenging modules that broke the rigid 4e mold and killed an awful lot of characters. Even if you never got into 4e, you owe it to yourself to check them out.
CLICK HERE!
Wednesday, August 26, 2015
4e "Themes" For 5e, Part One: Rambling
I enjoy 5e. I think part of why I enjoy it is that they actually succeeded in realizing their design goals. The game fits different playstyles. I have played a very basic, theater-of-the-mind, no feat game that approximated classic editions, albeit with far more character options. I have played a gridded-combat, option-heavy game with min-maxer types that felt a lot like later editions. While you see many gamers proclaim that 5e is a return to old-school gaming, even going so far as to call it an OSR game, it is remarkable how much 4e there is in it.
I am not sure why this isn't noted more often, but I can speculate. Certainly, a lot of people barely tried 4e, or avoided it altogether, so many are likely just unaware of how much made it into the game. WOTC also mastered the Orwellian art of language manipulation; by using the term "hit dice" for the healing surgish mechanic, it went down a lot smoother. In a similar way, avoiding the terms "daily" and "encounter" and substituting "long" and "short rest", the GNS theory debates largely subsided. The influence of 4e is also felt in what DIDN'T make it in, a point I touch on in this old blog post.
Anyway, I have had the idea bouncing around in my head since the game came out of introducing some 4e mechanics into 5e whole cloth; that is, without really editing them, partly to show it can be done, and partly just for the hell of it. I settled on themes. Themes, originally conceived by Rich Baker, came about late in 4e's run and were immensely popular. Somehow a game that felt bloated to many, with nowhere else to go, was able to handle another minor layer of complexity based on the sheer genius design of them. I didn't want to port them over exactly as they were in 4e however. Part of this is because themes often gave bonuses to skills, something that really would break skills in 5e. With static DCs, an extra +2 here or there almost defeats the purpose of rolling. I always enjoyed swingier skills anyway.
I did like the idea of keeping themes in the lower tier. These are still the most heavily played levels, despite the newer adventure paths. I didn't want to tie them to occupations and the like anymore though, as 5e's backgrounds (a term itself recycled from 4e) covered that design space. I decided to use 4e's utility powers more or less as-is as the theme features, as I was always a big fan of them. My first inclination was to make a theme for each class, thus a sorcerer theme, a ranger theme, and so on, but that didn't work out, partly because I found that the more you dig, the more 4e you find in 5e.
So while reviewing utility powers for 4e classes I ran into several issues that made me change the theme-as-class idea:
1. I wanted to avoid 4e mechanics that had no 5e analog. This included things like shifting, healing surges (as they operate a little differently in 5e), and the like. I still was stuck using dailies, at-wills, and encounters, but these fit fine with 5e: just make encounters recharge after a short rest and dailies recharge after a long rest.
2. I didn't want to give any bonuses to skills for the aforementioned reasons.
3. Many of the 4e utility powers appear in 5e. They might be slightly reworded, but they are there as class features, feats, and spells. I didn't want the themes to be useless to someone who had taken a certain feat, or for them to overlap onto class features.
With this in mind, despite the large number of utility powers, I quickly found there simply weren't enough to fit the criteria and still have them be unique for each class. This turned out to be a blessing in disguise, because it gave me another idea: themes as ROLES. Yes, 4e roles converted to themes. So we have the striker, controller, defender, and leader theme, all able to be taken by any class (although some may suit one or another better), not unlike the choice of race.
This made it far easier, as I only needed three utility powers per role. And so, I started poring over all of the utility lists to find options that fit the ideas. This still proved tricky, as utilities often defy role. Some 4e fighter utilities are very striker flavored, for example. But finally, I think I came up with some good options.
As far as presentation, while I would like to just copy the things word for word, in order to keep within the legal framework of the licensing I have removed the names from the powers and reworded the mechanics. I still encourage people to buy 4e along with all of the other editions. This isn't meant to substitute that, and the powers are not sourced to specific books or laid out in WOTC fonts or anything like that. This is just a little exercise I am providing for free, more to promote their game line rather than take anything away or profit.
That said....you will have to wait a bit for the free little PDF. This was just to ramble about the idea and hopefully whet an appetite or two. Look for the PDF sometime soon.
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).
Sunday, July 6, 2014
Download a FREE 5e Adventure!!!
Hi everyone. To celebrate and support the release of 5e, I have converted one of my 4e adventures to the new system and made it available as a free download. In the spirit of the multi-edition support I want to cultivate here, I have also included some simple OSR conversion notes. I hope you enjoy it!
*File last updated 7/11/14
DOWNLOAD IT HERE!!!
*File last updated 7/11/14
DOWNLOAD IT HERE!!!
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.
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.
Thursday, June 26, 2014
Even MORE Quick Fixes to Old Crappy Monsters
I prefer practical, specific DMing advice to philosophical advice. This is because I feel strongly that experience is the best teacher for a DM as far as pacing, storytelling, handling and involving players, adventure design, etc. However, with 4e D&D there is a wealth of very specific advice that you can pass along to others, especially new DMs. I saw a DM (new to 4e but not RPGs) ask for advice the other day, and my mind went immediately to the monsters.
One of my favorite posts dealt with updating pre-MM3/Dark Sun monsters. Its like nails on chalkboard when I hear someone saying that the old monster books are worthless. Sure, the Monster Vault is the peak of 4e monster design, but part of that is that you get tokens and an adventure. Its not very helpful to just tell someone to go and buy another book or box set. Updating the old monsters does not need to be akin to filing your taxes. You can add adjustments completely on the fly, without ever putting pen to paper, and revive all of your old books.
The main problems with old monsters come down to low damage, low accuracy, and (for Elites and Solos) susceptibility to debilitating conditions. Part of this can be handled by limiting the power creep at your table. I advise using some form of inherent bonuses a la DMG 2 or Dark Sun as a start. Even then, the monsters will still need help. If you do nothing else, follow my instructions on increasing damage.
Lets update and edit the old post's tips with some new notes added. Keep in mind that these tips do not apply to Minions; post-errata Minions should do 4+1/2 their level damage (minimum 1) and you should adjust them separately. Anyhoo:
1. DAMAGE: Add full level damage to Solo and Brute damage expressions. Add 1/2 level to the rest. For example, a 7th level pre-MM3 Brute would add 7 points to all of its damage rolls. A 22nd level Skirmisher would add 11. If a monster has a power that requires an attack roll but does no damage, add its level in damage to the power. So if say a 13th level monster has an Area 1 attack that slows on a hit (and does nothing else), that power now does 13 damage as well.
2. ATTACK BONUSES: Adjust monster attack bonuses up to at least Level +5 vs AC and Level +3 vs NADs. If any attack bonuses are already higher than this, such as an Artillery's RBA, leave them be. Brutes will be the main ones you will need to look out for.
3. MULTIPLE ATTACKS: If they do not have one already, give the monsters a "double attack", a single Standard Action that allows them to make two RBAs and/or MBAs.
4. RECHARGING: Lower any recharge numbers by 1. Encounter powers become "recharge 6".
5. CONDITIONS: Solos and Elites are always immune to the stunned and dominated conditions. To be honest, I would just remove stuns from your game altogether.
6. LAST DITCH EFFORTS: If they still look too weak or don't feel tough enough, let them Free Action attack when they are bloodied and/or when they die.
If you commit these simple tips to memory, you can pick up any old copy of Dungeon, any dated adventure, any old Game Day relic, or any early splat book and instantly breathe life into it. Its actually fun to pick one up, dust it off, and practice in your mind. Its very empowering because you can do it in-game, just eyeballing it. It becomes very natural and automatic if you try it a few times, to where you can look at any stat block and immediately adjust it without much thought.
Anyways, as I said above, I like advice that is practical, easy to use, and very specific. Try this in your 4e games and I think you will find that your old books are still awesome, and you didn't even have to write in the margins.
One of my favorite posts dealt with updating pre-MM3/Dark Sun monsters. Its like nails on chalkboard when I hear someone saying that the old monster books are worthless. Sure, the Monster Vault is the peak of 4e monster design, but part of that is that you get tokens and an adventure. Its not very helpful to just tell someone to go and buy another book or box set. Updating the old monsters does not need to be akin to filing your taxes. You can add adjustments completely on the fly, without ever putting pen to paper, and revive all of your old books.
The main problems with old monsters come down to low damage, low accuracy, and (for Elites and Solos) susceptibility to debilitating conditions. Part of this can be handled by limiting the power creep at your table. I advise using some form of inherent bonuses a la DMG 2 or Dark Sun as a start. Even then, the monsters will still need help. If you do nothing else, follow my instructions on increasing damage.
Lets update and edit the old post's tips with some new notes added. Keep in mind that these tips do not apply to Minions; post-errata Minions should do 4+1/2 their level damage (minimum 1) and you should adjust them separately. Anyhoo:
2. ATTACK BONUSES: Adjust monster attack bonuses up to at least Level +5 vs AC and Level +3 vs NADs. If any attack bonuses are already higher than this, such as an Artillery's RBA, leave them be. Brutes will be the main ones you will need to look out for.
3. MULTIPLE ATTACKS: If they do not have one already, give the monsters a "double attack", a single Standard Action that allows them to make two RBAs and/or MBAs.
4. RECHARGING: Lower any recharge numbers by 1. Encounter powers become "recharge 6".
5. CONDITIONS: Solos and Elites are always immune to the stunned and dominated conditions. To be honest, I would just remove stuns from your game altogether.
6. LAST DITCH EFFORTS: If they still look too weak or don't feel tough enough, let them Free Action attack when they are bloodied and/or when they die.
If you commit these simple tips to memory, you can pick up any old copy of Dungeon, any dated adventure, any old Game Day relic, or any early splat book and instantly breathe life into it. Its actually fun to pick one up, dust it off, and practice in your mind. Its very empowering because you can do it in-game, just eyeballing it. It becomes very natural and automatic if you try it a few times, to where you can look at any stat block and immediately adjust it without much thought.
Anyways, as I said above, I like advice that is practical, easy to use, and very specific. Try this in your 4e games and I think you will find that your old books are still awesome, and you didn't even have to write in the margins.
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!
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, June 5, 2014
Trimming the Fat, Part 5: The Stunned Condition
Hi everybody. If you didn't know, my "Trimming the Fat" series is all about stuff that I omit from 4e in my personal games. I've mentioned sunrods, skill challenges, backgrounds, and revenants in the past. Today I found myself motivated to write about the ultimate suckage condition: stunned.
I haven't run a lot of 4e lately to be honest, I have been going back to the well of 1e and 2e AD&D. That said, I have still been filling holes in my 4e collection via Amazon and Ebay. Books that I completely ignored before, I find myself wanting now for completion's sake. The chromatic and metallic dragon books are among these.
Its another conversation entirely as to why I shunned these books before, but a lot of it is because they are filled with weak solo monsters that every DM worth their salt already houseruled prior to their improvement in post-MM3 publications. Still, I think they have worth. Some of the delves, items, rituals, and the like are interesting, and much of Richard Baker and Bob Schwalb's lore succeeds. But I digress.
What really triggered today's entry was the common dragon power "Frightful Presence". In most cases this is basically a stun. The flavor isn't bad: the dragon scares you so bad a little trickle of urine empties in your boot. In practice though, its horrible for gameplay. How I wish I had seen that sooner.
When you start off with a new game or version of a game, its natural to trust the designers, at least at first. That is, I typically make an effort to at least play a game by the rules before deciding something sucks, or taking it into my own direction. I realize I was wrong about that now. I should have known that the stunned condition sucked at first glance, but at least now I am learning.
The stunned condition has long been the bane of 4e DMs. Solos being stunned is the subject of many a blog post from many a blogger. Even elites being stunned has always been a bridge too far in my book. That's why on my blog and zine you see rules about elites and solos always being immune to the effect. So what if the fluff can be sloppy? It simply breaks the game for the most powerful creatures to have to sit out the fight.
And here is where I must apologize. I recalled an epic tier game I once ran, still learning the system, in which I allowed a demon to stun one of the party. The poor bastard had to wait like 20 minutes to even do anything. I could feel his seething as he took his next turn. It was my bad.
Here's the deal. In classic editions, spells like Hold Person, Sleep, and the like are familiar and expected. Magic behaves differently. In 4e, magic is usually balanced against the other classes. Some love this, some hate this. I personally look at 4e as one of many different flavors of D&D ice cream. I don't make fun of others and berate them for liking rum raisin. But I digress again.
Being stunned in 4e sucks for everyone. Its also a condition that inherently slows down combat, adding to another of 4e's woes. "Why then", I asked myself, "did I ever allow stuns in the first place?"
That's the solution. Stuns don't exist. Not any more. Not for PCs, not for monsters.
You could just announce well before your game or campaign starts they don't exist, or if you want to delve deeper, come up with an alternate condition to substitute. After all, some paragon paths or epic destinies could incorporate the stunned condition as a partial element, or a player could love most elements of a single power only to have it completely nerfed by taking the condition out. I personally think dazed + immobilized is a solid substitute, but I am certainly open to ideas. One thing I am sure of, the standard 4e stun will never appear in my 4e games again. It just sucks too bad.
Heartfelt apologies to all I have stunned out there.
I haven't run a lot of 4e lately to be honest, I have been going back to the well of 1e and 2e AD&D. That said, I have still been filling holes in my 4e collection via Amazon and Ebay. Books that I completely ignored before, I find myself wanting now for completion's sake. The chromatic and metallic dragon books are among these.
Its another conversation entirely as to why I shunned these books before, but a lot of it is because they are filled with weak solo monsters that every DM worth their salt already houseruled prior to their improvement in post-MM3 publications. Still, I think they have worth. Some of the delves, items, rituals, and the like are interesting, and much of Richard Baker and Bob Schwalb's lore succeeds. But I digress.
What really triggered today's entry was the common dragon power "Frightful Presence". In most cases this is basically a stun. The flavor isn't bad: the dragon scares you so bad a little trickle of urine empties in your boot. In practice though, its horrible for gameplay. How I wish I had seen that sooner.
When you start off with a new game or version of a game, its natural to trust the designers, at least at first. That is, I typically make an effort to at least play a game by the rules before deciding something sucks, or taking it into my own direction. I realize I was wrong about that now. I should have known that the stunned condition sucked at first glance, but at least now I am learning.
The stunned condition has long been the bane of 4e DMs. Solos being stunned is the subject of many a blog post from many a blogger. Even elites being stunned has always been a bridge too far in my book. That's why on my blog and zine you see rules about elites and solos always being immune to the effect. So what if the fluff can be sloppy? It simply breaks the game for the most powerful creatures to have to sit out the fight.
And here is where I must apologize. I recalled an epic tier game I once ran, still learning the system, in which I allowed a demon to stun one of the party. The poor bastard had to wait like 20 minutes to even do anything. I could feel his seething as he took his next turn. It was my bad.
Here's the deal. In classic editions, spells like Hold Person, Sleep, and the like are familiar and expected. Magic behaves differently. In 4e, magic is usually balanced against the other classes. Some love this, some hate this. I personally look at 4e as one of many different flavors of D&D ice cream. I don't make fun of others and berate them for liking rum raisin. But I digress again.
Being stunned in 4e sucks for everyone. Its also a condition that inherently slows down combat, adding to another of 4e's woes. "Why then", I asked myself, "did I ever allow stuns in the first place?"
That's the solution. Stuns don't exist. Not any more. Not for PCs, not for monsters.
You could just announce well before your game or campaign starts they don't exist, or if you want to delve deeper, come up with an alternate condition to substitute. After all, some paragon paths or epic destinies could incorporate the stunned condition as a partial element, or a player could love most elements of a single power only to have it completely nerfed by taking the condition out. I personally think dazed + immobilized is a solid substitute, but I am certainly open to ideas. One thing I am sure of, the standard 4e stun will never appear in my 4e games again. It just sucks too bad.
Heartfelt apologies to all I have stunned out there.
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