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		<title>Is It The Beards?</title>
		<link>http://critical-hits.com/2010/03/19/is-it-the-beards/</link>
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		<pubDate>Fri, 19 Mar 2010 09:53:00 +0000</pubDate>
		<dc:creator>Scott Wallace</dc:creator>
				<category><![CDATA[Flavour Feast]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[Dwarves]]></category>
		<category><![CDATA[Half Dwarves]]></category>
		<category><![CDATA[races]]></category>

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		<description>Standing on average between 4’8” to 5’6”, Half-Dwarves retain the muscular stature of their Dwarven heritage. The barrel-like frame of the Half-Dwarf means their weight usually exceeds both of their parent’s averages at 180lbs to 240lbs. Skin tone, hair and eye colour tend to come from the Human parent with the grey and sandstone skin tones of the Dwarves rarely occurring amongst the mixed race. Hair and beards remain thick amongst the males, whilst females grow either very little or no facial hair.</description>
			<content:encoded><![CDATA[<h3><strong></p>
<div id="attachment_12538" class="wp-caption alignright" style="width: 206px"><a href="http://critical-hits.com/wp-content/uploads/2010/03/dwarves-1.jpg"><img class="size-medium wp-image-12538" title="Dwarf" src="http://critical-hits.com/wp-content/uploads/2010/03/dwarves-1-e1268956104612-196x300.jpg" alt="" width="196" height="300" /></a><p class="wp-caption-text">Half-Dwarf</p></div>
<p></strong><strong>Not So Tall, Not So Short</strong></h3>
<p>Half-Elves, Half-Drow and Half-Orcs. Half races are not uncommon to the world of role playing games, but some races have been overlooked as a half-half option. Dwarves in particular are a staple race in almost every setting. However, Half-Dwarves are almost unheard of (except for in <em>Dark Sun</em>), so here are some possible options for anyone interested in adding them to your own world.</p>
<h3><strong>Ecology Of The Half Dwarf</strong></h3>
<p>Standing on average between 4’8” to 5’6”, Half-Dwarves retain the muscular stature of their Dwarven heritage. The barrel-like frame of the Half-Dwarf means their weight usually exceeds both of their parent’s averages at 180lbs to 240lbs. Skin tone, hair and eye colour tend to come from the Human parent with the grey and sandstone skin tones of the Dwarves rarely occurring amongst the mixed race. Hair and beards remain thick amongst the males, whilst females grow either very little or no facial hair. Resistance to poison remains as strong amongst the Half-Dwarves as it does with the full-bloods. Life expectancy extends from 120 to 150 years of age with some reports of Half-Dwarves living to 180.</p>
<p>Half-Dwarves who live in the culture and fast pace of Human society often tend to become more sociable and are generally friendlier to deal with compared to full Dwarves. Retaining the lust for gems and precious metals, merchants and bankers are often the chosen professions for Half-Dwarves who are content in peaceful life. Their dual heritage grants an extraordinary aptitude for learning new skills, especially anything that involves the use of their hands. Life away from mines and the underground halls weakens ties to the usual gods of Dwarven society, while in human cultures any acceptable faith is common in Half-Dwarves. Without the sturdy traditions of the mountains, males will often shape their beards into styles popular within their society, but very rarely does a Half-Dwarf shave his beard completely.</p>
<p>When raised within the mountain realms of their parents, Half-Dwarves retain the ability to see within low lit areas. Doing so over extended periods of time can strain the eyes into a temporary weakness to full light. A life spent working within the mines and smithies has granted a greater fortitude and strength upon the subterranean Half-Dwarves. Inside their ancestral halls, traditions are instilled proudly. Males wear their beards with pride and females maintain their duties amongst their male kin. Such a lifestyle leads to a fierce devotion to protecting their homes and standing gloriously in battle. The desire to work metals and gems into magnificent items remains, as with all other Half-Dwarves, but it is instilled with an honour that Human-raised Half-Dwarves do not retain. Dwarven personalities are often instilled perfectly upon the Half-Dwarves raised under the mountains of the realms, where the gruff and tough attitude remains to full extent.</p>
<h3><strong>Friends, Foes And Adventures</strong></h3>
<p>Humans and Dwarves easily accept Half-Dwarves among them, and anywhere the two societies live in close proximity, there is bound to be a significant population of Half-Dwarves. In predominantly Human civilizations, Half-Dwarves often find company with Half-Elves, while the more morally-loose Half-Dwarves often enjoy time amongst Halflings. The ancient rivalry with Elves often ignites with friendly competition. However relations with the enigmatic Eladrin are tenuous, with similar fragile relations occurring with Tieflings. The honour common to the Dragonborn is greatly respected by Half-Dwarves especially those raised amongst the Dwarven keeps. Giants remain the eternal enemy of any Half Dwarf. Long and vicious battles are almost imminent whenever the two opposing forces encounter each other. Apart from the genetic hatred of giants, Half-Dwarves often have a particular dislike of Goblinoids and Drow.</p>
<p>Records show Half-Dwarves of great renown from all walks of life but here are some of the most common. A Half-Dwarve’s upbringing usually steers their choices upon the adventuring lifestyle. Growing up amongst the Humans, Half-Dwarves do not gain the respect for the metals and jewels they love and without the right teachings greed will often fill the void. Rogues, Bards and mercenary Warriors are the most common choices. Dwarven teachings remain strict upon the half bloods with Paladins, Clerics and stout honourable Warriors usually filling the ranks of Half-Dwarves with a mountainous upbringing. Few are born into bigoted societies and when this happens Half-Dwarves often journey to find their place within the world. These Half-Dwarves often turn into Rangers or Shamans.</p>
<h3><strong>From All Walks</strong></h3>
<p>Belonging in two different cultures but not completely linked to either one, Half-Dwarves can be found within nearly any Human or Dwarven settlement. Here are a couple of possible Half-Dwarves that you may encounter.</p>
<p>Tilian grew up on the streets of Tenkall, a large coastal city comprised of all races. Her father left his life with his people to live in peace with Tilian’s Human mother. Although she lived a rather comfortable life due to her father’s talent in crafting exquisite jewelry, Tilian wanted more and she coveted the wealth of the women that purchased the jewelry from her father. Tilian began performing within inns along the docks hoping to acquire large amounts of gold and jewels from liquored sailors and travellers. Very quickly Tilian learned that her voice held mesmerizing powers over Humans and she used this talent to liberate her audience of the majority of their wealth. In short order, her antics were discovered by a well respected Dwarven innkeeper. Word quickly spread of Tilian’s thieving behaviour and she was no longer allowed to perform within the inns of Tenkall. However, Tilian’s appetite for easy wealth had only started. She began singing along the streets of the busy city, taking whatever she could manage without being caught by the city watch. It wasn’t long before her talents reached the crime syndicate that operated within Tenkall. The Diamond Web recruited Tilian with little effort and now Tilian performs with an entourage of pick pockets. Unsatisfied with her share of the takings, Tilian will often take extra for herself when she believes no one to be looking. A habit that is drawing dangerous amounts of attention towards the hypnotic bard. Locals of the city have learned to keep away from certain streets when they can hear her delightful voice ringing out over the cities hum. Any attempt to apprehend the brazen Half-Dwarf has ended in hypnotized watchmen. Because of this, the guards of Tenkall offer little assistance to those who fall prey to the siren song of Tilian.</p>
<p>Katharis was born in a small farming town that was at the base of a towering mountain range. His parents were slain by a goblin raid while he was still a babe. Fortunately an elderly farmer was kind enough to take Katharis in and raise him as his own. Spending his childhood on the farm, Katharis learned to care for it and tend the fields and orchards that merged with the forest. His father taught him to feel the soil and be aware of its needs. The farm rested a day’s travel from the town of Gilan and with the large amount of work required to maintain the farm between Katharis and his father journeys to Gilan were sparse. As years passed Katharis enjoyed his peaceful life and found contentment and pride within his work upon his father&#8217;s farm. When his adoptive father passed Katharis didn’t hesitate in handling the farm on his own. Years after his father&#8217;s demise, a band of goblins raided his farm and the town of Gilan. During this raid Katharis saved several people by calling on the earth and rock itself to protect the town. Summoning elementals to crush the raiding fiends, and jutting walls of stone to defend the borders of the town. Katharis was just as shocked by his actions as the townsfolk. The townsfolk didn’t see a saviour though, instead they viewed Katharis as a cursed half-breed. Katharis was chased from the town he had just saved by the people he had rescued. Katharis continues to live and work on his farm using the methods his father taught him to connect with the earth and listen to its needs. Children from Gilan will often dare each other to trespass on his farm, where they tell tales of shapes moving within the ground and lurking within the forest, warning trespassers of their folly. The fabled ghosts of the cursed farm are not malevolent spirits but Katharis using his earthly connection to watch over the children and protect them from the predators of the forest.<em> </em>
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		<title>Crafting Your Adventure</title>
		<link>http://critical-hits.com/2010/03/18/crafting-your-adventure/</link>
		<comments>http://critical-hits.com/2010/03/18/crafting-your-adventure/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 19:15:24 +0000</pubDate>
		<dc:creator>Dixon Trimline</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[adventure planning]]></category>
		<category><![CDATA[campaign planning]]></category>
		<category><![CDATA[DM advice]]></category>
		<category><![CDATA[planning]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12533</guid>
		<description>How about that for a title? It's pretty audacious, acting like I'm about to deliver some sort of authoritative how-to guide. The more I think about it, the more I'm convinced that a better title would be, "Crafting MY Adventure," and still better, "Crafting This One Adventure Once."</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/hommlet4e.png"><img class="alignright size-medium wp-image-12534" title="Village of Hommlet" src="http://critical-hits.com/wp-content/uploads/2010/03/hommlet4e-232x300.png" alt="" width="232" height="300" /></a>How about that for a title?  It&#8217;s pretty audacious, acting like I&#8217;m about to deliver some sort of authoritative how-to guide.  The more I think about it, the more I&#8217;m convinced that a better title would be, &#8220;Crafting MY Adventure,&#8221; and still better, &#8220;Crafting This One Adventure Once.&#8221;</p>
<p>You see, my purpose here isn&#8217;t so much to lay out a set of universal, never-fail steps for adventure generation but rather to explore the creative process that I went through to create one of my own.  This will be extremely subjective, wholly personal, and possibly inaccessible to everyone who&#8217;s not me.</p>
<p>So why write it?  Setting aside the undeniable fact that I&#8217;m wonderful and fascinating, I want to initiate a discussion on the process, starting with how I approach it.  I want to lay my cards on the table, I want to crack open my head and pour out the juicy goodness, and then invite you to do the same.  (We should probably lay down a tarp first.)  And for those of you cynics out there who cynically observe that this is a cynical attempt to drive up my comment count, I have one thing to say: quiet, you.<span id="more-12533"></span></p>
<h3>DEFINITIONS</h3>
<p>Before I get into all the nitty and the gritty, let me clarify a couple terms:</p>
<p><strong> Adventure</strong>:  A multi-session, multi-encounter game featuring one DM and the same players (more of less) running the same characters (more of less).  It follows a primary story arc with a beginning, middle, and end, and concludes with a big, splashy, gory, messy battle.  With lots of explosions.  Get Michael Bay on the phone.</p>
<p><strong> Campaign</strong>:  A multi-session, multi-encounter game that I would never run because it involves world-building and setting creation and way more functioning brain cells than I possess.  Campaigns are rooted in verisimilitude, and for that to work, you need a cast of characters, a clash of cultures, a load of languages, and a lot of laws.  That seems like way too much work.</p>
<h3>BACKGROUND</h3>
<p>Let me establish the setting that led me to create my adventure.  I grew up on the blue book, AD&amp;D, and 2nd Edition, and then dropped out for personal and professional reasons (growing family, shrinking jobs), missing the 3s almost entirely, excepting two sit-downs and Atari&#8217;s <em>Temple of Elemental Evil</em>. A little over a year ago, I stumbled-staggered-fell into 4E, mostly because of various podcasts and blogs yammering on about it and a desperate need to do something with all the creativity clogging my brain.</p>
<p>I found a local group, immediately fell in love with the system&#8211;the drama, the pacing, the characters, the whole grindy, scribbly, conditiony thing&#8211;and realized this was something I&#8217;d have to DM.  I contacted the best player I could think of, my closest friend from a hundred years back in high school, the one I&#8217;d run through <em>Keep on the Borderlands</em> and <em>Village of Hommlet</em>.  I thought he could recreate his old thief and I&#8217;d run a solo adventure, infiltrating some fortress or other.  He agreed.  We were on for the summer.</p>
<h3>EVOLUTION</h3>
<p>So that&#8217;s what I had:  a sneak-and-hide caper.  I started wondering how I could run a solo game that wouldn&#8217;t end in tragedy.  After all, the game is built for parties, not singles.  How would I&#8211;wait!  An ally!  Yeah, that&#8217;s it:  a taciturn NPC who could soak up some damage.  And what about this?  The growly ally has a wide betrayer streak running down his back.  He will turn on my friend once they get into the fortress, knock him out and leave him for the guards as Clinty McEastwood skedaddled with the treasure.  Perfect!</p>
<p>Wait, my friend&#8217;s son wants to play.  Can he join in on the game?  Hmmm.  I guess I can still work the infiltration and betrayal angle with two&#8211; hold on!  My friend&#8217;s daughter wants to play too.  What!?  Three characters?  That&#8211; add in the son&#8217;s friend too.  Suddenly, I have a whole party when I was planning for a solo.</p>
<p>My friend has never played 4th edition.  His kids and the friend have never played RPGs at all.  And I&#8217;ve never even run this edition.  My infiltration idea was starting to seem less and less likely, or at the very least, less and less fun.  The first game was coming on fast, and I still didn&#8217;t really have an adventure.  I seriously considered calling the whole thing off.</p>
<h3>EPIPHANY #1</h3>
<p>I took a piece of paper and sketched a large, L-shaped building, drew in some rooms, then starting marking off doors and windows.  I still had no idea what I was doing, but at least I was doing something.  I sketched in buildings around my central building, different shapes and sizes, which resulted in narrow avenues and little courtyards.  &#8220;This is the goal, the fortress,&#8221; I told nobody in particular, pointing at the central building.  &#8220;But not like a castle.  A tenement.  Like one of those reinforced drug-dealer houses.  Bars on the windows, heavy doors, guards&#8230;&#8221;</p>
<p>Pow!</p>
<p>That was it.  All at once, it came into focus.  This wasn&#8217;t just some &#8220;sneaking in, stealing gold, getting out&#8221; thing.  This was a crack house, and&#8230; and the characters had to shut it down.  Why?  I didn&#8217;t know.  Why wouldn&#8217;t the city guard just shut it down?  I didn&#8217;t know.  Where did the dealers come from?  I didn&#8217;t know.  But once I struck on the point of the game, these answers started to fall out of the sky in a chaotic flurry.</p>
<p>Somebody was hiring the party to shut down the dealers, but not out of nobility.  No, it was because the dealers were cutting into the action of the patron.  The patron works for some really bad people, and&#8230; wait, the patron is that taciturn ally!  Mr. Clinty McEastwood himself!  He works for some sort of organized syndicate, and this new drug, something instantly addictive and progressively deadly, is killing off the clientele.</p>
<p>Pow!  Pow!</p>
<p>And the city guard aren&#8217;t in the picture because&#8230; because there isn&#8217;t one.  No guard at all.  No government.  No infrastructure.  My setting is a lawless shantytown, shacks and hovels and tin huts and crumble-down buildings, a kill-or-be-killed type place.  This is where the party grew up.  This is how you can have factions competing for power.</p>
<h3>EPIPHANY #2</h3>
<p>So where did the dealers come from?  They would have to be well-organized and well-financed to build their &#8220;fortress,&#8221; so how&#8217;d they manage it?  How did they materialize out of nowhere?  One day, they didn&#8217;t exist, and the next day, they are cranking out vast quantities of a virulent, wildfire drug.  And the biggest question of all, how do I keep all this interesting to a group so new to <em>Dungeons &amp; Dragons</em>?</p>
<p><em>Dungeons &amp; Dragons</em>.</p>
<p>Dungeons.  And.  Dragons.</p>
<p>Pow!  Pow!  Pow!</p>
<p>As I remember it, the final pieces dropped into place all at once, though of course, it couldn&#8217;t have happened that way.  I knew I wanted a dungeon, since they are so central to the entire game.  And well, if I&#8217;m going to have a dungeon, I can&#8217;t really skimp on the dragon, can I?  Underneath the house, there&#8217;s a maze of caverns, winding their way a massive chamber that once contained a dragon.  Hundreds of years ago, maybe thousands, this dragon terrorized the sprawling city above, a metropolis, rich and successful.  At some point, adventures geared up and marched down and destroyed the dragon.</p>
<p>But they left something behind, echoes of the evil monstrosity, psychic tatters.  And this ghost had spent all this time slowly reincorporating itself, reaching out with its will, dominating beings who would work a dark ritual to enchant a new kind of drug with tiny bits of their victims&#8217; souls.  Most of that soul energy would be consumed by the dragon.  By the psychic dragon.</p>
<p>Purple dragons are psychic.</p>
<p>Pow.</p>
<p>The rest was all legwork, drafting the maps and writing up the rooms, selling the adventure as a snatch-and-grab caper when it was actually a grand battle against the worst kind of evil.  All it needed was a name, which came to me with the same sudden flash as the whole adventure did:  The Big Job.</p>
<p>As it happened, I ran this game for my friend, his kids, and their friend, and it went well enough to hook the lot of them on D&amp;D.  They play together on a regular basis now.  I recycled the adventure for a brand new group, truly amazing players that I found through Meetup.com, and we&#8217;ve been playing it for a few weeks now.  So far, it&#8217;s been going very well, better than I could have ever imagined.  We&#8217;ll probably wrap it up in the next few weeks, and then it may fall to me to start the whole process over again.</p>
<p>I just hope my players don&#8217;t read this blog before we finish.
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		<title>Review: “Player’s Handbook 3″</title>
		<link>http://critical-hits.com/2010/03/18/review-players-handbook-3/</link>
		<comments>http://critical-hits.com/2010/03/18/review-players-handbook-3/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 07:27:43 +0000</pubDate>
		<dc:creator>Bartoneus</dc:creator>
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		<guid isPermaLink="false">http://critical-hits.com/?p=12521</guid>
		<description>The Player's Handbook 3 is the newest core release for 4th Edition Dungeons and Dragons that introduces a lot of new content including the psionic power source. In much the same way the PHB2 introduced primal classes with a back story, this book lays out the changes to any D&amp;#038;D world that might bring about psionic characters and races. If you're a fan of psionics, miss rangers that could cast natural spells, want to play classes that are more versatile and flexible, or if you're just looking for some new options for your 4th edition game you really should check out this book.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/PHB3_cover.jpg"><img class="alignright size-medium wp-image-12523" title="PHB3_cover" src="http://critical-hits.com/wp-content/uploads/2010/03/PHB3_cover-225x300.jpg" alt="" width="225" height="300" /></a>The <em>Player&#8217;s Handbook 3</em> is the newest core release for 4th Edition Dungeons and Dragons that introduces a lot of new content including the psionic power source. In much the same way the PHB2 introduced primal classes with a back story, this book lays out the changes to any D&amp;D world that might bring about psionic characters and races. The new races presented are the githzerai, minotaurs, shardminds, and wilden while the new classes are the Ardent (psionic leader), Battlemind (psionic defender), Monk (psionic striker), Psion (psionic controller), Runepriest (divine leader), and Seeker (primal controller). In addition we finally see the full hybrid class rules that allow you to create a character that skirts the boundaries between roles and classes. A ton of new utility powers are also introduced for characters trained in particular skills, along with a bunch of new feats not just for the new classes and races but also many available to all characters. If you&#8217;re a fan of psionics, miss rangers that could cast natural spells, want to play classes that are more versatile and flexible, or if you&#8217;re just looking for some new options for your 4th edition game you really should check out this book.</p>
<p>The story elements that are presented at the beginning of this book add a lot to the concepts of aberrant creatures and psionic characters, making them more than just random elements in a game. A few of the base 4E gods are involved that could tie divine followers into psionics in some very cool ways. It all revolves around a living gate to the far realm that was destroyed and has been the cause of all aberrant creatures invading the other planes, which have manifested psionics as a defense mechanism. All of the new races except for minotaurs tie into this story perfectly, with the githzerai as a naturally psionic race, the wilden as nature&#8217;s wrath given sentience, and my favorite are shardminds which are living constructs made of crystalline fragments of the living gate itself. The overall theme of the PHB3 seems to be versatility, as each of the new races has one primary ability score bonus and the choice between two for your secondary bonus (instead of most other races having two fixed bonuses to ability scores). <span id="more-12521"></span></p>
<p>The githzerai have been beefed up from their entry in the <em>Monster Manual</em>, and are always wise but can choose between being dexterous or intelligent. The defended mind racial feature provides a bonus to saves against daze, dominate, and stun effects which I can see being a big benefit in the paragon and epic tiers. Minotaurs are strong and can choose between tough or wise, but their features don&#8217;t really impress me much. As a character being able to make a basic attack just before I drop to zero hit points doesn&#8217;t appeal to me, though the bonuses to charging could make for some very brutal barbarians and fighters. The shardmind steals the show for me, not only because a lot of the artwork for the race in the book is really badass looking, but also because they present an opposing side of the living construct spectrum from warforged. Shardminds are all intelligent, with some choosing to be more wise and others more charismatic so they have the three mental stats completely covered. Stack on top of that some minor telepathy, psychic resistance, and the immortal origin and they start to sound like a really fun race to play. However their shard swarm power is kind of lackluster, causing enemies in a burst to grant combat advantage, at least it allows you to teleport a short distance as well.</p>
<p>Lastly we have the fey origin wilden that are all wise, with some being more tough and others more dexterous. They are presented as an almost cat-like race with leaves and branches for skin and bones, whereas I might have preferred a more classic view of them as dryads but thankfully re-skinning their appearance is not difficult at all. I feel the wilden are actually a bit lacking in racial features, instead they have access to three different encounter powers that they can choose between each day, but each power has relatively limited usefulness so I&#8217;m not sure how much of an advantage it really is. The paragon paths for each race are what we&#8217;ve come to expect from all of the other races, although the githzerai path called Rrathmal comes with a vicious at-will utility that lets you shift your speed to stay adjacent to shifting enemies. The Shard Disciple path for shardminds could be a very defining choice for a character, boosting and building upon the shard swarm power and providing some really unique powers &#8211; it&#8217;s not often a character gets to turn their body in a swarm of deadly crystals and then reform somewhere else.</p>
<p>While we have seen much of the PHB3 class content from previews in Dragon magazine, seeing the psionic classes in full is really impressive. Each of them provides a great deal more flexibility and versatility than the other classes. Each psionic class other than the monk gains three at-will powers which they can augment (using power points) to be more powerful in place of using encounter powers. A theme I noticed in the book that was not so apparent in the previews is that the cheaper augments for all of the powers are much more situational and specific. The augmentation of powers allows the psionic classes to adjust to situations in a wide variety of ways that other classes may have trouble doing.</p>
<p>The Ardent class did not really impress me in the preview, but when you look at the spread of at-will powers available to them it really starts to come together. As a friend pointed out to me while reading the book, the Ardent seems to have one at-will power for every single thing you would expect or want a leader to do. Buffs, debuffs, aiding and healing, or allowing allies to make attacks with bonuses &#8211; all of these aspects are presented in the Ardent power list across most levels. The fluff builds up the character even more with the concept of going into enemies minds and tearing them down mentally while  at the same time you psionically boost your allies. This is the class that I didn&#8217;t expect to like but has really surprised me in writing.</p>
<p>Battlemind was Dave&#8217;s clear favorite coming out of D&amp;D XP, and I have to say it is one of my favorites as well. I have to admit that I don&#8217;t say that solely because of the badass artwork of a dwarf with his hand melded into a red-crystal sword. Right away I was excited by a defender that could spend a power point, a portion of its encounter attack ability, to mark two creatures instead of just one with Battlemind&#8217;s Demand. With its other at-will class powers, Blurred Step and Mind Spike, this class specializes in sticking to large melee monsters and dealing large amounts of damage right back at them. The class&#8217; powers add on top a slew of body and weapon altering abilities including many aspect daily powers similar to those the warden class uses. If you were a fan of the 3rd Edition Psychic Warrior, then you will almost definitely love this class. The Iron Guardian paragon path also leaped out at me with its level 12 at-will utility Iron Defense &#8211; if you spend a standard action, whenever you take damage you roll a d20, on a 10 or higher the damaged is reduced to zero and on lower than a 10 the damage is halved.</p>
<p>The Monk is the unique psionic class that does not use power points (thank god for that) and thankfully evokes a lot of the same flavor that the class did in previous editions. The stone first monk is the more powerful striker build, with centered breath monk adding in controller as a strong secondary role. Though monks are proficient with a number of specific weapons and can use unarmed strikes, all of their powers are implement powers using ki-focuses. This means that all of their powers have set damage dice, which is a bit of a disappointment that the decision to fight unarmed doesn&#8217;t change anything with how the monk actually plays. What it does mean is that no matter where a monk is or what they have to fight with as a weapon, they will always be doing lots of damage. If you decide to play a monk, the flurry of blows at-will power can be used as a free action every time you hit a creature, adding a decent amount of extra damage and also allowing you to hit a target other than the one you originally attacked. The monk&#8217;s at-will and encounter powers are all full discipline powers that include move actions that let your character move around combat or across a room incredibly quickly. All of the class&#8217; powers give you the feeling that you&#8217;re in the thick of combat, throwing punches and kicks at every enemy you can, throwing enemies into each other, and tumbling out of harms way.</p>
<p>Psions are no longer an all-encompassing class with one build per stat, now they are a psionic controller that all use intelligence to attack and can choose between focusing on telekinesis or telepathy (although I&#8217;m sure the psionic power book will add others). The psion class takes a similar concept as the ardent, getting into the minds of enemies, and expands it to a huge degree. Whether it is through telepathy or telekinetic force, the psion is going to be blasting and moving enemies all over the place. While some of the powers are similar to those a wizard might use, the augmentations of the powers give them a unique flavor that makes this class really stand out. Many of my favorite psionic powers are back in one form or another, such as the concussive blast attacks, mind wipe, mind blast, and psychic leech. The two builds for this class accomplish the same tasks in very different ways. The Dreamwalker paragon path allows you to manifest a dream form duplicate of yourself, while the Time Bender path has some very cool features and powers involving borrowing resources from yourself in the future or speeding up time for yourself.</p>
<p>Runepriest is a class that fills the same role as the cleric, but can manifest a different rune state each time it uses an at-will or encounter attack power to change the benefits it grants allies. Unlike the cleric this class is entirely melee based and always uses strength as a primary stat, but has weaker healing than some of the other leader classes. When using attack powers, the runepriest can choose to manifest a rune of destruction or a rune of protection, with a different effect per rune for each power. In addition while manifesting a particular rune, the priest grants allies either a bonus to hit adjacent enemies or resistance to damage while adjacent to the runepriest. Rune state is an interesting new mechanic that allows the class to fill the leader role and switch between offense and defense as needed during the course of a fight. This ability diminishes the importance of build choice that many other classes are defined by, and makes the runepriest a more versatile class.</p>
<p>The Seeker is a new primal controller that uses ranged and thrown weapons rather than implements. The counterpoint to the martial ranger in the first PHB, the seeker is all about shooting arrows into enemies and causing them to sprout constricting vines or nasty fungal blooms. I am a big fan of the seeker because it is the first weapon based controller and also has an entire build focused on thrown weapons. Also, though I am a fan of the aragorn-style martial ranger, I feel that the seeker fills the same role as a druid in a completely different way that fleshes out the primal power source in a very good way.</p>
<p>In addition to the new classes, rules for creating hybrid characters are also presented. A similar concept to multi-classing, hybrid characters are created from the start as one character belonging to two different classes. Instead of having a primary class and spending feats to gain powers in a secondary one, a hybrid character is equally split between both of its classes and can fill the role of either class to a certain degree. This system feels a lot closer to what cross-class and multi-classing were in 3rd edition, giving you the opportunity to mix-and-match a lot more than the standard rules do. While I am not a huge fan of hybrid characters, some very intriguing concepts can come about such as the Eldritch Knight &#8211; a warlock-paladin that can use eyebite to blind creatures and then punish them with divine challenge when they are unable to see and attack.</p>
<p>An epic destiny is presented for each new class, though instead of one specifically for psions instead the Godmind destiny is available to any psionic class. Diamond Soul is very reminiscent of previous edition monks with features like diamond body that allows you to stop aging and diamond perfection that allows you to reroll one attack roll per round. Godmind is ideal for psions but can benefit the ardent and battlemind as well, granting four addition power points at 30th level. The Invincible Mind destiny for battleminds is really durable and impressive, letting you spend a healing surge every time you drop to zero hit points which makes for one tough character to drop. Master of the Eternal Hunt lets your seeker ignore all types of cover and concealment with ranged attacks, in addition to granting you darkvision and tremorsense. The runepriest destiny, Rune Maker, allows you to change rune states as a minor action, and the War Master destiny for the ardent allows you to sacrifice healing surges to save dying allies.</p>
<p>Skill powers are a great way to further differentiate a character, with several at-will utility powers that can become signature moves such as fast hands. The best addition for skill powers in the PHB3 is the Skill Power feat that lets you gain one skill utility without giving up one from your class. Other feats include the typical racial, class feats, and feats for hybrid character options, but also a handful of new feats that boost specific saving throws, enhance special moves like bull rush, or allow you to spend a healing surge with a roll of 18-20 on a death save. Rune feats are also introduced for the runepriest that grant increasing benefits depending upon how many rune feats you have total.</p>
<p>Overall it seems that Wizards has gone more out of their way to include feats that any character would take when compared to the PHB2 which focused more on the new classes and races. Also introduced are superior implements, which require a new feat to use, with benefits like accurate that grants a +1 to hit or a bonus to damage when attacking with a particular damage type. I love the concept of defining implements more, to mirror the variety of weapons available to character, but I&#8217;m still not sold on the idea of requiring a feat to use them. The magic items section of the book includes mostly psionic based armor, weapons, and implements that have augmentable powers, and ki focuses for the monk (and assassin) classes.</p>
<p>If your campaign world needs a touch of the extremely exotic, or you or one of your players wants to play a unique and other-worldly character, then the PHB3 might be just the right thing for you. If you are even remotely interested in psionics and the psionic classes, or enjoyed them in previous editions, then I can&#8217;t recommend the book enough because it really delivers on psionic power that integrates well with 4E and yet still retains that unique flavor they had in previous editions. The PHB3 contains mostly more complex classes and rules so it is probably not for new players, especially not players that are new to D&amp;D entirely, it does present some entirely new things to 4th Edition that many people will greatly enjoy.
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		<title>Six Months To Four Days</title>
		<link>http://critical-hits.com/2010/03/16/six-months-to-four-days/</link>
		<comments>http://critical-hits.com/2010/03/16/six-months-to-four-days/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 04:01:39 +0000</pubDate>
		<dc:creator>Vanir</dc:creator>
				<category><![CDATA[Dire Flailings]]></category>
		<category><![CDATA[Humor]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Tabletop Games]]></category>
		<category><![CDATA[Axis & Allies]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[gen con]]></category>
		<category><![CDATA[gen con 2010]]></category>
		<category><![CDATA[hotels]]></category>
		<category><![CDATA[nerdwhiff]]></category>
		<category><![CDATA[registration]]></category>
		<category><![CDATA[shenanigans]]></category>
		<category><![CDATA[true dungeon]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12507</guid>
		<description>Gen Con is six months away, but event registration draws near. Read on to discover almost no information of value whatsoever about Gen Con 2010. But be warned! That one tiny info-morsel could save your life.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/2139280124_4bee343e73_o.jpg"><img class="size-medium wp-image-12512 alignright" style="margin: 10px" src="http://critical-hits.com/wp-content/uploads/2010/03/2139280124_4bee343e73_o-300x213.jpg" alt="" width="300" height="213" /></a>I don&#8217;t know about the rest of you, but I have three least favorite days of the year. One is the day after Gen Con. The second is the first snowfall of the year. The third is the day Gen Con registration opens. Obviously, I hate the first because I am <em>not</em> <em>at Gen Con</em> anymore, having very recently been in a state of <em>at Gen Con</em>. I hate the second because I used to love snow. I would make snow angels and hope four feet of snow fell. Then I grew up, and then snow became a frosty bastard who mocks me and my puny lumbar region for three months out of the year. The third is simply a reminder that four months have passed, I am still <em>not at Gen Con</em> and eight more shall pass before I am once again <em>at Gen Con</em>.</p>
<p>Seasoned con-veterans will tell you, planning during this time of year is crucial if you want to have a good convention experience. If you wanted to get into one of the nice hotels attached to the convention center, you&#8217;re almost certainly too late. That happened in January, around the opening of registration. However, if you would like to get a hotel within walking distance, you may still be able to. Just be prepared for what walking a mile to get back to your hotel room when you&#8217;re completely exhausted means. Also, there is a phenomenon I am going to call &#8220;Random Gen Con Shenanigans&#8221; that may befall you during this time. The premise is simple. It is late, you have been walking around all day and having a wonderful time, but you are tired and everything hurts. Then, somebody suggests you all go to a game in somebody&#8217;s room. The next thing you know, <em>Shenanigans</em>.</p>
<ol>
<li>You find yourself in a strange hotel room, but mysteriously all your friends have vanished. The people there are using gaming accessories you are not familiar with. Some of them make it hard to breathe. The best thing to do in this case is to escape at the first opportunity, then make up a story about how you went to a strip club with <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=2&amp;ved=0CAoQFjAB&amp;url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FJohn_de_Lancie&amp;rct=j&amp;q=john+de+lancie&amp;ei=egKfS4TpHomuNuGisLUM&amp;usg=AFQjCNH_3dBKlhu3S2_pcboXCuvTBogqEQ">John De Lancie</a>. Convince everyone it is the truth. Even yourself.</li>
<li>You find yourself in a strange hotel room, and a French-Canadian man is feeding you <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=10&amp;ved=0CC8QFjAJ&amp;url=http%3A%2F%2Fcandyaddict.com%2Fblog%2F2005%2F10%2F11%2Fsmarties-differences%2F&amp;rct=j&amp;q=canadian+smarties&amp;ei=kQKfS9y8HqGsMpfVsPMM&amp;usg=AFQjCNHmdRIeipQrvotypQJ5-Lv3kKOHBQ">candy </a>while everyone gets drunk. At the end of the night, you&#8217;re relatively sure you&#8217;ve played D&amp;D. This is actually one of the better outcomes.</li>
<li>You go into the underground tunnels beneath Indianapolis, searching for treasure. This leads to your arrest. However, the following year you star in a TV movie about your adventures, which leads to superstardom. Eventually, you fall in love with a volleyball.</li>
<li>You get talked into carrying a case of root beer a mile across town. It is really <a href="http://www.rootjack.com/">damn good root beer</a>. It had better be.</li>
<li>A random stranger pulls you into a dark alley and makes you play a short game Axis and Allies. During the convention six years later, you emerge victorious. You have amassed epic parking fines.</li>
</ol>
<p>Registering for events is also crucial if you intend to do anything but meet up with friends to play. If you intend to register for <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=1&amp;ved=0CAcQFjAA&amp;url=http%3A%2F%2Fwww.truedungeon.com%2F&amp;rct=j&amp;q=true+dungeon&amp;ei=rgKfS7nNO4ncNZ2i1bMM&amp;usg=AFQjCNEE_56ZEVjO7uCL4reWkVVUJuKtvQ">True Dungeon</a>, you have from exactly the time registration opens until three seconds later to get tickets. They should base all web server load testing practices on what happens in the first minute of Gen Con registration, because basically what happens is every nerd in the Northern Hemisphere all sends a request to a website simultaneously. I am somewhat worried this is the Internet equivalent of the <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=1&amp;ved=0CAcQFjAA&amp;url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FLarge_Hadron_Collider&amp;rct=j&amp;q=large+hadron+collider&amp;ei=5gKfS528FYjWM8LWlcsM&amp;usg=AFQjCNFZzrXxLNhzNVPolJI4avp5fi36Fg">Large Hadron Collider</a>, and this is going to cause some sort of quantum singularity. We may already be dead, but not know it yet. Depending on what kind of quantum singularity it is, we may also be <a href="http://homepage.ntlworld.com/david.patrick/orange.jpg">oranges</a>, but not know it yet. Truth be told, this might be a good thing. A little citrus scent might help counter the hideous Nerd Whiff scent emanating from those big sweaty guys that walk around the convention floor with towels around their necks.</p>
<p>My personal plan this year is to play an unholy amount of the <a href="http://entertainment.upperdeck.com/wow/en/">World of Warcraft TCG</a> (assuming it still exists), as much D&amp;D as possible with as many friends as possible, and to stay the hell away from that strip club with John De Lancie this year. I didn&#8217;t like that place one bit.
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		<title>Gears of Ruin: The Phantom Rails, Part 3</title>
		<link>http://critical-hits.com/2010/03/15/gears-of-ruin-the-phantom-rails-part-3/</link>
		<comments>http://critical-hits.com/2010/03/15/gears-of-ruin-the-phantom-rails-part-3/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 11:26:00 +0000</pubDate>
		<dc:creator>ChattyDM</dc:creator>
				<category><![CDATA[Campaign Logs]]></category>
		<category><![CDATA[Musings of the Chatty DM]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Chatty's 2009-2010 Campaign]]></category>
		<category><![CDATA[Gears of Ruin]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12494</guid>
		<description>There they learned of a pact made between the Gith seeking to eradicate the Elemental Chaos influence on the world of Sikarra and Melora's Eco fanatics who were unable to channel the power of their Nature god to avenge this dying world.  The Gith brought a large artifact, a Psi-Crystal so powerful that it could channel power sources throughout a world to a select few. The artifact was mounted on Sirrakas highest mountain range where a fighting monastery was built.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/bonegolem.jpg"><img class="alignright size-medium wp-image-12499" title="bonegolem" src="http://critical-hits.com/wp-content/uploads/2010/03/bonegolem-241x300.jpg" alt="" width="241" height="300" /></a>See part  <a href="http://critical-hits.com/2010/03/08/gears-of-ruin-the-phantom-rails-part-2/">2 here</a>.</p>
<p>Hey there dear readers.  You have no idea how I miss you.  With my D&amp;D game on hold and seminars prep going all out for the spring semester, I feel I&#8217;m loosing touch with the blogsphere. But I&#8217;ll be back soon enough.</p>
<p>While I&#8217;m writing, please note that I will be DMing at <a href="http://www.paxsite.com/paxeast/PAX_East_DD_Events.pdf">PAX East&#8217;s DM Challenge</a>.  It will be a very special edition of one of my favorite <a href="http://critical-hits.com/tag/primalwithin/">Primal/Within</a> adventures.  Last time I heard from it, 4 out of the 6 slots to my table were already taken.  So if you want to meet or play, you may still be able to do so.  Check <a href="http://community.wizards.com/conventionsandevents/blog/2010/02/26/pax_east_dms_challenge_event_details!">here for details</a>. All PCs are from PHB3 races and (The same from the PHB3 Gameday I was told).</p>
<p>Man, we&#8217;re going to rock so hard that PCs from other tables will lose Healing Surges!  Can&#8217;t wait to meet you.</p>
<p>All right, we have a game report to finish.</p>
<p><strong>Flashback cut-scene!</strong></p>
<p>Earlier in the game session, during a lull where most players were away from the table, I pulled Eric (Wrath of Melora, Deva Avenger) and Mike (Vorian, Githzerai Monk) aside and told them a story about their shared time, training at special Monastery.</p>
<p>There they learned of a pact made between the Gith seeking to eradicate the Elemental Chaos influence on the world of Sikarra and Melora&#8217;s Eco fanatics who were unable to channel the power of their nature god to avenge this dying world.  The Gith brought a large artifact, a Psi-Crystal so powerful that it could channel power sources throughout a world to a select few. The artifact was mounted on Sirrakas highest mountain range where a fighting monastery was built.</p>
<p>By linking it to Melora&#8217;s divine source, weak though it may be, the device inherent psionic source flared to life  like a beacon and allowed a small, hand-picked group of Monks and  Eco-Avengers  to set forth with no need of clockwork technology to achieve power. Both Wrath and Vorian had seen that artifact many times. They were among the leaders of the chosen ones.</p>
<p>Yet that power was lost a few months ago&#8230;</p>
<p>It was now sitting at the top of the corrupted Factory-Mine, on the central control platform.</p>
<p>/end flashback</p>
<p>Mike and Eric LOVE that kind of stuff.  And so do I</p>
<p><strong>Running in a script full of holes.</strong></p>
<p>When I was done describing the area, options weren&#8217;t discussed really long.</p>
<p>Mike and Eric (Nearly simultaneously): We&#8217;re going up there to recuperate this Crystal pillar!</p>
<p>Party: Wait what?</p>
<p>At that point my game notes were a lot slimmer.  I had a plan to have the agent&#8217;s missing arm pop in on a conveyor belt somewhere and have an encounter using <a href="http://www.wizards.com/default.asp?x=ah/prod/roborally">Robo Rally</a> tiles where the PCs chased the hand while robotic and undead minions tried to mess with them.</p>
<p>I swear I have full 4e rules for ALL the elements of Robo Rally maps now, I had made most of them for my <a href="http://community.wizards.com/dungeonsanddragons/go/thread/view/91301/21959933/Winter_Holiday_Encounter_Contest&amp;post_num=3#381145301">Winter Encounter contest entry</a>.  You can be sure I&#8217;ll use them in another venue soon.</p>
<p>Anyway, instead I went with the flow and had the lead players roll skill checks to navigate the different levels to get to the top.  I figured that as soon as I got a failure, I would introduce a twist that would send the party into my Robo Rally encounter. Turns out they made it to the top platform all right.</p>
<p>And I&#8217;m so happy they did&#8230; it turns out I had forgotten ALL my Robo Rally Tiles at home!  I only realized it much later in the evening.</p>
<p>So here I was, stuck in an area I didn&#8217;t really plan passed a picture in my mind,  with players itching for a fight and near one of the adventure&#8217;s major Quest items.  So I opened up all my gaming notes (I use MS-Onebook) and picked monsters here and there that I had selected in other encounters to create a plausible encounter.</p>
<p><strong>Grand</strong> <strong>Finale on the Balcony!</strong></p>
<p>I ended up with a Bone Golem, 2 Autoclank Knights, 1 Blaspheme Disciple, 2 of those flying Gatling paralyzing dart minions and 2 of those squat Heavy-Clank 2-hits minions. I asked my players to draw a 30&#8242; wide, 100&#8242; or so long control center, complete with consoles, stairwells, 60&#8242; drops and the Psi-pillar.</p>
<p>The fight was VISCOUS! The Knights and Golem did a great job protecting the disciple and shooting minions and all monsters dished out a lot of pain, especially that bone shard exploding dazing golem.  The PCs went through healing surges like a buzz-saw through lime Jell-O. It was great fun!</p>
<p>After a few rounds I finally revealed my nefarious plot.</p>
<p>The Psionic artifact activated and blasted Yan&#8217;s Holy Clank, the world&#8217;s only Sentient Autoclank</p>
<p><strong>Flashback Two &#8211; A meeting of &#8220;friends&#8221;</strong></p>
<p>In Holy Clank&#8217;s background stories resides a dark tale.  Early after achieving sentience at the hands of a bumbly and soon after &#8220;crushed by mistake&#8221; wizard, Holy Clank scoured the near-desert surface world to meet others like him, living non-squishes like him&#8230;.</p>
<p>(Rodriguez-like lost reel transition)</p>
<p>&#8230; and the Reversed Lich, its soul and conscience forever stuck in its critically damaged Autoclank body, slowly sank in the lava pits of its lair, cursing the wounded Holy-Clank, imploring all Princes of the Abyss to one day grant it revenge.</p>
<p>/end flashback</p>
<p><strong>Back to the finale</strong></p>
<p>The whole rebellion had been a sham all along to get Holy Clank into the factory close enough to the Psi-pillar. Thus,  the Reversed Lich, hidden deep in the factory in its half-melted, severely crippled mechanical body, could transfer its soul into the Warrior-Priest&#8217;s pristine body.</p>
<p>So from that moment forward, like Lex Luthor hitting Superman with its Kryptonite Hummer, Clank had to deal with a LOT of threats: The pillar attacking every rounds (helped by the Blaspheme doing some NPC skill challenge), healing his battered buddies and dealing with knights and a golem.</p>
<p>Fortunately, by that time the fight started to be under control and several PCs joined in a skill challenge to deactivate either the Pillar&#8217;s attacks on Holy Clank or its influence on all the creatures of the factory.</p>
<p>The last dramatic moments occurred when the Monk destroyed both Autoclank Knights in one attack and then teleported the Bone Golem over the empty space of the Factory floor.  It somehow managed to save itself (literally a saving throw) and hold on the ledge for a few more rounds.  It eventually fell to the ground in a dramatic burst of bones and metal.  As this occurred, the links between the pillars and the Lich were cut and the hundreds of undead and clanks converging on the PCs&#8217; position dispersed or turned off.</p>
<p>Eric: So now how are we going to get this huge piece of crystal out?</p>
<p>Chatty: Gee, I don&#8217;t know&#8230;  But I have to mention that Wrath says that with his back is to the factory floor, a series of HUGE cranes sitting motionless all over the place.</p>
<p>Eric: (cough) Asshole (cough).</p>
<p>Chatty: So now that the signal that controlled all the undead and clanks is down, you have a bunch of confused blasphemes and several hundred autoclanks with no programming. What&#8217;s next?</p>
<p>Yan: I guess we&#8217;re done here, the watch won&#8217;t be found. Hey where&#8217;s the agent?</p>
<p>Chatty: Oh him?  He was a spy, he killed the first agent and got his arm sewed on before your arrival. He ran away with many of the baron&#8217;s secrets.</p>
<p>Math: Heh, win some, lose some.</p>
<p><strong>Epilogue</strong></p>
<p>Chatty (to Yan): As you load the pillar unto a crane to bring it back to the first floor, you feel it get curious and excited by your very special nature. In a rush of psychic energy, it instantly connects you to all others like you on the planet, all the Autoclanks that sit quietly without sentience, without a soul.   What do you do?</p>
<p>Holy Clank (Jubilant): Awake my brothers, let the roaming spirits of this world animate you like they did me!</p>
<p>And thus, the Warforged were truly born.</p>
<p>End Credit, next game will occur 5-8 years later.</p>
<p>I love this campaign, can&#8217;t wait to play again.
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		<title>Critical Bits for the week ending 2010-03-14</title>
		<link>http://critical-hits.com/2010/03/14/critical-bits-for-the-week-ending-2010-03-14-4/</link>
		<comments>http://critical-hits.com/2010/03/14/critical-bits-for-the-week-ending-2010-03-14-4/#comments</comments>
		<pubDate>Sun, 14 Mar 2010 20:00:00 +0000</pubDate>
		<dc:creator>Gato the News Robot</dc:creator>
				<category><![CDATA[Critical Bits]]></category>
		<category><![CDATA[twitter]]></category>

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		<description>RT @RockBandAide: Rock Band 3&amp;#8230; OFFICIALLY coming your way Holiday 2010: http://bit.ly/be9IdW #
RT @newbiedm: New Post: &amp;#34;Reader Voicemail: Building an Adventure&amp;#34; http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/ #
RT @newbiedm: Call the NewbieDM voicemail at 305-349-3026 and get on the minicast, an article, or the big podcast. #
Cubicle 7 to publish Laundry RPG based on Charles Stross novels: http://tinyurl.com/yz2omck  (via [...]</description>
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<li>RT @<a href="http://twitter.com/RockBandAide" class="aktt_username">RockBandAide</a>: Rock Band 3&#8230; OFFICIALLY coming your way Holiday 2010: <a href="http://bit.ly/be9IdW" rel="nofollow">http://bit.ly/be9IdW</a> <a href="http://twitter.com/criticalhits/statuses/10233313454" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/newbiedm" class="aktt_username">newbiedm</a>: New Post: &quot;Reader Voicemail: Building an Adventure&quot; <a href="http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/" rel="nofollow">http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/</a> <a href="http://twitter.com/criticalhits/statuses/10244516332" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/newbiedm" class="aktt_username">newbiedm</a>: Call the NewbieDM voicemail at 305-349-3026 and get on the minicast, an article, or the big podcast. <a href="http://twitter.com/criticalhits/statuses/10274193822" class="aktt_tweet_time">#</a></li>
<li>Cubicle 7 to publish Laundry RPG based on Charles Stross novels: <a href="http://tinyurl.com/yz2omck" rel="nofollow">http://tinyurl.com/yz2omck</a>  (via @<a href="http://twitter.com/AllenVarney" class="aktt_username">AllenVarney</a> @Angus_A) <a href="http://twitter.com/criticalhits/statuses/10279768181" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/Wizards_DnD" class="aktt_username">Wizards_DnD</a>: Learn more about D&amp;D Encounters, like how we&#39;ll be using twitter to affect your game! <a href="http://tinyurl.com/ykeeegk" rel="nofollow">http://tinyurl.com/ykeeegk</a> <a href="http://twitter.com/criticalhits/statuses/10282445020" class="aktt_tweet_time">#</a></li>
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<li>WotC announces Beholder Collector&#39;s minis set, includes 3 brand new species, collector&#39;s case. Available in the fall for $35. <a href="http://twitter.com/criticalhits/statuses/10435446120" class="aktt_tweet_time">#</a></li>
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		<title>E11 – 4e Gritty Heroic Roleplay</title>
		<link>http://critical-hits.com/2010/03/12/e11-4e-gritty-heroic-roleplay/</link>
		<comments>http://critical-hits.com/2010/03/12/e11-4e-gritty-heroic-roleplay/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 20:24:47 +0000</pubDate>
		<dc:creator>The Game</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[e11]]></category>
		<category><![CDATA[e6]]></category>
		<category><![CDATA[homebrew week]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12486</guid>
		<description>Cap the level at 11, only gaining new feats and upgrading powers, to make for a more gritty heroic 4e experience.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/truman1.gif"><img class="alignright size-medium wp-image-12487" title="Conan the Barbarian - High Level Guy" src="http://critical-hits.com/wp-content/uploads/2010/03/truman1-203x300.gif" alt="" width="203" height="300" /></a>This idea was fully inspired by a <a href="http://www.enworld.org/forum/general-rpg-discussion/272453-e6-e10-fourth-edition.html">thread on ENWorld about adapting E6 to 4e</a>. What is E6? You can find more about it in <a href="http://www.enworld.org/forum/general-rpg-discussion/206323-e6-game-inside-d-d.html">another thread on ENWorld</a> or in the <a href="http://esix.pbworks.com/f/E6v041.pdf">full PDF write-up</a>, but the core idea is simple: for D&amp;D 3e games, players stop gaining levels at level 6, and instead, gain new feats whenever they would level. This keeps the PCs right at the top edge of &#8220;gritty fantasy&#8221; and on the cusp of &#8220;heroic fantasy&#8221; while still allowing the characters to grow. Lower level bad guys (like Orcs) still remain threats in high numbers.</p>
<p>Well, I think this idea can be ported to 4e pretty easily. However, in 3e, feats were a big way in which characters changed. In 4e, some of the emphasis has been taken off feats and put into powers. Plus, the 1-20 vs. 1-30 level spread changes things a bit. Thus to accomodate it, here&#8217;s the rules I propose:</p>
<ul>
<li>Everything is normal until level 11, AKA the first paragon level. Paragon path is chosen as normal. Then advancement stops. Though you still level up, you do not increase HP, the half-level bonus (it&#8217;s always calculated as if level 11), do not gain further class abilities, and so on.</li>
<li>At every even level, you gain a new feat.</li>
<li>At every odd level, you upgrade your lowest level power to a higher level version of a level you do not possess, no matter what level that power is. For example, if you have level 1, 3, and 7 Encounter powers, you can upgrade your level 1 to a level 13 encounter power, since it is the same type (encounter) and the next jump is of a level you don&#8217;t possess (since you already have a 3 and 7). You can choose the powers of your paragon path in this way.</li>
<li>Repeat forever.</li>
</ul>
<p>There&#8217;s something that particularly tickles me about this idea, that you gain powers beyond your level. The powers system is pretty modular in this way, not being dependent on a specific ability score or something similar. That way your techniques in battle are getting improved, without ascending bonuses into godhood. Level 11 (or as I like to think of it with this system, &#8220;name level&#8221;) has a pretty good number of options for characters, and the DM still has plenty of options for monsters. This option might work better for campaigns focused on empire-building then those where you eventually ascend to god-like power. The system isn&#8217;t without issues: for instance, PCs will start to cherry-pick paragon paths based solely on what is granted for 11th level instead of what might balance throughout the whole progression, and the XP system might need to change. But I think it&#8217;s a good start.</p>
<p>I&#8217;m considering this for a Dark Sun game. What do you guys think?
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		<title>Assassins On The High Seas</title>
		<link>http://critical-hits.com/2010/03/12/assassins-on-the-high-seas/</link>
		<comments>http://critical-hits.com/2010/03/12/assassins-on-the-high-seas/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 19:39:40 +0000</pubDate>
		<dc:creator>Scott Wallace</dc:creator>
				<category><![CDATA[Flavour Feast]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[armada]]></category>
		<category><![CDATA[coastal]]></category>
		<category><![CDATA[ninja pirates]]></category>
		<category><![CDATA[ninjas]]></category>
		<category><![CDATA[oni]]></category>
		<category><![CDATA[pirates]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12405</guid>
		<description>This pirate armada is responsible for the countless sunken wrecks that litter the seas around the numerous coastal islands, and many more deaths. Their unique and shadowy talents are for sale to the highest bidder. Operating without honour, these assassins are known to quickly double cross their contractors for an excessive fee without hesitation. The Crimson Armada is a dire and menacing threat to any that find themselves targeted by these pirate ninjas.</description>
			<content:encoded><![CDATA[<h3><strong><a href="http://critical-hits.com/wp-content/uploads/2010/03/Pinja-ninja-pirates-4142980-300-300.jpg"><img class="alignright size-full wp-image-12483" title="Pirate Ninjas" src="http://critical-hits.com/wp-content/uploads/2010/03/Pinja-ninja-pirates-4142980-300-300.jpg" alt="" width="300" height="300" /></a>Avast Ye Assassins</strong></h3>
<p>The high seas are filled with peril and danger at any given time, but off the island-riddled coast of the tropical south west, the waters are particularly more dangerous than elsewhere in the world. Regardless of the large naval and lawful presence within the area, a nefarious group of assassins has managed to gain control of the seas and surrounding islands. This pirate armada is responsible for the countless sunken wrecks that litter the seas around the numerous coastal islands, and many more deaths. Their unique and shadowy talents are for sale to the highest bidder. Operating without honour, these assassins are known to quickly double cross their contractors for an excessive fee without hesitation. The Crimson Armada is a dire and menacing threat to any that find themselves targeted by these pirate ninjas.</p>
<h3><strong>The Crimson Armada</strong></h3>
<p>Members of the Crimson Armada walk boldly through the streets of the numerous port cities and towns of the region, proudly displaying the scarlet tattoos that mark them as a member of the assassin coven. Each tattoo that adorns a member of the Crimson Armada has two purposes. Firstly, the amount of tattoos symbolizes achievements that are awarded within the pirates&#8217; society. These accomplishments vary from almost honourable to downright morbid. It has been said that acts of successful treason and mutiny, as well as killing superiors, are classed as high achievements, while acts of bravery, loyalty and sacrifice also gain an assassin an inked marking. The second and more coveted aspect of the tattoos are the powers and abilities that each tattoo grants to the bearer. Each symbol holds a fragment of primeval power from an ancient shadow oni assassin lord. The powers and abilities of each symbol vary widely from instant mastery of martial arts, such as ninjutsu and kendo, to shadow arts, like teleportation and invisibility. With these supernatural abilities the members of Crimson Armada have continuously eluded capture from the watchmen and authority forces of the region only to strike back with deadly precession upon anyone that stands in their way. Now there are very few people left in the area that oppose the chaotic might of the Armada and fewer still who are willing to speak such words aloud.</p>
<p>With their imposing presence within the cities and towns of the coastal region the leaders of the Crimson Armada remain hidden within their fortress home which lies upon the back of a colossal dragon turtle. Using dominating magic, the Armada’s most powerful magicians control the once ferocious turtle as the see fit. The thick moss laden shell holds a menacing blood red solid stone fortress the stands several stories high. The Armada has also carved several caves and dungeons into the turtle’s shell where they house their most treasured items. With enough money anyone or anything can employ the Armada to complete a number of tasks, the pirates specialize in assassination and thievery but will take on any task as long as the money is right. The inherent risk of hiring the nautical assassins is having them double cross you, the agents of the Crimson Armada are given free reign to offer a choice to their targets, for a hefty price victims can reverse the contract placed upon their heads. This choice of immunity can be offered numerous times to the same two parties, with the price ever increasing. This game of back and forth has seen the Armada amass an extremely substantial amount of wealth in the short period of time they have been operating. The freedom that each pirate assassin can offer also extends to their methods, with no two members of the Armada operating in the same manner. Some complete their missions with stealth and speed, whilst others rampage head first through any obstacle within their path.</p>
<h3><strong>Foundations</strong></h3>
<p>The leaders of the Crimson Armada started life as little more the orphaned thieves who scrounged a living in the darkened and filthy alleys of the capitol city of the coastal region. As the years passed, their distain for the wealthy and fortunate around them grew to scornful hatred. The brother and sister began to covet wealth above all things and made a pact to do whatever was necessary for them to amass a wealth that was the envy of kingdoms and empires. They received their chance the day they stole ancient scrolls from holy monks who were resting in the city whilst on a pilgrimage. At first they meant to sell the parchment for mere gold, but when tracked down and confronted by the monks, a fight ensued. During the scuffle ink rubbed off upon the brother granting him the instant mastery of a martial art, with which he bested the skilled monks. Upon that day five years ago the Crimson Armada was founded, with the single purpose to amass a hoard of wealth the likes the world has never seen.</p>
<h3><strong>O’Captain, My Captain</strong></h3>
<p>Captain Derdan, controls the Crimson Armada’s countless ships from his immense 1<sup>st</sup> rate Ship-of-the-line. Known by its crew as Red Sea, the immense ship has single-handedly dispatched an entire fleet of naval vessels in combat. Whilst Derdan’s sister remains within the Armada’s fortress, he appears as the face of the pirate assassins and has a royal bounty on his head larger than anyone in known history. However any who have sought to claim the bounty have either been recruited into the Armada or have fallen to the twin magical cutlass’ that hang awkwardly from Derdan’s petite frame. His thick black hair hangs to his shoulders, framing a youthful face that is patched in a thin beard that speaks of the captain’s youth. Countless tattoos completely cover the small frame of the captain’s constantly shirtless top half. The power of these tattoos has seen the teen gain abilities and powers that surpass veteran heroes and legendary generals. Many warriors mock his appearance and stature upon first meeting, a mistake that is only made once. Derdan is covered with every single tattoo that he and his sister found upon the scrolls, including the original that rubbed off during the initial fight with the monks. As such his powers and abilities are almost limitless as he verges upon the edge of immortality.</p>
<h3><strong>Hidden Sister</strong></h3>
<p>Krestaen spends the majority of her time within the fortress of the Crimson Armada. Her once auburn hair, now abyssal black to match her eyes hides a secret tattoo upon her scalp that she tore from the scrolls upon the day she and her brother stole them. This unique tattoo coupled with the others upon the scroll has granted Krestaen powers that equals Derdan, however in place of the martial skills of Derdan, Krestaen has access to limitless shadow and Oni magic. The small, adolescent girl constantly carries two bladed whips that appear ridiculously long and unwieldily even if in a master’s hand. However her abilities with the extended whips are legendary amongst the few people who know her. Krestaen uses her abilities to oversee the operations of the Crimson Armada. The young girl delights in her role as interrogator and torturer for the few prisoners of the Armada, often using dominated sharks to slowly terrify and devour prisoners she has becomes bored with. Whilst Derdan is unaware of his sister’s hidden tattoo, Krestaen covets the ink marking that was smeared almost illegibly upon her brother. Wealth has become meaningless to Krestaen as the demonic voice in her head constantly raves about the joys of destruction and mayhem. A strong will has kept the voices at bay so far, but it is only a matter of time until Krestaen gives in to her morbid urges of destruction.</p>
<h3><strong>There Can Be Oni One</strong></h3>
<p>In darkened years now forgotten and never recorded in the histories of the world, an immortal shadow oni rampaged across the world. Countless heroes and innocents fell before the unstoppable demon and the world burned crimson with blood and fire as hope disappeared. Known only by the title of Crimson Death, the demon Shinoshi delighted in the perfect world it was sculpting. As a master of all shadow magic and martial arts, no group of heroes could even last mere minutes before the abomination. As chaos flooded the world, a small group of enlightened monks gathered together in an effort to stop the beast. A mighty ritual took place in which the ten monks sacrificed the enlightened energy to weaken the demon, then separating and draining all of Shinoshi’s powers into several scrolls. With their sacrifice and the immortal demon captured, the world returned to normal and Shinoshi was eventually forgotten by everyone, except the monks who guard the evil scrolls on an endless pilgrimage. If all the symbols are to ever be written on a single canvas or the scrolls completely destroyed, then Shinoshi would return once more to the world.
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		<title>Arena 4e</title>
		<link>http://critical-hits.com/2010/03/11/arena-4e/</link>
		<comments>http://critical-hits.com/2010/03/11/arena-4e/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 21:00:18 +0000</pubDate>
		<dc:creator>Dixon Trimline</dc:creator>
				<category><![CDATA[Newest Critical Hits]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Tabletop Games]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[homebrew week]]></category>
		<category><![CDATA[mini-game]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12451</guid>
		<description>Arena 4E is a fast-paced combat game for two or more players, and it can be played as a bloody free-for-all, a team vs. team cooperative effort, or any other combination.</description>
			<content:encoded><![CDATA[<p>Arena 4E is a fast-paced combat game for two or more players, and it can be played as a bloody free-for-all, a team vs. team cooperative effort, or any other combination.</p>
<h3><a href="http://critical-hits.com/wp-content/uploads/2010/03/alumni_fighter2.jpg"><img class="alignnone size-full wp-image-12460" title="alumni_fighter2" src="http://critical-hits.com/wp-content/uploads/2010/03/alumni_fighter2.jpg" alt="" width="550" height="310" /></a></h3>
<h3>CREATING YOUR CHARACTER</h3>
<h4>Combatants</h4>
<p>The four available combatants each have their own strengths and vulnerabilities.</p>
<ul>
<li><strong>FIGHTER</strong>:  Tough and deadly in hand-to-hand combat, the fighter tends to move slower than other characters and possess limited range attacks.  Primary ability:  Strength.</li>
<li><strong>WIZARD</strong>:  While fairly fragile in melee, the wizard can attack multiple distant opponents with fiery blasts of magic.  Primary ability:  Intelligence.</li>
<li><strong>CLERIC</strong>:  The cleric can be as tough as the fighter in combat and has the best healing, but does less damage than the other characters.  Primary ability:  Wisdom.</li>
<li><strong>ROGUE</strong>:  Agile and fast, the rogue usually attacks first and deals a lot of damage, but can only fight up close and personal, lacking any range attack.  Primary ability:  Dexterity.</li>
</ul>
<h4>Abilities</h4>
<p>All combatants have seven abilities, which affect their characteristics in different ways.</p>
<ul>
<li><strong>STRENGTH</strong>:  Measures physical might, allowing fighters to ignore attacks and increase their force of their strikes, and allowing all characters to wear heavier armor and wield more dangerous weapons.</li>
<li><strong>DEXTERITY</strong>:  Measures speed and agility, allowing rogues to dodge attacks and slip through defenses to strike vulnerable targets, and affecting the movement and strike order of all characters.</li>
<li><strong>CONSTITUTION</strong>:  Measures physical health, allowing all characters to suffer injuries but still remain in the fight.</li>
<li><strong>INTELLIGENCE</strong>:  Measures mental agility, allowing wizards to predict incoming attacks and target the weaknesses of enemies, and allowing all characters to move to the best starting location in the arena.</li>
<li><strong>WISDOM</strong>:  Measures self-discipline and empathy, allowing clerics to rely on their gods for protection, for healing of allies, and for smiting of unbelievers.  All characters can provide some healing, but clerics excel in the area.</li>
<li><strong>ARMOR</strong>:  Measures the protections (mundane and magical) used to guard against attacks.  Because of the physical toll exacted by wearing armor, the ARMOR value cannot exceed the STRENGTH value.</li>
<li><strong>WEAPON</strong>:  Measures the weapon (mundane and magical) used to attack opponents.  Because of the physical toll exacted by wielding a weapon, the WEAPON value cannot exceed the STRENGTH value.</li>
</ul>
<h4>Characteristics</h4>
<p>Depending on the combatant and abilities, the characteristics can vary.</p>
<ul>
<li><strong>DEFENSE</strong>:  Measures the difficulty in attacking another combatant.  If an ATTACK roll is below the DEFENSE, the attack misses.</li>
<li><strong>HIT POINTS</strong>:  Measures total damage a combatant can take before dying.</li>
<li><strong>ATTACK</strong>:  Measures effectiveness of attack.  If the rolled dice plus bonus equals or exceeds the targets DEFENSE, the attack hits.</li>
<li><strong>DAMAGE</strong>:  Measures wounds in hit points delivered on a successful ATTACK.</li>
<li><strong>RANGE</strong>:  Measures number of squares (horizontal, vertical, or diagonal) an ATTACK can reach.</li>
<li><strong>MOVE</strong>:  Measures number of squares (horizontal, vertical, or diagonal) a combatant can move during a Move Action.</li>
<li><strong>INITIATIVE</strong>:  Measures combat order, which is determined at the beginning of every combat round.  Combatants with tied INITIATIVE rolls act at the same time.</li>
<li><strong>HEAL</strong>:  Measures wounds in hit points that can be removed from any combatant in RANGE on a Heal Action.</li>
</ul>
<h4>Assigning Scores</h4>
<p>Distribute 16 points among the abilities listed above.  For each kill, you gain 4 points to distribute after the battle ends.</p>
<p>Score | Bonus<br />
&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
0   |   +0<br />
1   |   +1<br />
2-3  |   +2<br />
4-7  |   +3<br />
8-13 |   +4<br />
14-21 |   +5<br />
22-31 |   +6<br />
32-43 |   +7<br />
44-57 |   +8<br />
58-73 |   +9<br />
74+  |   +10</p>
<h4>Characteristics</h4>
<p><strong>FIGHTER</strong></p>
<ul>
<li>Defense: 4 + Armor + Strength</li>
<li>Hit Points:  35 + Constitution</li>
<li>Attack: 2d8 + Strength</li>
<li>Damage: d4 + Weapon + Strength</li>
<li>Range: Weapon &#8211; 1 (min 1)</li>
<li>Move: 1 + Dexterity &#8211; Armor (min 1)</li>
<li>Initiative: d20 + Dexterity</li>
<li>Heal: Wisdom (Self or Ally within range)</li>
</ul>
<p><strong>WIZARD</strong></p>
<ul>
<li>Defense: 4 + Armor + Intelligence</li>
<li>Hit Points:  20 + Constitution</li>
<li>Attack: d10 + Intelligence vs. each target in range</li>
<li>Damage: d6 + Weapon + Intelligence (divide among hit targets)</li>
<li>Range: Intelligence + Weapon</li>
<li>Move: 1 + Dexterity &#8211; Armor (min 1)</li>
<li>Initiative: d20 + Dexterity</li>
<li>Heal: Wisdom (Self or Ally within range)</li>
</ul>
<p><strong>CLERIC</strong></p>
<ul>
<li>Defense: 4 + Armor + Wisdom</li>
<li>Hit Points:  30 + Constitution</li>
<li>Attack: 2d6 + Wisdom</li>
<li>Damage: d4 + Weapon + Wisdom</li>
<li>Range: Wisdom + Weapon</li>
<li>Move: 1 + Dexterity &#8211; Armor (min 1)</li>
<li>Initiative: d20 + Dexterity</li>
<li>Heal: 1d4 + Wisdom (Self or Ally within range)</li>
</ul>
<p><strong>ROGUE</strong></p>
<ul>
<li>Defense: 4 + Armor + Dexterity</li>
<li>Hit Points:  25 + Constitution</li>
<li>Attack: 2d6 + Dexterity</li>
<li>Damage: Weapon + Dexterity + d8 Sneak</li>
<li>Range: 1</li>
<li>Move: 1 + Dexterity &#8211; Armor (min 1)</li>
<li>Initiative: d20 + Dexterity</li>
<li>Heal: Wisdom (Self or Ally within range)</li>
</ul>
<h3>CREATING THE ARENA</h3>
<p>Battles are conducted on a 1&#8243; scale battle map, with the positions of the combatants tracked using miniatures or markers.  Because of attack ranges, position is extremely important.</p>
<p>The size of the arena depends on the number of combatants.</p>
<ul>
<li>2 characters:  6 x 6 squares (d# = d6)</li>
<li>3 characters:  8 x 8 squares (d# = d8)</li>
<li>4 characters:  10 x 10 squares (d# = d10)</li>
<li>5 characters:  12 x 12 squares (d# = d12)</li>
<li>6+ characters: 20 x 20 squares (d# = d14)</li>
</ul>
<h4>Arena Traps</h4>
<ol>
<li>Determine the number of traps inside the arena by rolling the associated d# dice.  For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the number of traps.</li>
<li>Determine and mark the location of these traps by rolling the associated d# dice for the X-coordinate and the Y-coordinate.  For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the X-coordinate and a d6 for the Y-coordinate.</li>
</ol>
<h4>Starting Location</h4>
<ol>
<li>To determine the starting location of a character, roll the associated d# dice for the X-coordinate and the Y-coordinate.  For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the X-coordinate and a d6 for the Y-coordinate.</li>
<li>After determining the starting location for all characters but prior to the first combat round, characters can move up to their INTELLIGENCE modifier</li>
</ol>
<h3>RUNNING THE BATTLE</h3>
<ol>
<li>At the beginning of each round, all characters roll INITIATIVE.</li>
<li>On a combat turn, a character may use an Attack Action, a Move Action, and a Heal Action in any order.</li>
</ol>
<p><strong>Attack Action</strong>:  Roll an ATTACK against a target in range, and if the ATTACK exceeds the target&#8217;s DEFENSE, roll DAMAGE.  When total DAMAGE exceeds HIT POINTS, the combatant dies.</p>
<p><strong>Move Action</strong>:  Move your character up to your MOVE value.  If you move into or through a trapped square, suffer 10 damage. (NOTE:  The Starting Location move CAN trigger these traps).</p>
<p><strong>Heal Action</strong>:  Apply HEAL value to yourself or an ally within RANGE.</p>
<h3>GAME END</h3>
<p>When only one side or player is left standing, the game ends.</p>
<h3>Character Sheet</h3>
<p>Attached is an Excel document that can be used as a character sheet for your arena warrior.</p>
<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/ArenaCombatantCreator.xls">ArenaCombatantCreator</a></p>
<p>Questions? Comments? Feedback? Please leave them below.
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		<title>Review: Heavy Rain</title>
		<link>http://critical-hits.com/2010/03/11/review-heavy-rain/</link>
		<comments>http://critical-hits.com/2010/03/11/review-heavy-rain/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 06:48:31 +0000</pubDate>
		<dc:creator>Vanir</dc:creator>
				<category><![CDATA[Humor]]></category>
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		<guid isPermaLink="false">http://critical-hits.com/?p=12376</guid>
		<description>The Origami Killer has struck again, and the clock is ticking! Read on to find out if Heavy Rain lives up to the hype, how it almost gave me a panic attack, and why you definitely should give this game a look.</description>
			<content:encoded><![CDATA[<p><em><strong>A Noble Quest Gone Unfathomably Awry</strong></em></p>
<p>I&#8217;m going to  start this review off with a simple, embarrasing admission. I&#8217;ve  recently played Dragon Age and Mass Effect 2. While I thought both games  were fantastic, both shared a common, unfortunate trait: an extreme  dearth in the nipple department. Through sexy burlap boob-togas or  futuristic kennels for galactic sweater-puppies, the love scenes in  these games were approximately as spicy as a trip to the Old People  Buffet(tm). So it was, after finishing Mass Effect 2, that I found  myself looking for another game to play. Heavy Rain had just come out,  and I&#8217;d been hearing two things about it. One, it was supposed to have  an absolutely incredible amount of story and character development in  it. Two, I was promised boobs. Lots of boobs. I was sold. Mostly because  of the boobs. It&#8217;s not like I&#8217;ve never seen or do not have occasional  access to <em>actual</em> boobs. There is simply a certain happy place  that my inner 15 year old goes to when I cause computer generated boobs  to appear. Even when they are <a id="i:_o" title="barely recognizable" href="http://members.chello.at/theodor.lauppert/games/artworx.htm">barely recognizable</a>.</p>
<div><strong><a href="http://critical-hits.com/wp-content/uploads/2010/03/haz_general_warning1234289448.png"><img class="alignleft size-full wp-image-12380" style="margin: 10px" src="http://critical-hits.com/wp-content/uploads/2010/03/haz_general_warning1234289448.png" alt="" width="50" height="44" /></a>WARNING!</strong><br />
<strong>THIS PART CONTAINS  MILD PLOT SPOILERS FOR THE FIRST 30 MINUTES OF GAMEPLAY!</strong></div>
<p><img class="alignright" src="http://critical-hits.com/wp-content/uploads/2010/03/good_day.png" alt="" width="280" height="280" />Upon  purchasing and loading the game into my PS3, my first thought was that  it looked rather like <a id="gea1" title="Playstation Home" href="http://en.wikipedia.org/wiki/PlayStation_Home">Playstation Home</a>. Everything was bright and  cheery. The guy I was controlling, Ethan, looked and sounded kind of vapid and mild, and I was doing a lot of useless crap (which was fine,  it was the &#8220;tutorial&#8221; part of the game). That being said, it was kind of  relaxing. I had two sons, one of whom had a birthday that day, and I  was helping my wife set up for the party and playing with the kids in  the backyard. Supposedly he was turning 10, but he seemed quite a bit  younger. I can&#8217;t remember my dad carrying me on his shoulders and giving  me airplane rides when I was 10. (Then again, I was about 150 pounds when I was 10.) That aside, it was sweet and happy. I had a nice job, great kids, and a hot wife who didn&#8217;t want to have sex until later  because there was way too much stuff to get ready. Life was good, but I  did want to get poor Ethan laid.</p>
<p>In the next scene, we&#8217;re shopping at the mall, where one of Ethan&#8217;s kids promptly runs off. I run  around trying to find him, and the experience is real enough to me that  I almost have a freaking anxiety attack. I&#8217;m suspecting that since this  part in the game, something crappy is about to happen. I am right, but I  am utterly unprepared for the <em>sheer magnitude</em> of the dump that  life is about to take on Ethan. I chase him around in a huge crowd,  barely missing him several times until I see him walk outside. I run for  the door and emerge from the door only to find him already across the  street, which is quite busy. He is <em>so happy</em> to see me that he  bolts back across the street toward me, right into the path of a  speeding car. I try to save him, but I&#8217;m too late. He dies, and I&#8217;m in a  coma for awhile.</p>
<p>Then it gets <em>even happier</em>!</p>
<p>Fast  forward two years. Your beautiful wife has left you, you live in a  shitty apartment, and your remaining son is distant and doesn&#8217;t really  like being around you anymore. To drive home how crappy your life is  now, you get to spend the evening with your son while he tries to watch  TV to avoid talking to you. You also get to prepare a microwave dinner  for him and make him do his homework. All the while, Ethan is sulking  and flopping around his house like some kind of <em>moping savant</em>.  Sadness is dripping off every surface in the apartment. The potatoes in  your son&#8217;s crappy microwave dinner have been marinated in it.</p>
<p><em>Then </em>things get <em>really </em>bad. Yes, really. It gets worse. Your only surviving progeny gets kidnapped by a serial killer. Everybody thinks you did it.  Including <em>you</em>. Ethan can pretty much win any thread on <a id="v3gl" title="FMyLife.com" href="http://fmylife.com/">FMyLife.com</a> at this point without even trying, and I&#8217;d been playing the game less  than a half hour. Holy shit.</p>
<p>In short, I came into this wanting  to see boobs, and Quantic Dream gave me an<em> advanced parental  worst-case scenario simulator</em>. I wanted to go wake up my real-life  son and hug him until my arms fell off. At the time, I was seriously  wondering if I could make it through the rest of this game. There comes a  point for me when something catastrophically bad happens in a game, and  I either choose to quit or to single-mindedly play the game until I&#8217;ve  seen the in-game bastard responsible pay for his crimes. The first time I  experienced this was <a id="nkfd" title="Aerith's death" href="http://www.youtube.com/watch?v=cadnxnUoTOs">Aerith&#8217;s death</a> in FFVII. The second was <a id="o4wi" title="Nanami's death" href="http://www.youtube.com/watch?v=-8kYwKsCqug">Nanami&#8217;s death</a> in Suikoden II. This was worse  than both. And by the gods, I was not about to give up this time. Thus  began a week of Very Little Sleep.</p>
<p>I am pleased to say it was worth it.</p>
<p><em><strong>And  Now, The Rest Of The Review (Now With 75% Less Panic Attacks!)</strong></em></p>
<p>Gameplay  in Heavy Rain comes in two flavors: walking around and manipulating  objects at your own pace, and <a id="uxfw" title="QTE" href="http://en.wikipedia.org/wiki/Quick_Time_Event">QTE</a> action sequences. There&#8217;s a little bit of a learning  curve, as you use the R2 trigger button to walk, the left stick to look  around, and the right to perform actions. When the symbol for a button  or motion appears, you do what it says to perform an action of some  kind. It gets easier with time, though I can&#8217;t say I found it  particularly <em>intuitive</em> at any point. The developers seemed to  relish making you perform mundane everyday tasks in their interface. I  found myself doing everything from making scrambled eggs to changing a  baby. It was a little tedious at times, but it did help immerse me in my  environment. The action sequences are where this interface really  shines, partially because they deliberately don&#8217;t make it easy for you.  The fight sequences are intense, and (depending on how well you do) can  get pretty long &#8211; but never boring. There are no health bars here, you  just keep going until <em>something </em>happens. If you need to dodge or  block, a little icon for what you&#8217;re supposed to do appears on the  incoming threat (and may be shaking if your character is freaked out),  and most of the time it&#8217;s moving quickly enough that your brain needs a  few extra processing cycles and you&#8217;re prone to messing up just from  mental overload. I&#8217;ve been in martial arts for most of my life, and I  was impressed at this game&#8217;s ability to capture the feeling of mentally  shorting out under attack. Part of it is that there&#8217;s no ninja whirlwind  kicks or swords or any other fantasy combat going on. It&#8217;s about real  people, most of which who don&#8217;t know anything about fighting, trying to  survive an attack. It&#8217;s riveting, and the way it&#8217;s handled feels much  more satisfying than doing a QTE sequence in a game like Shenmue or God  of War. One thing I didn&#8217;t care for, though, was that occasionally they  would put the camera at some awful arbitrary angle for effect. While  they may have been trying to do this to simulate your character&#8217;s fear  and confusion, if I&#8217;m two feet away from my goal and you suddenly switch  the camera in such a way that I wind up getting lost <em>it pisses me  off</em>. Fortunately, this doesn&#8217;t happen often.</p>
<p>The story,  though it kicks you in the emotional nutsack in the first hour, <em>delivers</em>.  There are a few little plot holes here and there, but nothing too  serious. You play four characters in this game, and for the most part  they are believable. Everybody has flaws, and you&#8217;ll frequently find  yourself choosing between what&#8217;s &#8220;right&#8221; and what you &#8220;have to do&#8221;.  You&#8217;ll see the occasional stereotype pop up, particularly in FBI Agent  Jayden&#8217;s asshole partner, but it never goes too over the top. Even  better, the story can change drastically between playthroughs depending  on what you do. It was a lot of fun finishing the game and then talking  to my friends who had also finished the game, comparing our experiences &#8211;  which, I might add, were drastically different. Even in playthroughs  where all 4 main characters lived, how things ended up between our  stories didn&#8217;t even resemble each other. I&#8217;m not sure exactly how far  you can diverge from the in-game storyline, but given that your  characters can die, I would assume pretty far depending on when a  particular character bites it. As it was, I found myself playing an  entirely different character for the climax of the story than my two  friends, and it made sense for how my story progressed.</p>
<p>One minor  thing that bothered me about the game was the voice acting, though not  in the usual &#8220;it sounds like they&#8217;re mindlessly reading off cue cards&#8221;  kind of way. It was like their localization team didn&#8217;t bother to  consult anyone when they did the English version of the game. Don&#8217;t get  me wrong, they did a decent job. It&#8217;s just that most of the characters  had a very noticeable French accent, except for private eye Scott Shelby  (played <em>beautifully</em> by <a id="dod9" title="Sam Douglas" href="http://www.imdb.com/name/nm0002243/">Sam Douglas</a>), who spoke like a full-blooded Yankee. I&#8217;m not quite sure where the  story is supposed to be set. Matter of fact, the setting was fairly  vague other than it being in an urban area. Now, I&#8217;m not usually one to  complain about an accent. I understand that here in America, we are  extremely myopic about language, and if you&#8217;re going to be here you  oughta speak <em>AMERICAN</em>. I&#8217;m just impressed people learn a second  language, much less the official language of NASCAR. But, I digress. At  times during the game, it got to the point where the voice actor knew  how to deliver the line emotionally, but it was like they were tripping  over the language. The fact that it was delivered well kept my  suspension of disbelief in check, but just barely. When a woman looks at  you and says &#8220;how would you feel if your son&#8217;s body was found in a  wasteland?&#8221;, my first impulse is to ask if there had been a nuclear war I  didn&#8217;t know about. Then I ask the woman if she needs to go to hospital.  It&#8217;s a minor thing, but in a game that works best when the player is  immersed in the environment, little speed bumps mean a lot. I wish  they&#8217;d hired all British or American voice actors for the English  version, or at least had an American guy around to go &#8220;that sounds funny  where I come from&#8221;. At the very least, make it consistent. I&#8217;m curious  to know what Scott sounds like in the French version.</p>
<p>The  graphics for this game range from decent to completely amazing, mostly  depending on the use of lighting. Brightly-lit characters in this game  show their flaws, and they look flat. Light them dimly and introduce  some smoke or rain, though, and I found myself occasionally forgetting I  wasn&#8217;t watching real humans. Also, after recounting the bitter fruits  of my quest for videogameboobs above, I would be remiss if I did not  mention that I eventually did receive my just reward. Playable character  Madison Paige offers you at least three opportunities for such things  in-game, and they are wonderful as they are a virtual approximation of  the assets of British model <a id="mbyz" title="Jacqui Ainsley" href="http://www.nerdsociety.com/2009/12/18/the-sexy-jacqui-ainsley-from-heavy-rain-gallery/">Jacqui Ainsley</a>. I don&#8217;t know who  was responsible for Madison&#8217;s butt-physics, but I want to make sure this  person is nominated for a Nobel Peace Prize.</p>
<p><em><strong>Heavy Rain Is  Well Worth The Emotional Trauma</strong></em></p>
<p>All said, I think my  favorite thing about this game was the level to which it sucked me in  when it counted. There were several chase and fight scenes where the  game grabbed me by the face and wouldn&#8217;t let go. Like,  heavy-breathing-and-butt-on-the-edge-of-the-seat engaged in what was  going on. it occurred to me that if I was watching an identical sequence  in a movie, I&#8217;d probably be kind of bored &#8211; but this game makes it  exciting. The music and the visuals and the pacing were all  laser-targeted to make you extremely invested in what might have  otherwise been another mediocre copycat QTE gameplay experience. If  you&#8217;re looking to find a reason to play Heavy Rain, this is it. I&#8217;ve  never quite experienced its like. I want to again. It has a few rough  edges, but they are absolutely not worth passing up playing this game.
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		<title>Monstrous Races in 4E D&amp;D – Githyanki</title>
		<link>http://critical-hits.com/2010/03/10/monstrous-races-in-4e-dd-githyanki/</link>
		<comments>http://critical-hits.com/2010/03/10/monstrous-races-in-4e-dd-githyanki/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 00:11:07 +0000</pubDate>
		<dc:creator>Bartoneus</dc:creator>
				<category><![CDATA[Editorial]]></category>
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		<category><![CDATA[githyanki]]></category>
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		<guid isPermaLink="false">http://www.critical-hits.com/?p=5219</guid>
		<description>In the Dragon article that previewed the githzerai race from the upcoming Player's Handbook 3, the designers stated that the githyanki were not being developed as a PC race due to their villainous nature and they feel the drow has taken up the available real estate for a villainous race in 4th Edition.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/githyanki1.jpg"><img class="alignright size-medium wp-image-12466" title="githyanki1" src="http://critical-hits.com/wp-content/uploads/2010/03/githyanki1-223x300.jpg" alt="" width="200" height="270" /></a>In the Dragon article that previewed <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20090804">the githzerai race</a> from the upcoming Player&#8217;s Handbook 3, the designers stated that the Githyanki were not being developed as a PC race due to their villainous nature and they feel the drow has taken up the available real estate for a villainous race in 4th Edition.</p>
<blockquote><p><strong>James Wyatt: </strong><em>&#8220;The githzerai’s evil kin are great villains, and we want to be careful about how often we turn villain races into player character options. Making the drow a playable race spent a lot of that currency, and we don’t want to overdo it.&#8221;</em><br />
<strong>Mike Mearls: </strong><em>&#8220;While sometimes it’s fun to play against stereotypes, we don’t want every villainous race to go the way of the drow.&#8221;</em></p></blockquote>
<p>This is an argument that I agreed with originally, but the more I&#8217;ve thought about it the more I begin to dislike the argument. When it comes to the core books for a game system, especially with a brand like D&amp;D,  a lot of attention needs to be paid to the racial balance and how that effects the game. The drow are the obvious first choice to fill the iconic &#8220;villainous race gone good&#8221; conceptual space, but I believe once you get further into a system and provide more abundant choices the concern of overloading a player with too many options for villainous races greatly diminishes.<span id="more-5219"></span></p>
<p>While the drow may be the iconic D&amp;D villainous race, your average DM running in a custom campaign setting may be just as likely to have a githyanki PC as any other monstrous race. This argument is inspired by the fact that in my current game one of my players (Joshx0rfz) has been playing a githyanki for 14 levels and his choice of that race has added a great deal to my campaign, the world it is played in, and the ongoing plots of the game. For the designers of D&amp;D to say that the drow has taken up certain real estate is meaningless with regards to my game world, and unfortunately as a result anyone playing a githyanki has less options for feats and paragon paths than other races.</p>
<p>Even beyond my own campaign world, I feel that the &#8220;bad race gone good&#8221; concept can be approached from more directions than how it is handled with the drow and the githyanki are one of the best representations of this. In researching more about the races, githyanki are at least faithful to their own kind whereas the drow will kill their own family in service to lolth and the githyanki have some strong and definitive personality traits that can play really well as an adventurer. Though I had hoped the githyanki would be represented in the PHB3, I can understand limited print space and the restrictions of publishing, however the above argument scares me that Wizards may not be planning to release a full write-up for the githyanki any time soon. That&#8217;s why I am going to create my own!</p>
<h2>Githyanki</h2>
<p><strong><em>Xenophobic and militaristic, these warrior people are both dedicated and fierce</em></strong></p>
<p>Use the githyanki racial traits found in the back of the Monster Manual with the following changes:</p>
<p><strong>Skill Bonuses:</strong> +2 History, +2 Insight  (added Insight)<br />
<strong>Danger Sense:</strong> You have a +2 racial bonus to initiative checks.  (added &#8216;racial&#8217; to the bonus)</p>
<p>It was through bloody uprising that the gith people earned their freedom from their mind flayer overlords, and that spirit of uprising lives on in the githyanki. Despite their common heritage with the githzerai, very few traits still link the two races. After fleeing to the Astral Sea, the githyanki cherish the strength and organization that led their ancestors to freedom and share a collective belief that their kind have truly earned their freedom among the stars. After centuries of militaristic upbringing, many githyanki have become xenophobic and cruel as they sail the currents of the astral sea and set up strongholds between the domains of the gods. While the githzerai contemplate and seek their place in the universe through meditation, the githyanki know their rightful place from birth to be at the top of all things.</p>
<p>Play a githyanki if you want&#8230;</p>
<ul>
<li>to be a calculating, commanding leader who has strong planar ties</li>
<li>to have a strong will and natural telekinetic powers</li>
<li>to be a member of a race that favors the Artificer, Swordmage, and Warlock or slightly favors the Battlemind, Psion, and Wizard</li>
</ul>
<h3>Physical Qualities</h3>
<p>Similar in physical appearance to the githzerai, the githyanki are taller than humans and extremely gaunt but muscular. They also share the same angular features, pointed ears, deep set eyes, and flattened noses set high on their faces. Their skin tends toward yellow tones, though the githyanki have skin that shades occasionally into brown or orange. All githyanki have dark patterns of spots on their skin, typically around the eyes and along the shoulders, elbows, and knees. Githyanki typically have long hair, accentuated by braids inlaid with metalwork and gems. Both genders let the majority of the hair flow freely or tie it to stick out in large tufts. Githyanki hair is typically black, but red and brown sometimes occur.</p>
<p>Githyanki clothing reflects their militaristic lifestyle, often as a makeshift combination of cloth and armor adorned with ornate designs and jewelry. They are often seen wearing wrapped or draped cloths with pieces of finely worked metal used as pauldrons and chestplates worn over top, and they take great pride in their metal working particularly of silver and gold. Most githyanki express themselves through designs in their armor, weapons, and wearing piercings or jewelry in their hair.</p>
<p>Githyanki use a unique form of circular rune based writing called <em>tir&#8217;su</em>, and they speak deep speech as a result of years of slavery at the hands of mind flayers. Githyanki live about as long as humans.</p>
<h3>Playing a Githyanki</h3>
<p>Githyanki do not have families, instead they are a part of a military cadre that they belong to from birth. Details and names of parents and siblings are unknown and considered meaningless in comparison to the integrity of a military training unit. Nothing is easily given to a githyanki during the first years of life, as the young must learn to seek out and obtain what they desire by the most efficient means. Often their efforts involve a weapon, one of the most important possessions of a githyanki and the primary instrument in their pursuit of conquest. Most githyanki set out from their citadels and sail across the astral sea, or even the other worlds, searching for treasure and relics to add to their holdings.</p>
<p>Although the githyanki are often cruel and disdainful towards outsiders, their militaristic culture includes a strange sense of honor and duty that results in a rigid mindset focused on the greater good of their race. It is a rare occurrence for githyanki to attack another of their race, and it is equally as rare for a githyanki to stand by or not take action when their people are in danger. The result is a small number of githyanki that have worked with outsiders to eliminate threats to the members of the cadre or to the citadel in which they live. A few accounts have been recorded of githyanki that adventure with groups made up of other races forming unique psychic bonds that allows them to relay commands and messages in the midst of combat with short phrases or gestures, much like the bond a githyanki commander will form with their githyanki subordinates.</p>
<p>A cunning and direct race, their culture is built upon the idea that whatever is taken by force has been earned by merit. To a githyanki any obstacle, no matter how large, is simply a challenge to be overcome through greater intellect and perseverence. While a member of a different race may never be able to earn the respect of a githyanki, a certain level of military or intellectual prowess may earn the trust of a githyanki for a time. Githyanki attack mind flayers on sight and are often most cruel toward their githzerai kin.</p>
<p>All githyanki know that their eventual fate lies at the feet of their lich-queen as she consumes the souls of the most powerful of their race. While most githyanki accept this as their duty and service to the race, some will naturally view it as yet another obstacle to be surmounted. Building a life as an adventurer outside of the astral sea may seem like the best escape from fate, but the servants of the lich-queen cannot be avoided forever.</p>
<p><strong>Githyanki Characteristics:</strong> calculating, cruel, disciplined, intolerant, militant, organized, suspicious, terse, vengeful</p>
<p><strong>Male Names: </strong>Glathk, Hra&#8217;cknir, Ilzin, Klar, Lel, Merzim, Ral, Ru&#8217;kal, Sar&#8217;yel</p>
<p><strong>Female Names:</strong> Alith, Laathik, Mlara, Pari, Rad&#8217;na, Uzera, Ythenu</p>
<h3>Githyanki Adventurers</h3>
<p>Three sample githyanki adventurers are described below.</p>
<p>Lel is a githyanki swordmage who was nearly killed when his cadre was defeated by a group of rrathmal githzerai. Instead of putting him to death, the githzerai trained Lel in their enlightened path and educated him in how to survive a soul rending death at the hands of his lich-queen Vlaakith. After returning home, Lel approached Vlaakith and sacrificed himself to her. He did not die, however, at least not entirely. Using the psychic methods of the githzerai a shred of Lel&#8217;s essence was preserved in the husk of his body and for the first time in known history a githyanki escaped the lich-queen&#8217;s grasp. Descending from the astral sea to the material world, Lel awoke in an unknown land to a new life of adventure. Combining the training of the githzerai with his githyanki upbringing, Lel took to seeking further enlightenment as an arcane sword-master vowing one day to return and free the rest of his people from their bond of servitude to Vlaakith.</p>
<p>Mlara, a githyanki star pact warlock, narrowly avoided death as her home citadel was ransacked by a group of rogue angels and maruts. Had it not been for her mysterious pact mentor&#8217;s warning, she surely would have died with all of her kin. Floating between worlds in the astral sea, Mlara was picked up by a group of adventurers. She had decided that picking her up was their mistake, but quickly changed her mind when she discovered the objective of the rogue angels and maruts. They were part of a cult trying to resurrect the dead god on which the githyanki capital city of Tu&#8217;narath rests and the adventurers had been working to stop them. It seemed Mlara would need their help to protect the entire githyanki race.</p>
<p>Glathk is a young githyanki warlord who was on an early mission into the material plane to establish a scouting post. Unfortunately his groups entrance into the material world was noticed by a group of aberrant foulspawn that tagged along and caused havoc amongst their ranks. Glathk later found himself as the only survivor of his cadre, stranded in the material world, and suffering from a strange form of nausea. His headaches quickly grew into strange psychic feedback that only ceased when he wandered into a nearby settlement. Cursed by his exposure to the Far Realm and by his exile from the Astral Sea, Glathk&#8217;s only respite from psychic backlash could be found in the presence of intelligent beings of what he considered lesser races. It wasn&#8217;t long before the foulspawn exploited the tear between worlds again and assaulted the settlement where Glathk was living. As the meek guards of the town began to falter before the aberrant creatures, Glathk jumped to their aid and organized a glorious defense of the town.  Inspired and motivated by his latent psychic leadership, the town guards exalted Glathk as their savior and champion and the githyanki found a new calling in life as a protector of lesser races. At least until he could remove the curse of the far realm.</p>
<p>&#8211;</p>
<p>Please let me know what you think of this write up for the githyanki race, and share any stories you have of them in your own games!
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		<title>Beginner’s Guide To Homebrewing</title>
		<link>http://critical-hits.com/2010/03/10/beginners-guide-to-homebrewing/</link>
		<comments>http://critical-hits.com/2010/03/10/beginners-guide-to-homebrewing/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 09:26:27 +0000</pubDate>
		<dc:creator>Scott Wallace</dc:creator>
				<category><![CDATA[Flavour Feast]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Guide]]></category>
		<category><![CDATA[homebrew]]></category>
		<category><![CDATA[homebrew week]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Tricks]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12343</guid>
		<description>From humble beginnings at the age of eight, I have been building ‘adventure’ games for my family and friends non-stop. My first game system didn’t go down so well as I spent most of my time trying to convince my older brother and parents to spend their weekends sitting at the table to hear me rant on and on about imaginary monsters and villains that they had no concept of. Since then I’ve continued relentlessly in the homebrew department to the point where I am running weekly games for two groups of six players. Below I’m going to share with you some of the basic tips I have picked up over the years.</description>
			<content:encoded><![CDATA[<h3><strong>Origins</strong></h3>
<h3><strong></strong><strong><a href="http://critical-hits.com/wp-content/uploads/2010/03/2406389513_abe03ccb29.jpg"><img class="alignright size-medium wp-image-12441" title="Dice" src="http://critical-hits.com/wp-content/uploads/2010/03/2406389513_abe03ccb29-300x225.jpg" alt="" width="210" height="158" /></a></strong></h3>
<p>As it is <a href="http://critical-hits.com/tag/homebrew-week/">homebrew week</a> here on Critical Hits, I’m going to forego my <a href="http://critical-hits.com/category/critical-hits/columns/flavour-feast/">usual flavour-based rantings</a> in order to share with you my beginners guide to homebrewing. For those of you who are unaware of my RPG portfolio, I’m a mad as a hatter homebrewer. From humble (and undoubtedly parentally annoying) beginnings at the age of eight, I have been building ‘adventure’ games for my family and friends non-stop. My first game system didn’t go down so well as I spent most of my time trying to convince my older brother and parents to spend their weekends sitting at the table to hear me rant on and on about imaginary monsters and villains that they had no concept of. Since then I’ve continued relentlessly in the homebrew department to the point where I am running weekly games for two groups of six players. Below I’m going to share with you some of the basic tips I have picked up over the years.</p>
<h3><strong>Fantastic Isn’t Always Funtastic!</strong></h3>
<p>This is an easy trap to fall into repeatedly when you start out building homebrew campaigns and RPG systems. Fantastic and clever ideas for rules and campaigns don’t always relate to fun gameplay for your players. Before you devote your time and effort into developing components for your homebrew, run the idea by your players and friends to gauge their excitement for the idea. Then when constructing your homebrew, continue to ask yourself ‘is this fun?’ With the entertainment of your friends and family at the forefront of your creative process it is unlikely that you will end up with a boring or frustrating homebrew.</p>
<h3><strong>Complexity Is Thy Enemy</strong></h3>
<p>When starting out in the homebrew field, keep things simple for both yourself and the players. Simple rules and mechanics in your system are easy to remember by everyone involved and have less chance of becoming broken or unusable. Simple mechanics also consume less of your valuable time when you are creating them. One of the primary benefits for running a homebrew system should be the ease with which new players can join in on the fun. Unless your name is <a href="http://critical-hits.com/2010/02/23/video-interview-with-dd-creative-manager-chris-perkins/">Chris Perkins</a> or <a href="http://critical-hits.com/2009/03/11/interview-monte-cook-about-dungeonadaycom/">Monte Cook</a>, chances are any new players will be unfamiliar with your system and massive complex rulebooks can be very daunting to newcomers. Three to four rule mechanics should be enough to cover the entire breadth of your gameplay to start off with. Once everyone is comfortable with the system feel free to add more mechanics and complexity if you won’t, just don’t overdo it. A different mechanic for searching, and bartering, and negotiating, and bribing the guards isn’t necessary.</p>
<h3><strong>Small Steps</strong></h3>
<p>Creating campaign worlds, unique monsters and player races can be a lot of fun, however it is very easy to get caught up in the creation of vast empires or small minute details, causing you to spend way to much time constructing your Homebrew worlds. Don’t be afraid to start of small, a couple of detailed notes for each component of your world should be enough to start playing with. Then as you add details throughout the game or brainstorm during daydreaming sessions, take notes and build upon things as they are needed. Your players don’t need a detailed history that covers every calendar date in history, nor does every city need to have rich characters and culture when you first sit down to play. A benefit of homebrewing is that the world and setting are of your own creation. So whether a detail within the world was crafted over weeks of thought and effort, or is merely an immediate reaction to a player’s in-game question can remain a mystery.</p>
<h3><strong>Pride Before The Fall</strong></h3>
<p>Homebrew systems are very personal constructs: you spend your time and effort building something for your friends and players to enjoy and when someone gives you feedback, or a player comes up with an idea on how to change something, it can come across as a very personal attack on your beloved homebrew baby. One of the biggest pieces of advice I can give to anyone starting out in the homebrewing department is this: do not let your pride get in the way of the fun. I’ve seen several homebrew games fail and dissolve very quickly, because the DM or creator is unwilling to change anything or accept genuine and constructive feedback. RPGs should be enjoyed because of the input of everyone involved, not just the DM. If a player has an idea on how to better a rule mechanic, try it and see if it works. If a friend comes up with a great idea on the motives of an NPC, work with them and incorporate it into the system. Other perspectives will see problems you can’t or refuse to. Players love to see their NPC’s and creations flourish within your homebrew setting. Being open to change and outside input can only improve the gaming experience for everyone involved.</p>
<p>One final point concerning jealousy between homebrewers. If someone else uses one of your mechanics or unique monsters, don’t tell them they can’t because you built it, therefore you own it. Encourage them and enjoy the fact that other people enjoy you creation enough to use it in their own games. As they say, imitation is the highest form of flattery.</p>
<p>So there you have it, my beginner&#8217;s guide to homebrewing. With these simple guides in place you should be entertaining your friends and daydreaming the hours away constructing your next monster race in no time. Don’t forget: happy homebrewers are good homebrewers.
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		<title>Classless 4e</title>
		<link>http://critical-hits.com/2010/03/09/classless-4e/</link>
		<comments>http://critical-hits.com/2010/03/09/classless-4e/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 22:52:41 +0000</pubDate>
		<dc:creator>Matt James</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[classless]]></category>
		<category><![CDATA[homebrew]]></category>
		<category><![CDATA[homebrew week]]></category>
		<category><![CDATA[variant]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12219</guid>
		<description>Though the game is made up of classes- which are intrinsic to the design of the system- you can try something new with your next campaign by getting rid of them altogether. Some sub-systems in 4th Edition will have to stay, such as those for purposes of multi-classing and the feats and powers associated with them. But for the most part, you can choose to just simply get rid of all classes.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/PHB35_PG21_WEB.jpg"><img class="alignright size-medium wp-image-12436" title="PHB3.5 Classes- copyright WotC and the artist" src="http://critical-hits.com/wp-content/uploads/2010/03/PHB35_PG21_WEB-228x300.jpg" alt="" width="146" height="192" /></a>Though 4th Edition D&amp;D is made up of classes- which are intrinsic to the design of the system- you can try something new with your next campaign by getting rid of them altogether. Some sub-systems in 4th Edition will have to stay, such as those for purposes of multi-classing and the feats and powers associated with them. But for the most part, you can choose to just simply get rid of all classes.</p>
<h3>Character Creation</h3>
<p>Have your players choose a <strong>base class</strong>. This will be the delimiting factor that will prevent possible wide-scale/hardcore abuse and keeps certain feats a viable choice (i.e. multiclassing.)</p>
<p>At character creation, and again when a PC levels up, allow them to choose any power from any existing class list without modifying them at all. Naturally, they will still be choosing from a set of powers that likely compliments their existing attributes. But, this deviation from the normal system opens the game up for any array of powers and abilities or the combination thereof. You may just be surprised how it all plays out and the choices your PCs make. It will open up new options and allow for characters to break the normal modes of play that some in the D&amp;D community are not in favor of.</p>
<p>With this system change, you will find that any combination of possible builds will inspire your PCs to create diverse and truly unique characters. Here are some rules that I suggest. As always, mileage may vary:</p>
<ul>
<li>Characters must choose 1 At-Will from their base class.</li>
<li>Starting Hit Points for <strong>all</strong> characters equals their Constitution score + 12.</li>
<li>Each character gains an additional 8 Hit Points at each level.</li>
<li>All feat prerequisites must still be met in order to take a given feat (i.e. Channel Divinity, etc.)</li>
</ul>
<h3>Class Features</h3>
<p>One of the cool things about 4e is the neat class features that are associated with each class. You can still keep these features and just keep them attached to the base class the PC chooses. This can represent the propensity of a character to lean towards a specific profession in life and could make for some unique and enjoyable character histories. This will also help balance out additional benefits gained through the multiclassing feats.</p>
<p>In example, with this system you can take your dwarf and choose the base class of a fighter with a warlord at-will. So instead of a straight fighter, you can mix in some leader abilities. There is also nothing stopping you from dropping a barbarian power in there at some point as well. This goes so on and so forth and you will soon see the benefits of this immersive system change.</p>
<p>Try it out, and let me know what you think. It could be a great reprieve from the standard play of 4e. You, as the DM, are encouraged to adjust these simple changes accordingly and they by no means are all-inclusive. Take care and have fun!</p>
<p>For more ideas, come visit me at <a href="http://www.loremaster.org">Loremaster</a>.
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		<title>The Passion Of The Jesus Phone</title>
		<link>http://critical-hits.com/2010/03/09/the-passion-of-the-jesus-phone/</link>
		<comments>http://critical-hits.com/2010/03/09/the-passion-of-the-jesus-phone/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 14:58:26 +0000</pubDate>
		<dc:creator>Vanir</dc:creator>
				<category><![CDATA[Dire Flailings]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[adobe air]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[droid]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[jesus phone]]></category>
		<category><![CDATA[starving programmers]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12426</guid>
		<description>In which Apple's capricious and callous handling of their app store finally makes one programmer hulk out and smash. I'm the ever-lovin brown-eyed Vanir-thing. My skin is comprised not of rocks, but of Chicken McNuggets.</description>
			<content:encoded><![CDATA[<p><em><strong>HHHNNNNNNN</strong></em></p>
<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/iphone_belt_onion.png"><img class="alignleft size-full wp-image-12429" style="margin: 10px" src="http://critical-hits.com/wp-content/uploads/2010/03/iphone_belt_onion.png" alt="" width="200" height="200" /></a>Back in the early 80&#8217;s, when I was little, computers weren&#8217;t as fancy as  they are now. It was the era of the c64, the Apple ][, and (in my  family&#8217;s case) the TRS-80 Color Computer. These computers had, more or  less, similar capabilities &#8211; both in hardware and in the software  available to them. If you wanted games, you could usually find the  &#8220;official&#8221; version and a couple shareware clones. The same went for  productivity apps. I can remember several flavors of word processor  applications and monthly budget apps (the latter of which was <em>outrageously</em> fun to use at age 7 &#8212; imagine allocating 78% of your income on &#8220;poop  and poop-related expenses&#8221;). As the years passed, the keyboards became  detachable, and the names on the fronts of our computers changed, one  thing remained: you usually had a couple of options if you wanted to do  something in particular. Less so in gaming, of course. (I still suffer  the occasional flashback fromthe bloody <a id="b3yy" title="DooM" href="http://en.wikipedia.org/wiki/Doom_%28video_game%29">DooM</a> vs. <a id="od-z" title="RoTT" href="http://www.3drealms.com/rott/">RoTT</a> wars on my <a id="rk82" title="BBS" href="http://geek.phatus.com/2009/08/renegade-bbs-in-ubuntu-linux-telnetmulti-node/">BBS</a>.)</p>
<p>How you got a copy of some of  this off-brand software has changed a great deal over the years. The  major retail chains would carry a lot of the name-brand software. The  shareware and freeware was largely available through mail-order, or  occasionally you could get a copy at a computer show or on a little rack  at the back of a little dimly lit computer shop run by some guy who  almost invariably had a <a id="t9dd" title="Unix Beard" href="http://www.urbandictionary.com/define.php?term=Unix%20beard">Unix Beard</a>. Granted, this wasn&#8217;t viewed  as a terrible inconvenience back in those days. I mean, the mere act of  loading anything from your tape drive or 5 1/4&#8243; floppy took 5 minutes  sometimes. This all changed with the BBS. Now, with the advent of the  300 baud modem, you could tie up your phone for forty-eight hours in the  privacy of your own home to download a 100k program instead of driving  an hour to the closest shop. As modem speeds got faster and BBSes  proliferated in the late 80&#8217;s and early 90&#8217;s, though, the concept of  buying a shareware floppy at a shop started to seem silly &#8212; you could  usually get whatever you wanted in short order because your friendly  local SysOp had found it somewhere and posted it for download. When the  Internet showed up, suddenly we could get stuff directly from the  developer. Ironically, you can walk into a Wal-Mart today and pick up a  CD filled with hundreds of (usually 5-year-old) shareware apps, stocked  on the same rack as the big-name software. People from all walks of life  use computers today, and they have tons of choices and lots of places  to get all the software they need. With the advent of the Internets,  there&#8217;s never been a better time to be a small software developer. No  longer do they have to worry about the overhead of sending physical  media to their users. They can push automated updates to their software,  adding functionality and patching bugs. All they have to do is get  their name out there and make sure their software is good enough to keep  the people who show up coming back.</p>
<p>That is, unless you&#8217;re an  iPhone developer.</p>
<p><em><strong>AARRGGRRGGRGH</strong></em></p>
<p>For those who haven&#8217;t been living under a rock  the last several years, iPhone apps are only available through the App  Store, Apple&#8217;s (literally) one-stop shop for all your iPhone needs. You  don&#8217;t go to Best Buy to pick up a sweet new game for your iPhone. You <em>can&#8217;t</em>.  It&#8217;s not to say that there is no third-party development for the  iPhone. Apple loves touting the fact there are over a hundred thousand  apps for the iPhone, especially when competitors show up. But they&#8217;ve  always been weird and cryptic about what apps can get in and which  can&#8217;t. And they have, on occasion, let apps in only to take them down  later &#8211; never giving a reason. Just recently, they decided to  arbitrarily cut, en masse, on the order of <em>five thousand</em> &#8220;sexy&#8221;  apps from the App Store. Infuriatingly, some were left, like the Sports  Illustrated Swimsuit app and the Playboy app. Today, I read a report  that Apple was trying to cut out &#8220;<a id="du62" title="cookie-cutter" href="http://www.tuaw.com/2010/02/21/apples-7-commandments-of-app-sex/">cookie-cutter</a>&#8221; apps, which best I  can tell means simple apps designed to show a single RSS feed for a  company or some other simple function. Yes, it&#8217;s incredibly vague.  That&#8217;s why it&#8217;s so maddening.</p>
<p>Strangely, it seems like Apple&#8217;s  new and improved strategy is to go for fewer, better apps now. I don&#8217;t  think the &#8220;sex&#8221; ban has anything to do with customer complaints about  indecency at all. I think they&#8217;re suddenly horrified upon the  realization that a large portion of their 100,000 apps utterly suck (as  is the way with software) and Apple is basically the equivalent of one  of those girls who refuses to admit she farts or poops until one fateful  night three years into the relationship when finally the truth is  revealed in the form of a startlingly violent F sharp, doing irreparable  psychological damage and sparking demands that this incident <em>never  be spoken of again</em>. This explains why big name &#8220;sexy&#8221; apps are  staying around and all the little ones with slideshows of bikini pics  are disappearing. It also explains why Safari doesn&#8217;t suddenly block all  pornography. I don&#8217;t mind that they want to clean house so people can  find great stuff easily. In fact, that would be quite nice. It&#8217;s just  that there is <em>no</em> other means of getting anything in any other way  (aside from jailbreaking your phone, which has its own set of hazards).  If Apple had some other means of buying applications for the iPhone  aside from the App Store, this wouldn&#8217;t even be an issue. They could  impose all the weird restrictions they wanted in their store to further  whatever company directives they chose, and everything would be just  great. People wanting something else would just go to the nice little  browser on their phone, and download whatever they wanted. Except, oh  yeah, they <em>can&#8217;t</em>.</p>
<p><em><strong>RRAAARRGGGGHHHH</strong></em></p>
<p>My problem with all this goes far beyond  simple inconvenience as a user at not being able to purchase/download  whatever programs I want whenever I want them from whomever I want. I am  a programmer by trade, and I have been so for a decade. I currently  work in-house doing web development, and this doesn&#8217;t affect me directly  right now, but I have worked freelance to pay the bills before. It does  not take a whole lot of effort to see how having an app denied from  entry to (or worse, pulled from) the App Store is going to affect a  small developer&#8217;s bottom line. Back in the early 80&#8217;s, one guy might  write a game. Today&#8217;s game credits can go longer than movie credits, and  development cycles can go years. Even for smaller apps with fewer  people working on them, it&#8217;s still absolutely ridiculous that people can  work for months and create a working product only to be given a vague,  flat &#8220;no&#8221; &#8212; crushing any hope for income for their hard work. Nobody  ever finds out specifically why. I find this an extremely inadequate  means of feeding one&#8217;s family, and I utterly fail to see why anyone  would voluntarily take this kind of risk. I guess the legend of the guy  that wrote <a id="q6vh" title="iShoot" href="http://www.iphonesavior.com/2009/01/iphone-developer-quits-day-job-after-ishoot-hits-number-one.html">iShoot</a> is pretty compelling.</p>
<p>I had a  couple ideas that I wished Apple might do instead, so as to make the  process more fair to developers &#8211; but I honestly can&#8217;t see them liking  anything better than the &#8220;sit back and let everybody fight over the  right to get into our good graces&#8221; plan. Fortunately, there&#8217;s some  change coming down the pipe in the form of better competitors. Many  devices using Android or Windows Phone 7 both have what it takes to  match the iPhone&#8217;s features &#8211; if the apps can be found. I&#8217;m not naive  enough to think one is going to simply rise up and crush the iPhone. I  am, however, hoping they get popular enough to make Apple sweat enough  to play nice. I currently want to give Adobe a hug for announcing <a id="svz_" title="AIR" href="http://blogs.ft.com/techblog/2010/02/androids-adobe-air-support-hits-apple/">AIR</a> for Android. This is going to let a lot  of developers quickly make a program once, and have it run on several  different kinds of devices. I plan to write apps for my Droid just for  the explicit purpose of my own personal &#8220;up yours&#8221; to Apple. The first  app will be a &#8220;poop and poop-related expenses&#8221; tracking program with  pictures of Slave Leia in a metal bikini integrated into all parts of  the user interface.
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		<title>Inq. of the Week: RPG System Showdown?</title>
		<link>http://critical-hits.com/2010/03/08/inq-of-the-week-rpg-system-showdown/</link>
		<comments>http://critical-hits.com/2010/03/08/inq-of-the-week-rpg-system-showdown/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 19:11:22 +0000</pubDate>
		<dc:creator>Bartoneus</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Inquisition of the Week]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[system]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12421</guid>
		<description>Today I'd like to touch on a subject that we've never directly asked before, as far as I can remember, and that subject is specifically which RPGs you are gathering around the table to play. Back in October I asked about genres and settings for RPGs, with Fantasy coming out in a massive lead with Sci-fi in second, then Modern and Horror close behind.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/IMG_1201.jpg"><img class="alignright size-medium wp-image-12422" title="IMG_1201" src="http://critical-hits.com/wp-content/uploads/2010/03/IMG_1201-225x300.jpg" alt="" width="170" height="227" /></a>Considering the number of good friends I&#8217;ve met simply by being a part of Critical Hits, last week&#8217;s poll by Joshx0rfz (a local friend of ours and not met through the internet) was very intriguing. He asked, <a href="http://critical-hits.com/2010/03/02/inquisition-of-the-week-small-world/">&#8220;How many people have you met  online who then became friends in real life?&#8221;</a> and the biggest group of you (37%) answered that you&#8217;ve met 1-5 people, clearly most of you are not &#8220;playas&#8221; as Josh put it. 34% of you are definitely the touchy-feely types, preferring to keep friendships real and away from the internets. 14% have a small posse of 6-10 internet friends and any number higher than that filled out the remainder with 5% of you saying you have more than 21 friends you&#8217;ve met through the internet.</p>
<p>Today I&#8217;d like to touch on a subject that we&#8217;ve never directly asked before, as far as I can remember, and that subject is specifically which RPGs you are gathering around the table to play. Back in October I asked about <a href="http://critical-hits.com/2009/10/05/inq-of-the-week-rpgs-in-various-flavors/">genres and settings for RPGs</a>, with Fantasy coming out in a massive lead with Sci-fi in second, then Modern and Horror close behind. With that in mind, today I&#8217;m asking:</p>
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
<p>This is really a tough question to get exactly right, so I apologize if your favorite system or current game&#8217;s system is not listed. I strongly encourage you to share in the comments so that we can get a clear idea of which games all of you are playing. I also encourage you to vote for any games you&#8217;ve played in the last few months even if it&#8217;s not still going on at the moment because getting a long running game can be difficult and I&#8217;d love to see the variety of games that people are playing!
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		<title>Gears of Ruin: The Phantom Rails, Part 2</title>
		<link>http://critical-hits.com/2010/03/08/gears-of-ruin-the-phantom-rails-part-2/</link>
		<comments>http://critical-hits.com/2010/03/08/gears-of-ruin-the-phantom-rails-part-2/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 04:00:42 +0000</pubDate>
		<dc:creator>ChattyDM</dc:creator>
				<category><![CDATA[Campaign Logs]]></category>
		<category><![CDATA[Musings of the Chatty DM]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Chatty's 2009-2010 Campaign]]></category>
		<category><![CDATA[Gears of Ruin]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12409</guid>
		<description>As the party schemed, hidden behind a pile of Warclank (i.e clockwork mechas) spare parts near the gigantic pile of humanoid corpses, the ghouls and blasphemes continued their Dance Macabre, the ghouls trying to snatch pieces of relatively fresh "meat" from the pile while the reconstructed undead kept them at bay with beams of  death-laced energies.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/gith-Monk.jpg"><img class="alignright size-medium wp-image-12411" title="gith Monk" src="http://critical-hits.com/wp-content/uploads/2010/03/gith-Monk-256x300.jpg" alt="" width="256" height="300" /></a>See part 1 <a href="http://critical-hits.com/2010/02/23/gears-of-ruin-the-phantom-rails-part-1/">here</a>.</p>
<p>(Note this game was played 2 weeks ago&#8230; I kept no notes, so details will be sketchy)</p>
<p><strong>Being Deadly Cool on a Mound of Corpses (Continued)<br />
</strong></p>
<p>As the party schemed, hidden behind a pile of warclank spare parts (i.e clockwork mechas) near the gigantic pile of humanoid corpses, the ghouls and blasphemes continued their Dance Macabre. The ghouls were trying to snatch pieces of relatively fresh &#8220;meat&#8221; from the pile while the reconstructed undead kept them at bay with beams of  death-laced energies.</p>
<p>While I fully expected my players to charge the pile to recover the dead agent&#8217;s body, they totally surprised me instead.  After planning for 10-15 minutes, they came up with the following:</p>
<p>Mike: Vorian (Githzerai Monk) slowly sneak up on the pile by crawling on the corpses, laying near-motionless, creeping slowly to the agent.  Then the rest of the party will be ready to support me if we decide to trigger an ambush. They&#8217;ll be hidden just there, behind those tarps.</p>
<p>I must say that this was ballsy and cool.  There were 6 monsters on the pile (all non-minions) and 6 ghouls around it.  I explained the rules of engagement if things went south along with how the Ghouls would likely react (go for corpses or the PCs).   Then I asked Mike to roll a first stealth check, ignoring all opposed check rules that the PHB2 has.  This was pure &#8216;Mouseguarding it&#8221; against an unerrata-ed &#8220;moderate&#8221; level 14 DC (and much faster to adjudicate).</p>
<p>He aced it.</p>
<p>Chatty: Slowly, inexorably, you creep toward the dead agent as the surrounding undead walk by, sometimes even stepping over you as they move around about their grisly business.  Still, you finally reach your goal unnoticed&#8230;</p>
<p>Mike (and others): Yes!</p>
<p>Chatty: Only to find out that the agent&#8217;s watch arm has been hacked off! You see no watches lying around.</p>
<p>Mike: No freaking way?!</p>
<p>Chatty (Smiling): Yeah&#8230; how &#8217;bout that?  What now?</p>
<p>Mike: I guess my Monk returns back.</p>
<p>Chatty: Play another stealth check.</p>
<p>Mike: I miss&#8230;</p>
<p>Chatty (Smiling that evil DM smile players HATE as I went into &#8216;plot twist&#8217; mode): As you slowly crawl down the pile, one of the blaspheme disciples steps on your hand and looks down, eyes growing wide.  Roll initiative.</p>
<p>Party: Awwwww  man!</p>
<p>Mike won initiative, got a well earned surprise round and pulled another one on me.</p>
<p>Mike: So, there&#8217;s a lot of noise here with those Frankensteins fighting and these huge chainsaw clankers right?  I mean there&#8221;s a lot of action going on all around us?</p>
<p>Chatty (Warily): Yea&#8230;?</p>
<p>Mike: Then I use my power that teleports me and an adjacent enemy to bring us here&#8230;</p>
<p>&#8220;Here&#8221; being right in the middle of the rest of the party, all waiting behind a series of obstacles, within line of sight of the monk&#8230; but exactly out of sight of all other monsters.</p>
<p>Suffice it to say that I eventually ruled that the monster was killed, hooligan mob style without the monsters noticing anything.  I would be lying if I said I didn&#8217;t resist the idea a little bit (old habits die hard after all), but the Rule of Cool won out.</p>
<p>This is the kind of brilliant play I love having players surprise me with (once I recover).  Yes, I &#8221;lost&#8221; a combat scene, but all the elements I prepared for this encounter made it into this scene&#8230; except the stats, which I can always recycle.</p>
<p><strong>The Factory of Improvised Scenes</strong></p>
<p>The other PCs were already moving behind the clockwork meat wagons to see if the arm was in it. Being very careful to stay out of sight. They didn&#8217;t find it.  A series of rails (I mean, actual rails for the wagons) led into the main factory.  My players decided to follow them&#8230;</p>
<p>(Ha! <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/Railroading">Talk about subversion</a>)</p>
<p>(Also, by some byzantine law of the state of Maryland, I must warn you that the above link leads to the <a href="http://tvtropes.org/">TV Tropes Wiki</a>, you have been warned).</p>
<p>As the players entered the factory, I described how the rails led to another area where the body parts were dumped, sorted and ministered to by those stitched-up sentient undead constructs.  All around the party stood floors over meshed floors covered with automated manufacturing lines stretching over several football fields&#8217; worth of area space and rising several stories high.</p>
<p>(I was basically describing one of those camera shots that go slowly backwards to show just how damn big an area really is)</p>
<p>The southern space was devoted to making blasphemes,  those Frankensteinian humanoids while the northern part was making autoclanks.  Over all, 60-80&#8242; up stood a central command centre, on a mezzanine, where a 9&#8242; tall cupola-like structure of orange-white crystal.</p>
<p>Everywhere, deafening noise, choking smoke, the tear-inducing acrid smell of acid and explosives&#8230;</p>
<p>Everywhere, hundreds and hundreds of completed &#8220;units&#8221; standing to attention, motionless, menacing.</p>
<p>Franky: Whoa&#8230; where the hell do you get all those ideas man?</p>
<p>Ya know? There are many reasons that make me love GMing so much. Those exact moments are way up there.  <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cya soon for part 3.
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		<title>Critical Bits for the week ending 2010-03-07</title>
		<link>http://critical-hits.com/2010/03/07/critical-bits-for-the-week-ending-2010-03-07-2/</link>
		<comments>http://critical-hits.com/2010/03/07/critical-bits-for-the-week-ending-2010-03-07-2/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 20:00:00 +0000</pubDate>
		<dc:creator>Gato the News Robot</dc:creator>
				<category><![CDATA[Critical Bits]]></category>
		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://critical-hits.com/2010/03/07/critical-bits-for-the-week-ending-2010-03-07-2/</guid>
		<description>RT @mattstaggs: http://is.gd/9tRM8 via @AVClubChicago &amp;#8211; D&amp;#38;D 101: Why now is the time to start role-playing #
March #dnd Rules Updates: http://is.gd/9xuES #
Quick overview of some of the updates, ongoing thread on ENWorld: http://is.gd/9xEsL #
RT @fray: Kickstarter &amp;#8211; Game Design: P20 Modern Roleplaying Game: http://kck.st/bDQFrdPathfinder compatible Patron project now starting. #
RT @Wizards_DnD: Join the discussion on [...]</description>
			<content:encoded><![CDATA[<ul class="aktt_tweet_digest">
<li>RT @<a href="http://twitter.com/mattstaggs" class="aktt_username">mattstaggs</a>: <a href="http://is.gd/9tRM8" rel="nofollow">http://is.gd/9tRM8</a> via @<a href="http://twitter.com/AVClubChicago" class="aktt_username">AVClubChicago</a> &#8211; D&amp;D 101: Why now is the time to start role-playing <a href="http://twitter.com/criticalhits/statuses/9844506273" class="aktt_tweet_time">#</a></li>
<li>March #<a href="http://search.twitter.com/search?q=%23dnd" class="aktt_hashtag">dnd</a> Rules Updates: <a href="http://is.gd/9xuES" rel="nofollow">http://is.gd/9xuES</a> <a href="http://twitter.com/criticalhits/statuses/9882771580" class="aktt_tweet_time">#</a></li>
<li>Quick overview of some of the updates, ongoing thread on ENWorld: <a href="http://is.gd/9xEsL" rel="nofollow">http://is.gd/9xEsL</a> <a href="http://twitter.com/criticalhits/statuses/9884356210" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/fray" class="aktt_username">fray</a>: Kickstarter &#8211; Game Design: P20 Modern Roleplaying Game: <a href="http://kck.st/bDQFrdPathfinder" rel="nofollow">http://kck.st/bDQFrdPathfinder</a> compatible Patron project now starting. <a href="http://twitter.com/criticalhits/statuses/9885017168" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/Wizards_DnD" class="aktt_username">Wizards_DnD</a>: Join the discussion on the March #<a href="http://search.twitter.com/search?q=%23dnd" class="aktt_hashtag">dnd</a> rules update: <a href="http://bit.ly/940vJ2" rel="nofollow">http://bit.ly/940vJ2</a> <a href="http://twitter.com/criticalhits/statuses/9886443750" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/joeljohnson" class="aktt_username">joeljohnson</a>: First picture from HBO&#39;s production of &quot;Game of Thrones&quot;. So. Pumped. <a href="http://bit.ly/9APi2Z" rel="nofollow">http://bit.ly/9APi2Z</a> <a href="http://twitter.com/criticalhits/statuses/9889279209" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/fredhicks" class="aktt_username">fredhicks</a>: Q: What opportunities do I have to play Evil Hat&#39;s games at Origins 2010? A: <a href="http://bit.ly/aH6XGm" rel="nofollow">http://bit.ly/aH6XGm</a> <a href="http://twitter.com/criticalhits/statuses/9930387139" class="aktt_tweet_time">#</a></li>
<li>Help make Wizards of the Coast adventures better: <a href="http://is.gd/9FLK6" rel="nofollow">http://is.gd/9FLK6</a> <a href="http://twitter.com/criticalhits/statuses/9971905058" class="aktt_tweet_time">#</a></li>
<li>DndFile contains a repository of useful D&amp;D files (of course) <a href="http://www.dndfile.com/" rel="nofollow">http://www.dndfile.com/</a> <a href="http://twitter.com/criticalhits/statuses/9972039595" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/gregbilsland" class="aktt_username">gregbilsland</a>: New blog post up at gregbilsland.wordpress.com discussing Lost and D&amp;D. <a href="http://twitter.com/criticalhits/statuses/9978632978" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/wotc_rodney" class="aktt_username">wotc_rodney</a>: Pop by my blog and leave me some feedback to help make our #<a href="http://search.twitter.com/search?q=%23dnd" class="aktt_hashtag">dnd</a> adventures better! <a href="http://twurl.nl/mbs0v1" rel="nofollow">http://twurl.nl/mbs0v1</a> <a href="http://twitter.com/criticalhits/statuses/9982405715" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/loganbonner" class="aktt_username">loganbonner</a>: New blog post with a behind-the-scenes scan from Underdark: <a href="http://is.gd/9GTLY" rel="nofollow">http://is.gd/9GTLY</a> <a href="http://twitter.com/criticalhits/statuses/9983776192" class="aktt_tweet_time">#</a></li>
<li>Including more JoCo, MC Frontalot, and other great bands RT @<a href="http://twitter.com/RockBand" class="aktt_username">RockBand</a>: Want to see the full #<a href="http://search.twitter.com/search?q=%23RBN" class="aktt_hashtag">RBN</a> track list? CHECK IT: <a href="http://bit.ly/9tZeuv" rel="nofollow">http://bit.ly/9tZeuv</a> <a href="http://twitter.com/criticalhits/statuses/9983851750" class="aktt_tweet_time">#</a></li>
<li>The Truth About 4th Edition D&amp;D <a href="http://is.gd/9HrTZ" rel="nofollow">http://is.gd/9HrTZ</a> <a href="http://twitter.com/criticalhits/statuses/9989474223" class="aktt_tweet_time">#</a></li>
<li>RT @<a href="http://twitter.com/matt_james_rpg" class="aktt_username">matt_james_rpg</a>: #<a href="http://search.twitter.com/search?q=%23WotC" class="aktt_hashtag">WotC</a> had me do a #<a href="http://search.twitter.com/search?q=%23DND" class="aktt_hashtag">DND</a> blog article on their site. Check it out: <a href="http://bit.ly/aMLpcC" rel="nofollow">http://bit.ly/aMLpcC</a> <a href="http://twitter.com/criticalhits/statuses/9991464107" class="aktt_tweet_time">#</a></li>
<li>Leverage Roleplaying Game <a href="http://www.margaretweis.com/mwp-online-store/leverage/29-leverage-the-quickstart-job" rel="nofollow">http://www.margaretweis.com/mwp-online-store/leverage/29-leverage-the-quickstart-job</a> <a href="http://twitter.com/criticalhits/statuses/10088544291" class="aktt_tweet_time">#</a></li>
</ul>
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		<title>Talmanthian Plateau</title>
		<link>http://critical-hits.com/2010/03/05/talmanthian-plateau/</link>
		<comments>http://critical-hits.com/2010/03/05/talmanthian-plateau/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 16:00:38 +0000</pubDate>
		<dc:creator>Scott Wallace</dc:creator>
				<category><![CDATA[Flavour Feast]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[Elves]]></category>
		<category><![CDATA[Human]]></category>
		<category><![CDATA[Locale]]></category>
		<category><![CDATA[Location]]></category>
		<category><![CDATA[Merfolk]]></category>
		<category><![CDATA[Uqwauy]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12284</guid>
		<description>Just before the frigid north of a large continent lies an immense mountain plateau. The plateau is commonly known as Angel’s Table to those who live below the sheer cliffs that make it all but inaccessible. Atop the cliffs, a scenic landscape of rolling plains and small forests cover the immense majestic plateau. The creatures and tribes of this unique and exotic landscape call it Talmanthian.</description>
			<content:encoded><![CDATA[<h3><strong><a href="http://critical-hits.com/wp-content/uploads/2010/02/WOW_Night_elf_rough_by_2_Cents.jpg"><img class="alignright size-medium wp-image-12300" title="Aspect of Whethal" src="http://critical-hits.com/wp-content/uploads/2010/02/WOW_Night_elf_rough_by_2_Cents-183x300.jpg" alt="by 2 Cents from DeviantArt" width="183" height="300" /></a>Home Above the Clouds</strong></h3>
<p>Just before the frigid north of a large continent lies an immense mountain plateau. The plateau is commonly known as Angel’s Table to those who live below the sheer cliffs that make it all but inaccessible. Atop the cliffs, a scenic landscape of rolling plains and small forests cover the immense majestic plateau. The creatures and tribes of this unique and exotic landscape call it Talmanthian. Below are the details for a unique and unexplored landscape for your party to explore, and possibly discover the ancient treasure and secrets of this remote landscape.</p>
<h3><strong>Table of Angels</strong></h3>
<p>The immense plains and thick wild copses of trees are mainly untouched by the world below, with flight being the primary method of accessing Angel’s Table. Clouds constantly break and roil around the massive limestone cliffs like a sea of white and grey that hide the plateau from below for most of the year. From above the constant ocean of clouds veils the world below, with many of the nomadic tribes of the sprawling plateau believing the world ends at the sheer cliffs of their homeland. Melted snow and ice from the northern reaches of Talmanthian flow across the land in small creeks and brooks, converging upon a great lake in the south east of Angel’s Table. This lake houses many species of unique fauna that are only found upon the plateau as well as a kingdom of merfolk that live upon the lakebed. Countless nomadic tribes of Humans, Elves and the unique Uqwauy roam endlessly upon Talmanthian, each with their own folklore of the origins of their homeland. At such altitude, trees grow slowly and fruits and grains take many years to come to harvest, thus hunting the animals and birds of the region has become the primary source of food for the tribes of Talmanthian. The scope of the plateau allows the tribes to live in relative peace, rarely clashing over rights to a particular herd of beast, however the harsh landscape means these rare clashes between tribes are often brutal wars that only end with the complete destruction of one tribe. This harsh lifestyle has bred fierce and survivalist warriors within all the species that call Talmanthian home.</p>
<h3><strong>Wanderers of the Plains</strong></h3>
<p>A species of humanoid-bipedal horses, the Uqwuay roam the endless plains of the plateau in nomadic tribes. With a great respect for the land they live upon and undying loyalty for their family and tribe, the Uqwuay are often ignored by the few adventurers that visit Angel’s Table, as they are believed to be simplistic beasts. In truth, this intelligent race of horse-men has learned to live in harmony with the almost barren terrain of the plateau, and is the most willing to communicate with the few adventurers that encroach upon their isolated homeland. These noble vagrants spend their time following the numerous snowmelts and rivers to stay with the most luscious of the slow growing foliage the covers the plains of Talmanthian. The Uqwuay hold their connection to the land in highest regard and anything that they find to be desecrating their sacred home are viciously and constantly attacked until either repelled or destroyed. These attacks are swift and powerful as the warriors use skirmishing tactics to constantly charge at their enemies with spears and staves, whilst archers and magically imbued Uqwuay attack from a distance. The speed and strength of these noble warriors is rarely matched in the high altitudes of Talmanthian, with very few warriors able to stand against their sweeping tactics. The countless tribes of Uqwuay are filled with powerful warriors and skilled rangers, but positions of respect are held for any Uqwuay that becomes magical connected with nature, especially wardens. The communal society within the tribes ensures that all members are cared for and no single member misses out on food or medicine. Often the Uqwuay will take in and heal injured and sick creatures they find in their travels, including injured humans and elves, who actively hunt these horse-like people.</p>
<h3><strong>A Harsh Lifestyle</strong></h3>
<p>It is unclear how humans came to live upon the remote cliff tops of Talmanthian, but like the rest of the places of the world they have found a way to adapt to the harsh conditions and thrive. However the survivalist environment and lifestyle has bred savage and vicious clans of humans that attack outsiders and prey on sight. The lack of a stable food source upon Talmanthian has encouraged the human tribes to revert to cannibalism in order to survive. Tribe members that fail to provide through hunts, or prove weak within the ceremonies of fire that each tribe holds, often are sacrificed and feasted upon for the betterment of the tribe. Humans not known to the tribe are immediately killed, unless they can kill their attackers first. Any outsider that kills a tribe member upon the battlefield is offered the prime cut of meat then challenged at the next fire ceremony for a permanent place within the tribe. This vicious and barbaric lifestyle has left no room for the weak and over countless generations of life upon Talmanthian, the humans have evolved beyond their softer counterparts from the world below, making just one Talmanthian a severe challenge for a squadron of veteran warriors. Shamans and mystics control every aspect of the human tribes from their lavishly decorated huts that mark the centrepiece of each human camp. These fire and cloud worshipping mystics delegate everything for their tribes. From mating engagements and hunting parties to cooking and gathering duties. The power to hear the will of the clouds at worlds end and manipulate the life giving flame marks these shamans to their people from a young age. Each child with the gift of Fire and Cloud must engage in the trials of the lake in order to gain the status of shaman. Each child that passes this test is delegated half the tribe and sent away to create their own separate settlement. </p>
<h3><strong>Ghosts in the Trees</strong></h3>
<p>Within the copses of gnarled and warped trees the cruel and spiteful Elves of Talmanthian lurk. Banished skyward by their old gods many millennia ago for unspeakable crimes, these malicious creatures have found life upon the harsh and untamed plains enjoyable. The long-lived elves are small in number but their magic and abilities far surpass the creatures and tribes that surround them. A twisted desire to kill and pillage all life is evident in the self etched scars and tattoos that adorn the pale skin of these spiteful creatures. Countless trophies hang from their thin necks and the hilts of their ancient blades. The toughened tribes of Talmanthian have developed methods in which to repel these evil beings when attacked on the plains and learned which forests to keep a distance from, but when these psychotic killers begin to track a target very few things have ever lived to tell the tale. No living creature has ever returned from the forests of Talmanthian since the elves arrival. An ancient pact for power and immortality with a primordial demon from the abyss known as Whethal is the cause of elves banishment and source of the deranged lust and ghostly powers. Within their blood lies a demonic infection that could possess any living elf with the deranged fury and blood lust in the space of minutes. These demonic aspects of Whethal have strived endlessly to reach the surface world again, as the urge to spread their joyous infection burns fervently through their veins.</p>
<h3><strong>In A Lake Above the Clouds</strong></h3>
<p>The great lake that lies within the southeast of Talmanthian is known by countless names; however, its inhabitants call it Horm. The merfolk city that lies beneath the vast crystal like waters of the lake is unlike any other in the world. Coral spires and pearl buildings cover the immense limestone lakebed. The sun-dappled merfolk that live in these waters have been collecting the worlds information for generations. Within the grand coral spires, endless libraries and vaults house a concise history of the world and of the innumerable kingdoms that have risen and fell throughout the years. Powerful secrets, world ending knowledge and maps to mighty artefacts are all held within a lake above the clouds. Merfolk dug tunnels in the limestone bed lead to subterranean tunnels and rivers that exit out into the worlds oceans, rivers and sewer systems. The merfolk of Horm are masters of illusory and transmuting magic. Masking their pristine city from the prying eyes of any that live above the water with powerful illusions. Their presence within the courts and armies of the world goes unnoticed through their powerful transmuting spells. The ruling council of elder magicians deals with all intruders that either seek out the knowledge of Horm, or stumble upon the location by accident immediately. The only penalty for any crime within Horm, is death.</p>
<h3><strong>What Happens On The Plateau…</strong></h3>
<p>Scholars and explorers have forgot the isolated plains and secluded woods of Talmanthian. The towering and sheer mountainous cliffs ensure that only the most steadfast and dedicated will ever see the sprawling summit of Angel’s Table, but for those who seek adventure, this isolated location holds many treasures and countless perils. Kings and Wizards have hidden their fortunes and relics of power buried within the soil of the plains and left untouched for countless years and forgotten by all but the faded scrolls of ancient libraries. The Elven aspects of Whethal have begun working fervently to return to the world below in an effort to infect their cousins by capturing and training the dragon broods that soar over the enormous plateau. The fate of countless kingdoms and people in peril could be saved with a single scroll from the endless libraries of Horm. Curious adventurers and wizards have endeavoured to summit the grand peaks of Angel’s Table, only to never return, their fate unknown. Whilst ancient and confusing riddles hint at the monumental mountain imprisoning a forgotten god for reasons not yet deciphered. All these reasons and many more call out to adventurers throughout the world.
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		<title>D&amp;D Tips from Mass Effect 2</title>
		<link>http://critical-hits.com/2010/03/05/dd-tips-from-mass-effect-2/</link>
		<comments>http://critical-hits.com/2010/03/05/dd-tips-from-mass-effect-2/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 05:00:02 +0000</pubDate>
		<dc:creator>Mike Shea</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Science Fiction & Fantasy]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[dragon age]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[mass effect 2]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12289</guid>
		<description>Today we’re going to take a look how the action RPG Mass Effect 2 can make our games better as well. I will warn that, while I don’t plan on any direct spoilers in this review (omg, I can’t believe they blew up the Citadel!) I might step into the story just a little bit. If you want to be 100% spoiler free (Woo! You sleep with Miranda) you may want to read this when you’ve finished getting most of your crew killed by giant Aardvarks.</description>
			<content:encoded><![CDATA[<p><a href="http://critical-hits.com/wp-content/uploads/2010/03/mass_effect2.jpg"><img class="alignright size-medium wp-image-12326" title="mass_effect2" src="http://critical-hits.com/wp-content/uploads/2010/03/mass_effect2-300x225.jpg" alt="" width="300" height="225" /></a>We live in wonderful times. Three of the best computer / console roleplaying games have all been released in the last 15 months. I speak, of course, of <em><a href="http://critical-hits.com/tag/dragon-age/">Dragon Age</a></em>, <em><a href="http://critical-hits.com/?s=fallout+3">Fallout 3</a></em>, and <em><a href="http://critical-hits.com/tag/mass-effect-2/">Mass Effect 2</a></em>. All three of these are wonderful games with great action, powerful stories, deep character dynamics, and fun tweakable character building. Beyond just giving us some wonderful electronic gaming, we tabletop roleplayers can pick up quite a few tips to make our own game more fun.</p>
<p>Back in early February, I wrote about <a href="http://slyflourish.com/three-dd-tips-i-learned-from-dragon-age/">Three D&amp;D Tips I Learned from <em>Dragon Age</em></a>. Today we’re going to take a look how the action RPG <a href="https://www.amazon.com/dp/B002JTX7JQ?tag=mikesheanet-20&amp;camp=213381&amp;creative=390973&amp;linkCode=as4&amp;creativeASIN=B002JTX7JQ&amp;adid=14PCVF905C93BKJKCE70&amp;"><em>Mass Effect 2</em></a> can make our games better as well.</p>
<p>I will warn that, while I don’t plan on any direct spoilers in this review (omg, I can’t believe they blew up the Citadel!) I might step into the story just a little bit. If you want to be 100% spoiler free (Woo! You sleep with Miranda) you may want to read this when you’ve finished getting most of your crew killed by giant Aardvarks.</p>
<p>Let’s dive right into the tips. <span id="more-12289"></span></p>
<h3>Focus On Your Strengths</h3>
<p>Bioware showed they were listening to their audience when they made <em>Mass Effect 2</em>. They got rid of a lot of the fluffy bits we hated like driving around in that horrid moon buggy and focused the game around the two things they did best: meaningful conversation trees and third-person combat.</p>
<p>Whatever game system you choose, play to the strengths of that system. D&amp;D 4th edition has the most refined combat system I’ve seen in a tabletop RPG. While this might turn off a lot of groups, many others love the game for its detailed combat system. Instead of trying to find ways around it or trying to add in a whole lot of other systems, play to D&amp;D’s strength and enjoy the big battles you’re going to have.</p>
<p>This, of course, depends a lot on your desires as the dungeon master and the desires of your players, but, assuming you already play and enjoy 4th Edition, don’t worry too much about what the system lacks. Instead focus on what it does best &#8211; combat!</p>
<h3>Avoid Tedium</h3>
<p>Unfortunately, Bioware replaced the moon buggy with their new planet scanning mechanic, a boring and painful system for gathering up resources. What a snoozer.</p>
<p>Don’t be like Bioware in this area. Don’t add in tedious mechanics, story arcs, or sub-quests for your players. Every aspect of your valuable time at the table should be focused on fun meaningful things. Don’t add in a boring skill challenge just because you feel like one should be there &#8211; make it important! Instead of a skill challenge for traveling across the countryside in a pair of ox carts, have a skill challenge to defend the carts from packs of marauding bandits led by your main villain.</p>
<p>In short, don’t add filler to your game. Make every bit of time count towards something fun. If it feels boring to you, cut it out.</p>
<p>Unlike Bioware, we’re lucky enough to be sitting with our players while we’re playing. As a DM, you can see when you’ve lost the attention of your players and the excitement of the game. If this happens, do something! Don’t keep going because you don’t want to stop in the middle. Kill off that boring brute that just won’t die or cut off your skill challenge early when you feel the energy leaving the table.</p>
<h3>Change Up Your Combat Environments</h3>
<p>Good 4e DMs realize the importance of environmental effects. So does Bioware. All throughout the missions in <em>Mass Effect 2</em> you’ll encounter a variety of changing environmental effects that offer advantages to you and to your enemies alike. “Shepherd, watch out for those falling exploding boxes!” you might hear or “Don’t cross the green lines or you’ll awaken nasty guys!” These little changes to the environment are what change the missions enough that you don’t feel like you’re doing the same thing again and again.</p>
<p>In 4e, the battle environment you build is as important as the monsters you choose. Put in effects that might challenge your players or give them an advantage against their foes. During the game, reward on-the-spot environmental choices your players might make by using the all-power DMG page 42 damage per level chart.</p>
<h3>Build Deep Dialog Trees</h3>
<p>Like <em>Dragon Age</em>, <em>Mass Effect 2</em> has a wonderful, deep, and rich mesh of dialog trees. There are many decisions to be made throughout this game, though the game itself is relatively linear if you think about it. Think about how you can add a similar decision tree to your own game, even if the game itself is relatively linear. What choices can your players make that have real effects and real consequences without derailing your game? Don’t presuppose the answer, make both or all answers viable. As you build each night of adventure ask yourself what choices your PCs will have in front of them.</p>
<h3>Handle Loot Differently</h3>
<p>Inventory was a mess in the original <em>Mass Effect</em> and they learned this lesson well in developing <em>Mass Effect 2</em>. The limited loot and the upgrade system is a lot more elegant if a little less randomly interesting. Carefully consider your own loot system in your D&amp;D campaign. Some DMs prefer random loot, some prefer to just let players pick what they get, others use a wish-list system. Try a mix of different systems and lean towards the one players seem to enjoy the most. Remember that  they won’t necessarily enjoy picking their own gear all the time, a surprise piece here and there can add a lot of excitement and flavor. I tend to lean towards loot templates such as “level 24 or below Sword” or “Level 19 or below Plate or Scale armor” that gives players flexibility but still points towards a specific type of item.</p>
<p>Don’t follow the model of <em>Mass Effect</em>, however, where you simply heap random loot on your players over and over, filling their character sheet with items they will never use and end up selling at 1/5. If you’re going to do this, just give them a lot of cash and let them buy what they want.</p>
<h3>Many PCs Per Player</h3>
<p><em>Mass Effect</em> has a wide range of characters available in a large stable ready to fill your three-person squad. Consider this idea in your own campaign or mini-campaign series. Have players build two or three PCs and let them switch them in and out throughout your campaign. Make sure these characters have a basic backstory, perhaps even arrange a night of adventure based on their background story as they do in <em>Mass Effect 2</em>. This also gives you greater flexibility should things turn dark and characters die. Even a total party kill can result in the second run PCs getting a chance for vengeance.</p>
<p>The folks at Bioware sure know their roleplaying games and there’s a lot we can learn from them. Consider your play-through of games like <em>Mass Effect 2</em> and <em>Dragon Age</em> as cross-training to pick up game design ideas, tips, and tricks. Those above are just the tip of the iceberg. Remember your quote from T.S. Eliot or Picasso or whoever the hell said it:</p>
<p>“Good artists borrow. Great artists steal.“
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		<title>Friday Chat: Bits from the Past</title>
		<link>http://critical-hits.com/2010/03/04/friday-chat-bits-from-the-past-1/</link>
		<comments>http://critical-hits.com/2010/03/04/friday-chat-bits-from-the-past-1/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 03:29:30 +0000</pubDate>
		<dc:creator>ChattyDM</dc:creator>
				<category><![CDATA[Musings of the Chatty DM]]></category>
		<category><![CDATA[Bits from the Past]]></category>
		<category><![CDATA[Friday Chat]]></category>

		<guid isPermaLink="false">http://critical-hits.com/?p=12374</guid>
		<description>The most important ingredient in any campaign is a skilled DM who has the time and the energy to carefully design and create his world, and the talent to communicate his setting effectively. The next most important ingredients are willing players who share common goals with the DM. Players interested in hack-and-slash adventures should not be matched a DM interested in careful plot structuring and detailed mystery solving.</description>
			<content:encoded><![CDATA[<p><strong><a href="http://critical-hits.com/wp-content/uploads/2010/03/dsg.jpg"><img class="alignright size-medium wp-image-12382" title="dsg" src="http://critical-hits.com/wp-content/uploads/2010/03/dsg-228x300.jpg" alt="" width="228" height="300" /></a>The most important ingredient&#8230;</strong></p>
<blockquote><p>The most important ingredient in any campaign is a skilled DM who has the time and the energy to carefully design and create his world, and the talent to communicate his setting effectively. The next most important ingredients are willing players who share common goals with the DM. Players interested in hack-and-slash adventures should not be matched a DM interested in careful plot structuring and detailed mystery solving.</p>
<p style="padding-left: 60px;">Douglas Niles,<em> The Dungeoneer&#8217;s Survival Guide, Advanced Dungeons &amp; Dragons,</em>1986</p>
</blockquote>
<p>Okay, hold your horses.  Why didn&#8217;t I know about that book before? I mean, I bought the Wilderness Survival Guide (X-mas gift I wrapped for myself when I was 15-16) when it came out. I disliked it so much that I threw it away and never used it, disgusted that I would ask my players to roll percentiles EACH DAY for food and shelter.</p>
<p>After discarding the book, I automatically assumed that the DSG would be as bad and I promptly started looking at this new generic RPG by Steve Jackson Games.</p>
<p>This one paragraph from the DSG and the following 2 pages about player types (Adventurers, Problem-Solvers, Roleplayers) would have opened my eyes on many aspects of DMing I had no idea even existed!  I think Robin Laws probably developed upon those in his seminal work &#8220;<a href="http://critical-hits.com/2009/07/23/robin-laws-revisited-the-complete-series/">Robin Laws of Good Game Mastering</a>&#8220;. Or Robin and Niles had a few beers together back then.</p>
<p>That assessment, which I discovered in the last 5 years is now one of my guiding principle as a DM. Yet, 25 years later, I know that many GMs still scoff at the importance that they need to actually understand and deliver what players actually seek in a RPG. <a href="http://critical-hits.com/2010/02/18/the-almighty-player/">The same goes for players</a>.</p>
<p>What do you think about that? Do you agree and if so to what extent? If not, what constitute your references as being &#8216;most important&#8221; in a RPG game/campaign?</p>
<p>Do you feel that the door that Niles opened in that book was explored further during 2e&#8217;s era?  I wasn&#8217;t there&#8230; I never actually read the 2e DMG, but I know that the game took a heavy Storytelling turn to keep it&#8217;s market share with White Wolf games. Did that shut the door to the adventurer and puzzle-solver players?</p>
<p>Let me know in the comments!</p>
<p><strong><a href="http://critical-hits.com/wp-content/uploads/2010/03/DMG1.jpg"><img class="alignleft size-medium wp-image-12383" title="DMG1" src="http://critical-hits.com/wp-content/uploads/2010/03/DMG1-226x300.jpg" alt="" width="226" height="300" /></a>On Character Death</strong></p>
<blockquote><p>Now and then a player will die (<em>sic</em>) through no fault of his own.  He or she will have done everything correctly, taken every reasonable precautions, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as players will kill more than one opponent with their own freakish rolls at some later time.</p>
<p>Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying  (again, <em>sic</em>!), is knocked unconscious, loses a limb, is blinded in one eye, or invoke any reasonably severe penalty that takes into account what the monster has done.  It is very demoralizing to the player to lose a cared-for player character when they have played well.</p>
<p>When they have done something stupid or have not taken precautions, then let the dice fall when they may&#8230;</p>
<p style="padding-left: 60px;">Gary Gygax,<em> Dungeon Masters Guide (p. 110),   Advanced Dungeons &amp; Dragons</em>, 1979</p>
</blockquote>
<p>Did I ever tell you that I learned reading English with Gygaxian prose?  I mean I was reading Grade 8 &#8220;English as a second language&#8221; crap back then, but in the school bus on the way home, I was reading the DMG and trying to decipher what a bell curve was, or why it wasn&#8217;t okay to let your buddies bully you in playing a dragon character.</p>
<p>Oh man Gary, we so miss you!  I really wish I could have met you earlier in our lives.  I would have loved to kid you gently about killing players instead of PCs. I would also have paid you a few coffees or beer to argue that saying that &#8220;you can kill PCs because they kill your monsters&#8221; is the lamest argument I have ever heard.  You&#8217;d probably have given me a &#8216;you kids think you know everything&#8221; look and sipped your drink quietly.</p>
<p>This densely written paragraph made me smile.  It&#8217;s cool to see that even early in the game&#8217;s history, Gary expounded that the FUN part of the game had to come ahead of Lady Chance&#8217;s wiles.</p>
<p>I can imagine Gary look over his game screen (half-glasses and all) when one of his players missed a saving throw against poison while having taken all the steps to avoid it. As the player&#8217;s face falls and the rest of the party prepares for the ceremonial separation of loot, Uncle Gygax likely laughed in a low self-effacing way and went something like.</p>
<p>&#8220;Tell you what son, how about that poison coursed through the whole of your leg before that antitoxin you harped me about for hours takes effect.  So instead of dying, you now have a shriveled, gangrened limb, all eaten up by the poison and chronic infection (insert cute made-on-the-spot Gygaxian subsystem to simulate diseased legs) and maybe, if you bug me about anti-poisons again, you may have to cut it off real fast or die. Be more careful where you step next time, you hear?&#8221;</p>
<p>Player (relieved to keep his level 4/3 Half-Orc Fighter/Cleric): Right, right! Thanks chief!</p>
<p>I think Gary was way less of a hard-ass than I initially imagined.  I honestly think that he wrote Tombs of Horrors as a &#8220;Fine! I&#8217;ll make you a damn killer dungeon for the convention so you&#8217;ll all leave me alone about it from now on!&#8221;</p>
<p>The key difference of his game (AD&amp;D) and hence, his style vs later versions, is that he kept the burden of the rules on his side of the screen.  I think that as long as you didn&#8217;t bore him, he was really fair.  Sadly, in the pre-internet era, the &#8220;Be fair first, a jackass second&#8221; school <a href="http://thingsihate.org/article/123/the_worst_dungeon_master_ever_part_one">didn&#8217;t always take</a>.</p>
<p>And Gary&#8217;s writing style was not the easiest to read. Many new DMs, <a href="http://farm4.static.flickr.com/3440/3286850123_12a19a44a9.jpg">probably never got to page 110</a>.</p>
<p>So what do you think about Gary&#8217;s thoughts on PC death?  I happen to be 100% okay with it&#8230; although I would rather inflict severe story penalties/constraints instead of physical&#8230; after all, failure needs to be fun, no?</p>
<p>Your turn!
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