<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' version='2.0'><channel><atom:id>tag:blogger.com,1999:blog-2043647057027547367</atom:id><lastBuildDate>Thu, 05 Jun 2008 13:40:32 +0000</lastBuildDate><title>The Whackback</title><description/><link>http://ericjreid.com/gaming/blog.html</link><managingEditor>noreply@blogger.com (Eric J. Reid, Open Road Communications)</managingEditor><generator>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-6498375448279179667</guid><pubDate>Wed, 04 Jun 2008 19:41:00 +0000</pubDate><atom:updated>2008-06-04T15:04:47.770-05:00</atom:updated><title></title><description>&lt;div style="border-style: none none solid; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-width: medium medium 1pt; padding: 0in 0in 4pt;"&gt;  &lt;p class="MsoTitle"&gt;The Nature of a Hero&lt;/p&gt;  &lt;/div&gt;  &lt;p class="MsoSubtitle"&gt;“Truth has many faces.”&lt;span style=""&gt;  &lt;/span&gt;Chinese proverb&lt;/p&gt;  &lt;p class="MsoNoSpacing"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;Indiana Jones is my hero.&lt;span style=""&gt;  &lt;/span&gt;I idolized him as a kid and I still wish I could be more like him.&lt;span style=""&gt;  &lt;/span&gt;The closest I’m likely to get is a dusty brown fedora and a professorship at a university, which somehow lacks the “derring-do” I so admired.&lt;span style=""&gt;  &lt;/span&gt;But people do heroic things every day, and sometimes the greatest of deeds go completely unnoticed.&lt;span style=""&gt;  &lt;/span&gt;We toss out the term “hero” more than we should, probably because we love them and flat out enjoy a parade.&lt;span style=""&gt;  &lt;/span&gt;Still, I’d like to take a closer look and share some of my views on this lofty status.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;A hero is a varied concept in the D&amp;amp;D world.&lt;span style=""&gt;  &lt;/span&gt;A hired mercenary for instance is really no more than a powerful exterminator.&lt;span style=""&gt;  &lt;/span&gt;He earns a living by destroying pests, taking their treasure, and returning to his employer for the promised reward.&lt;span style=""&gt;  &lt;/span&gt;Depending upon the pests, his job may entail a considerable risk and equate to a commensurate benefit to the community.&lt;span style=""&gt;  &lt;/span&gt;He’s a stand-up guy; a real pip-a-roo.&lt;span style=""&gt;  &lt;/span&gt;He deserves a slap on the back and a pint of cold ale with his comrades at the local inn.&lt;span style=""&gt;  &lt;/span&gt;He is good.&lt;span style=""&gt;  &lt;/span&gt;But I believe it takes more than community service to be a hero.&lt;span style=""&gt;  &lt;/span&gt;It takes more than goodness.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;How important is “intent” on the definition of a hero?&lt;span style=""&gt;  &lt;/span&gt;Say the mercenary above was, in actuality, evil to his horrid little core.&lt;span style=""&gt;  &lt;/span&gt;His sole motivation in his endeavors is the glory of the kill and money.&lt;span style=""&gt;  &lt;/span&gt;If you disagreed with me before, what do you think of our mercenary now?&lt;span style=""&gt;  &lt;/span&gt;To call him an “inadvertent hero” is tempting but unsatisfying.&lt;span style=""&gt;  &lt;/span&gt;It feels to me a cheapening of a noble state.&lt;span style=""&gt;  &lt;/span&gt;Perhaps his actions aren’t heroic but rather an “unexpected windfall”; like the death of a beloved but rich uncle.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;Say his “intent” is mixed.&lt;span style=""&gt;  &lt;/span&gt;The poor bastard has to eat, right?&lt;span style=""&gt;  &lt;/span&gt;The village is in dire need and no one else will answer the call.&lt;span style=""&gt;  &lt;/span&gt;In this situation there is righteousness and fear and/or risk as well as potential financial gain.&lt;span style=""&gt;  &lt;/span&gt;Though I feel he &lt;u&gt;is&lt;/u&gt; a hero, the waters darken.&lt;span style=""&gt;  &lt;/span&gt;Superman doesn’t save a woman from a purse-snatcher only to take a few bucks to help pay the skyrocketing rent in Metropolis.&lt;span style=""&gt;  &lt;/span&gt;She might even wave the money in his face (or some other savory reward) in an attempt to repay his kindness.&lt;span style=""&gt;  &lt;/span&gt;He would refuse. &lt;span style=""&gt; &lt;/span&gt;He is a better man than I, even though he isn’t a man but an alien.&lt;span style=""&gt;  &lt;/span&gt;What would the Minutemen do with Kal-El, I wonder.&lt;span style=""&gt;  &lt;/span&gt;Talk about immigration reform.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;A true hero not only does what others can’t, he also does what others know they should.&lt;span style=""&gt;  &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;Say our mercenary isn’t a mercenary after all.&lt;span style=""&gt;  &lt;/span&gt;He’s a big dude with an even bigger sword and the only reward he takes comes from the evil that falls under that sword.&lt;span style=""&gt;  &lt;/span&gt;What a guy!&lt;span style=""&gt;  &lt;/span&gt;And he knows it.&lt;span style=""&gt;  &lt;/span&gt;Hubris has killed more heroes than every sword or arrow ever made.&lt;span style=""&gt;  &lt;/span&gt;Mr. Big Sword swaggers into town not only deserving accolades but expecting them; maybe even getting angry when his actions aren’t appreciated.&lt;span style=""&gt;  &lt;/span&gt;That’s understandable.&lt;span style=""&gt;  &lt;/span&gt;Still, Superman wouldn’t prevent a robbery at a Quickie Mart and then return every week demanding free diet cherry Dr. Pepper.&lt;span style=""&gt;  &lt;/span&gt;He would merit it without question but is he entitled?&lt;span style=""&gt;  &lt;/span&gt;In my estimation it lessens his heroic status to expect and particularly to demand heroic status.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;A true hero is self-sacrificing not only in body but in mind and spirit, putting the needs of others before &lt;/span&gt;&lt;span style="font-size: 12pt; font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;his at all times.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;      &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-size: 12pt; font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;Don’t get me wrong, self-sacrifice can be taken too far.&lt;span style=""&gt;  &lt;/span&gt;A true hero can only turn the other cheek so many times before it becomes pointless and stupid.&lt;span style=""&gt;  &lt;/span&gt;But where is that line?&lt;span style=""&gt;  &lt;/span&gt;He must defend those who not only need it but want it.&lt;span style=""&gt;  &lt;/span&gt;What if they can’t decide for themselves?&lt;span style=""&gt;  &lt;/span&gt;And should he save himself at the expense of the lives of others knowing that his continued existence will be a greater benefit to the world over time?&lt;span style=""&gt;  &lt;/span&gt;These are tough questions and situations; far more difficult than cleansing a dungeon of all evil.&lt;span style=""&gt;  &lt;/span&gt;Tough enough, in fact, that only a true hero can solve them.&lt;span style=""&gt;  &lt;/span&gt;Someone should make a game where people “role-play” characters who deal with these issues!&lt;span style=""&gt;  &lt;/span&gt;Oh, wait…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-size: 12pt; font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;Heroism, like truth, has many faces and degrees and can even be relative.&lt;span style=""&gt;  &lt;/span&gt;Was Darth Vader a hero?&lt;span style=""&gt;  &lt;/span&gt;Perhaps he was more of an anti-hero or both at different times of his life.&lt;span style=""&gt;  &lt;/span&gt;Was Luke justified in destroying the Death Star when thousands of innocents undoubtedly lost their lives (thanks Kevin Smith)?&lt;span style=""&gt;  &lt;/span&gt;It gets subjective with the speed of an objective bullet.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-size: 12pt; font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;In a role-playing scenario the needs, wants, and personality of a character (and player) tend to determine the degree of heroism within our characters.&lt;span style=""&gt;  &lt;/span&gt;You might find it interesting to consider my thoughts, add some of your own, and actually gauge your character’s heroic status.&lt;span style=""&gt;  &lt;/span&gt;Is he high good/low hero?&lt;span style=""&gt;  &lt;/span&gt;Or is he moderate good/high hero?&lt;span style=""&gt;  &lt;/span&gt;Can a character be high good/low hero or high evil/high hero?&lt;span style=""&gt;  &lt;/span&gt;What about past characters?&lt;span style=""&gt;  &lt;/span&gt;Is it better to have a party that is all good and with varying degrees of heroicness or vice-versa?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNoSpacing"&gt;&lt;span style="font-size: 12pt; font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;;"&gt;Hmmmmmm…..&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;</description><link>http://ericjreid.com/gaming/2008/06/nature-of-hero-truth-has-many-faces.html</link><author>noreply@blogger.com (Decomposer)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-130046847274673779</guid><pubDate>Wed, 04 Jun 2008 15:34:00 +0000</pubDate><atom:updated>2008-06-04T10:57:23.629-05:00</atom:updated><title>News</title><description>I've got bad news...I'm not going to be able to make as many games over the next year or so. Family, money, and time constraints are taking their toll. For the time being, I'm going to have to bow out of our monthly/bi-monthly games for awhile. I' d like very much like to plan and attend some sort of "annual" game, perhaps next Summer, if others are willing.&lt;br /&gt;&lt;br /&gt;This is very difficult for me but it's been a long time coming...&lt;br /&gt;&lt;br /&gt;I am hoping that those of you who desire, will still get together more regularly and toss bones and maybe toss me one, by emailing or using the blog to share your exploits. Hearing about your exploits 2nd hand won't be the same but&lt;br /&gt;&lt;br /&gt;I'm going to reassess this after a few months and see if things have changed but for now, that's where I stand.</description><link>http://ericjreid.com/gaming/2008/06/news.html</link><author>noreply@blogger.com (Big Sexy)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-3856441765306687419</guid><pubDate>Fri, 09 May 2008 18:17:00 +0000</pubDate><atom:updated>2008-05-09T13:17:41.729-05:00</atom:updated><title>May game</title><description>Looking forward to the game, bizatches!</description><link>http://ericjreid.com/gaming/2008/05/may-game.html</link><author>noreply@blogger.com (Eric J. Reid, Open Road Communications)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-5004822566087200503</guid><pubDate>Tue, 11 Mar 2008 18:23:00 +0000</pubDate><atom:updated>2008-03-11T13:23:58.808-05:00</atom:updated><title>An Alternate Take on Gary Gygax</title><description>&lt;a href="http://www.slate.com/id/2186203/"&gt;http://www.slate.com/id/2186203/&lt;/a&gt;</description><link>http://ericjreid.com/gaming/2008/03/alternate-take-on-gary-gygax.html</link><author>noreply@blogger.com (Decomposer)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-4330191024704521470</guid><pubDate>Sat, 08 Mar 2008 16:20:00 +0000</pubDate><atom:updated>2008-03-08T11:16:15.566-06:00</atom:updated><title>Why WotC is Slash-and-Burning Dungeons &amp; Dragons</title><description>That is a really interesting point of view and I think much of it has merit.&lt;br /&gt;&lt;br /&gt;The fundamental tenant of his argument, however, is easily debatable; that is, how much of "The Game" is a system of rules and how much comes from the mind of the DM and his players.&lt;br /&gt;&lt;br /&gt;None of us would argue that the style of the rules system doesn't have a huge effect on the game-play and the overall "vibe" of the game.  There is no way I could effectively run a Ravenloft campaign with the 4.0 rules without significant modification, for instance.  It just wouldn't make sense.  For traditional fantasy, however, is seems very workable.&lt;br /&gt;&lt;br /&gt;I've never been interested in the rules.  They are a necessary component to the part of the game that I &lt;span style="font-weight: bold;"&gt;am&lt;/span&gt; interested in; story, role-playing, and companionship.  To abandon much of the old system may not be a detriment but rather an advancement of those elements of the game.  Though it remains to be seen, I'm hopeful. &lt;br /&gt;&lt;br /&gt;I'm in favor of simplification.  It will speed game play and enable those of us with less time and/or inclination to wrestle with 3.0 or 3.5 to become better acquainted with the system and thus have a more significant investment in the game.  Who knows, with a more intuitive and accessible system Scott might manage to decide his character's action in somewhere under an hour!&lt;br /&gt;&lt;br /&gt;The success of the game will depend on its flexibility and ease of play.  Fourth edition seems to lean in that direction.  I say the King is dead.  Long live the King.</description><link>http://ericjreid.com/gaming/2008/03/why-wotc-is-slash-and-burning-dungeons.html</link><author>noreply@blogger.com (Decomposer)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-5151011558401752051</guid><pubDate>Tue, 04 Mar 2008 19:23:00 +0000</pubDate><atom:updated>2008-03-04T13:23:36.821-06:00</atom:updated><title>A Sad Day</title><description>&lt;h3&gt;The Father of Dungeons and Dragons, Gary Gygax, Has Died..&lt;/h3&gt;   &lt;p&gt;&lt;span class="ch-link"&gt;&lt;a href="http://diy.propeller.com/"&gt;Do-It-Yourself&lt;/a&gt;&lt;/span&gt; – Ernest Gary Gygax ( July 27, 1938 -- March 4, 2008) was an American writer and game designer, best known for co-creating the pioneering role-playing game Dungeons &amp;amp; Dragons (D&amp;amp;D) with Dave Arneson, and co-founding the company Tactical Studies Rules with Don Kaye in 1974. Gygax is generally acknowledged as the father of the role-playing.&lt;/p&gt;</description><link>http://ericjreid.com/gaming/2008/03/sad-day.html</link><author>noreply@blogger.com (Decomposer)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-7008548326615222667</guid><pubDate>Sat, 23 Feb 2008 18:07:00 +0000</pubDate><atom:updated>2008-02-23T12:08:10.452-06:00</atom:updated><title>4th Edition Rogue</title><description>&lt;h4&gt;Rogue&lt;/h4&gt; &lt;p&gt;&lt;i&gt;"You look surprised to see me. If you’d been paying attention, you might still be alive."&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;CLASS TRAITS&lt;/b&gt;&lt;/p&gt; &lt;blockquote&gt;&lt;b&gt;Role:&lt;/b&gt; Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.&lt;br /&gt;&lt;b&gt;Power Source:&lt;/b&gt; Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.&lt;br /&gt;&lt;b&gt;Key Abilities:&lt;/b&gt; Dexterity, Strength, Charisma&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Armor Training:&lt;/b&gt; Leather&lt;br /&gt;&lt;b&gt;Weapon Proficiencies:&lt;/b&gt; Dagger, hand crossbow, shuriken, sling, short sword&lt;br /&gt;&lt;b&gt;Bonus to Defense:&lt;/b&gt; +2 Reflex&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hit Points at 1st Level:&lt;/b&gt; 12 + Constitution score&lt;br /&gt;&lt;b&gt;Hit Points per Level Gained:&lt;/b&gt; 5&lt;br /&gt;&lt;b&gt;Healing Surges:&lt;/b&gt; 6 + Constitution modifier&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Trained Skills:&lt;/b&gt; Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.&lt;br /&gt;&lt;i&gt;Class Skills:&lt;/i&gt; Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Build Options:&lt;/b&gt; Brawny rogue, trickster rogue&lt;br /&gt;&lt;b&gt;Class Features:&lt;/b&gt; First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack &lt;/blockquote&gt; &lt;p&gt;Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.&lt;/p&gt; &lt;p&gt;As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.&lt;/p&gt; &lt;p&gt;With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?&lt;/p&gt; &lt;table align="center" bgcolor="#e6e6e6" border="0" cellpadding="2" cellspacing="2" width="550"&gt;&lt;tbody&gt;&lt;tr bgcolor="#e6e6e6"&gt;&lt;td&gt; &lt;p&gt;&lt;b&gt;ROGUE OVERVIEW&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Characteristics:&lt;/b&gt; Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Religion:&lt;/b&gt; Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Races:&lt;/b&gt; Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.&lt;/p&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h4&gt;Creating a Rogue&lt;/h4&gt; &lt;p&gt;The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dexterity, Charisma, and Strength are the rogue’s most important ability scores.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Brawny Rogue&lt;/b&gt;&lt;br /&gt;You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of damage into every punch.&lt;/p&gt; &lt;blockquote&gt;&lt;b&gt;Suggested Feat:&lt;/b&gt; Weapon Focus (Human feat: Toughness)&lt;br /&gt;&lt;b&gt;Suggested Skills:&lt;/b&gt; Athletics, Dungeoneering, Intimidate, Stealth, Streetwise, Thievery&lt;br /&gt;&lt;b&gt;Suggested At-Will Powers:&lt;/b&gt; Piercing Strike, Riposte Strike&lt;br /&gt;&lt;b&gt;Suggested Encounter Power:&lt;/b&gt; Torturous Strike&lt;br /&gt;&lt;b&gt;Suggested Daily Power:&lt;/b&gt; Easy Target &lt;/blockquote&gt; &lt;p&gt;&lt;b&gt;Trickster Rogue&lt;/b&gt;&lt;br /&gt;You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies’ attacks or redirecting them to other foes. Most of your attack powers rely on Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Charisma score, as well as those that add to your trickster nature.&lt;/p&gt; &lt;blockquote&gt;&lt;b&gt;Suggested Feat:&lt;/b&gt; Backstabber (Human feat: Human Perseverance)&lt;br /&gt;&lt;b&gt;Suggested Skills:&lt;/b&gt; Acrobatics, Bluff, Insight, Perception, Stealth, Thievery&lt;br /&gt;&lt;b&gt;Suggested At-Will Powers:&lt;/b&gt; Deft Strike, Sly Flourish&lt;br /&gt;&lt;b&gt;Suggested Encounter Power:&lt;/b&gt; Positioning Strike&lt;br /&gt;&lt;b&gt;Suggested Daily Power:&lt;/b&gt; Trick Strike &lt;/blockquote&gt; &lt;h4&gt;Rogue Class Features&lt;/h4&gt; &lt;p&gt;All rogues share these class features.&lt;/p&gt; &lt;p&gt;&lt;b&gt;First Strike&lt;/b&gt;&lt;br /&gt;At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Rogue Tactics&lt;/b&gt;&lt;br /&gt;Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.&lt;/p&gt; &lt;p&gt;Choose one of the following options.&lt;/p&gt; &lt;blockquote&gt;&lt;b&gt;Artful Dodger:&lt;/b&gt; You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.&lt;br /&gt;&lt;b&gt;Brutal Scoundrel:&lt;/b&gt; You gain a bonus to Sneak Attack damage equal to your Strength modifier. &lt;/blockquote&gt; &lt;p&gt;The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Rogue Weapon Talent&lt;/b&gt;&lt;br /&gt;When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Sneak Attack&lt;/b&gt;&lt;br /&gt;Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases.&lt;/p&gt; &lt;table&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;b&gt;Level&lt;/b&gt;&lt;/td&gt; &lt;td&gt;&lt;b&gt;Sneak Attack Damage&lt;/b&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt;&lt;td&gt;1st–10th&lt;/td&gt; &lt;td&gt;+2d6&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt;&lt;td&gt;11th–20th&lt;/td&gt; &lt;td&gt;+3d6&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt;&lt;td&gt;21st–30th&lt;/td&gt; &lt;td&gt;+5d6&lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;h4&gt;Rogue Powers&lt;/h4&gt; &lt;p&gt;Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.&lt;/p&gt; &lt;table align="center" bgcolor="#e6e6e6" border="0" cellpadding="2" cellspacing="2" width="550"&gt;&lt;tbody&gt;&lt;tr bgcolor="#e6e6e6"&gt;&lt;td&gt;&lt;b&gt;Deft Strike&lt;/b&gt;&lt;br /&gt;Rogue Attack 1&lt;br /&gt;&lt;i&gt;A final lunge brings you into an advantageous position.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;At-Will&lt;/b&gt; ✦ &lt;b&gt;Martial&lt;/b&gt;, &lt;b&gt;Weapon&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Standard Action&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Melee&lt;/b&gt; or &lt;b&gt;Ranged&lt;/b&gt; weapon&lt;br /&gt;&lt;b&gt;Requirement:&lt;/b&gt; You must be wielding a crossbow, a light blade, or a sling.&lt;br /&gt;&lt;b&gt;Target:&lt;/b&gt; One creature&lt;br /&gt;&lt;b&gt;Special:&lt;/b&gt; You can move 2 squares before the attack.&lt;br /&gt;&lt;b&gt;Attack:&lt;/b&gt; Dexterity vs. AC&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hit:&lt;/b&gt; 1[W] + Dexterity modifier damage.&lt;br /&gt;Increase damage to 2[W] + Dexterity modifier at 21st level. &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;&lt;table align="center" bgcolor="#e6e6e6" border="0" cellpadding="2" cellspacing="2" width="550"&gt;&lt;tbody&gt;&lt;tr bgcolor="#e6e6e6"&gt;&lt;td&gt;&lt;b&gt;Piercing Strike&lt;/b&gt;&lt;br /&gt;Rogue Attack 1&lt;br /&gt;&lt;i&gt;A needle-sharp point slips past armor and into tender flesh.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;At-Will&lt;/b&gt; ✦ &lt;b&gt;Martial&lt;/b&gt;, &lt;b&gt;Weapon&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Standard Action&lt;/b&gt;&lt;br /&gt;&lt;b&gt; Melee&lt;/b&gt; weapon&lt;br /&gt;&lt;b&gt;Requirement:&lt;/b&gt; You must be wielding a light blade.&lt;br /&gt;&lt;b&gt;Target:&lt;/b&gt; One creature&lt;br /&gt;&lt;b&gt;Attack:&lt;/b&gt; Dexterity vs. Reflex&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hit:&lt;/b&gt; 1[W] + Dexterity modifier damage.&lt;br /&gt;Increase damage to 2[W] + Dexterity modifier at 21st level. &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;&lt;table align="center" bgcolor="#e6e6e6" border="0" cellpadding="2" cellspacing="2" width="550"&gt;&lt;tbody&gt;&lt;tr bgcolor="#e6e6e6"&gt;&lt;td&gt;&lt;b&gt;Positioning Strike&lt;/b&gt;&lt;br /&gt;Rogue Attack 1&lt;br /&gt;&lt;i&gt;A false stumble and a shove place the enemy exactly where you want him.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Encounter&lt;/b&gt; ✦ &lt;b&gt;Martial&lt;/b&gt;, &lt;b&gt;Weapon&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Standard Action&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Melee&lt;/b&gt; weapon&lt;br /&gt;&lt;b&gt;Requirement:&lt;/b&gt; You must be wielding a light blade.&lt;br /&gt;&lt;b&gt;Target:&lt;/b&gt; One creature&lt;br /&gt;&lt;b&gt;Attack:&lt;/b&gt; Dexterity vs. Will&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hit:&lt;/b&gt; 1[W] + Dexterity modifier damage, and you slide the target 1 square.&lt;br /&gt;&lt;b&gt;Artful Dodger:&lt;/b&gt; You slide the target a number of squares equal to your Charisma modifier. &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;&lt;table align="center" bgcolor="#e6e6e6" border="0" cellpadding="2" cellspacing="2" width="550"&gt;&lt;tbody&gt;&lt;tr bgcolor="#e6e6e6"&gt;&lt;td&gt;&lt;b&gt;Torturous Strike&lt;/b&gt;&lt;br /&gt;Rogue Attack 1&lt;br /&gt;&lt;i&gt;If you twist the blade in the wound just so, you can make your enemy howl in pain.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Encounter&lt;/b&gt; ✦ &lt;b&gt;Martial&lt;/b&gt;, &lt;b&gt;Weapon&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Standard Action&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Melee&lt;/b&gt; weapon&lt;br /&gt;&lt;b&gt;Requirement:&lt;/b&gt; You must be wielding a light blade.&lt;br /&gt;&lt;b&gt;Target:&lt;/b&gt; One creature&lt;br /&gt;&lt;b&gt;Attack:&lt;/b&gt; Dexterity vs. AC&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hit:&lt;/b&gt; 2[W] + Dexterity modifier damage.&lt;br /&gt;&lt;b&gt;Brutal Scoundrel:&lt;/b&gt; You gain a bonus to the damage roll equal to your Strength modifier. &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;&lt;table align="center" bgcolor="#e6e6e6" border="0" cellpadding="2" cellspacing="2" width="550"&gt;&lt;tbody&gt;&lt;tr bgcolor="#e6e6e6"&gt;&lt;td&gt;&lt;b&gt;Tumble&lt;/b&gt;&lt;br /&gt;Rogue Utility 2&lt;br /&gt;&lt;i&gt;You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Encounter&lt;/b&gt; ✦ &lt;b&gt;Martial&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Move Action&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Personal&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Prerequisite:&lt;/b&gt; You must be trained in Acrobatics.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Effect:&lt;/b&gt; You can shift a number of squares equal to one-half your speed. &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Crimson Edge&lt;/b&gt;&lt;br /&gt;Rogue Attack 9&lt;br /&gt;&lt;i&gt;You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Daily&lt;/b&gt; ✦ &lt;b&gt;Martial&lt;/b&gt;, &lt;b&gt;Weapon&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Standard Action&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Melee&lt;/b&gt; weapon&lt;br /&gt;&lt;b&gt;Requirement:&lt;/b&gt; You must be wielding a light blade.&lt;br /&gt;&lt;b&gt;Target:&lt;/b&gt; One creature&lt;br /&gt;&lt;b&gt;Attack:&lt;/b&gt; Dexterity vs. Fortitude&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hit:&lt;/b&gt; 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).&lt;br /&gt;&lt;b&gt;Miss:&lt;/b&gt; Half damage, and no ongoing damage.</description><link>http://ericjreid.com/gaming/2008/02/4th-edition-rogue.html</link><author>noreply@blogger.com (Decomposer)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-2766961868745686293</guid><pubDate>Wed, 30 Jan 2008 20:28:00 +0000</pubDate><atom:updated>2008-01-30T14:29:27.433-06:00</atom:updated><title>4th Edition Pit Fiend Stats</title><description>&lt;p&gt;The following stats give some of the best clues to how the game mechanic might change.&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Pit Fiend Level 26 Elite Soldier (Leader)&lt;/b&gt;&lt;br /&gt;Large immortal humanoid (devil) &lt;b&gt;XP&lt;/b&gt; 18,000&lt;br /&gt;&lt;b&gt;Initiative&lt;/b&gt; +22 &lt;b&gt;Senses&lt;/b&gt; Perception +23; darkvision&lt;br /&gt;&lt;b&gt;Aura of Fear (Fear)&lt;/b&gt; aura 5; enemies in the aura take a –2 penalty on attack rolls.&lt;br /&gt;&lt;b&gt;Aura of Fire (Fire)&lt;/b&gt; aura 5; enemies that enter or start their turns in the aura take 15 fire damage.&lt;br /&gt;&lt;b&gt;HP&lt;/b&gt; 350; &lt;b&gt;Bloodied&lt;/b&gt; 175&lt;br /&gt;&lt;b&gt;AC&lt;/b&gt; 44; &lt;b&gt;Fortitude&lt;/b&gt; 42, &lt;b&gt;Reflex&lt;/b&gt; 38, &lt;b&gt;Will&lt;/b&gt; 40&lt;br /&gt;&lt;b&gt;Resist&lt;/b&gt; 30 fire, 15 poison&lt;br /&gt;&lt;b&gt;Saving Throws&lt;/b&gt; +2&lt;br /&gt;&lt;b&gt;Speed&lt;/b&gt; 12, fly 12 (clumsy), teleport 10&lt;br /&gt;&lt;b&gt;Action Points&lt;/b&gt; 1&lt;br /&gt;&lt;b&gt;Melee Flametouched Mace (standard; at-will) • Fire, Weapon&lt;/b&gt;&lt;br /&gt;Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).&lt;br /&gt;&lt;b&gt;Melee Tail Sting (standard; at-will) • Poison&lt;/b&gt;&lt;br /&gt;+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. &lt;i&gt;Followup:&lt;/i&gt; +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).&lt;br /&gt;&lt;b&gt;Melee Pit Fiend Frenzy (standard; at-will)&lt;/b&gt;&lt;br /&gt;The pit fiend makes a flametouched mace attack and a tail sting attack.&lt;br /&gt;&lt;b&gt;Ranged Point of Terror (minor; at-will) • Fear&lt;/b&gt;&lt;br /&gt;Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn.&lt;br /&gt;&lt;b&gt;Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire&lt;/b&gt;&lt;br /&gt;Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.&lt;br /&gt;&lt;b&gt;Infernal Summons (standard; encounter) • Conjuration&lt;/b&gt;&lt;br /&gt;The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;8 legion devil legionnaires (level 21), or&lt;/li&gt;&lt;li&gt;2 war devils (level 22), or&lt;/li&gt;&lt;li&gt;1 war devil (level 22) and 4 legion devil legionnaires (level 21)&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Tactical Teleport (standard; recharge 4 5 6) • Teleportation&lt;/b&gt;&lt;br /&gt;The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.&lt;br /&gt;&lt;b&gt;Alignment&lt;/b&gt; Evil&lt;br /&gt;&lt;a target="_blank" href="http://www.wizards.com/dnd/images/4e/20080125_drdd_1full.jpg"&gt;&lt;img src="http://www.wizards.com/dnd/images/4e/20080125_drdd_1th.jpg" align="right" border="0" /&gt;&lt;/a&gt;&lt;b&gt;Languages&lt;/b&gt; Supernal&lt;br /&gt;&lt;b&gt;Skills&lt;/b&gt; Bluff +27, Intimidate +27, Religion +24&lt;br /&gt;&lt;b&gt;Str&lt;/b&gt; 32 (+24) &lt;b&gt;Dex&lt;/b&gt; 24 (+20) &lt;b&gt;Wis&lt;/b&gt; 20 (+18)&lt;br /&gt;&lt;b&gt;Con&lt;/b&gt; 27 (+21) &lt;b&gt;Int&lt;/b&gt; 22 (+19) &lt;b&gt;Cha&lt;/b&gt; 28 (+22)&lt;br /&gt;&lt;b&gt;Equipment&lt;/b&gt; flametouched mace, noble signet ring  &lt;p&gt;&lt;b&gt;Pit Fiend Tactics&lt;/b&gt;&lt;br /&gt;A pit fiend fights close to its enemies, catching them in its &lt;i&gt;aura of fear&lt;/i&gt; and &lt;i&gt;aura of fire&lt;/i&gt;. On the first round of combat, it spends an action point to use &lt;i&gt;infernal summons&lt;/i&gt;. It then uses &lt;i&gt;point of terror&lt;/i&gt; against a tough-looking foe and &lt;i&gt;tactical teleport&lt;/i&gt; to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses &lt;i&gt;irresistible command&lt;/i&gt; on an ally within range.&lt;/p&gt; &lt;p&gt; A pit fiend alternates between &lt;i&gt;point of terror&lt;/i&gt; and &lt;i&gt;irresistible command&lt;/i&gt;, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses &lt;i&gt;pit fiend frenzy&lt;/i&gt;, teleporting as needed to gain a better position.&lt;/p&gt; &lt;p&gt; A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Pit Fiend Lore&lt;/b&gt;&lt;br /&gt;A character knows the following information with a successful Religion check:&lt;/p&gt; &lt;p&gt;&lt;b&gt;DC 25:&lt;/b&gt; Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master's domain.&lt;/p&gt; &lt;p&gt;&lt;b&gt;DC 30:&lt;/b&gt; Once every 99 years, a pit fiend can grant a mortal's wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.&lt;/p&gt; &lt;p&gt;&lt;b&gt;DC 35:&lt;/b&gt; Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.&lt;/p&gt;</description><link>http://ericjreid.com/gaming/2008/01/4th-edition-pit-fiend-stats.html</link><author>noreply@blogger.com (Decomposer)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-7753007116061870894</guid><pubDate>Sat, 05 Jan 2008 18:58:00 +0000</pubDate><atom:updated>2008-01-05T12:59:50.965-06:00</atom:updated><title>More 4th info</title><description>Here is a page I have been reading up on regarding 4th, if you all are interested it is pretty long as well. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://dnd4.com/rumors"&gt;linky&lt;/a&gt;</description><link>http://ericjreid.com/gaming/2008/01/more-4th-info.html</link><author>noreply@blogger.com (feist)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-5603897231796619283</guid><pubDate>Sat, 05 Jan 2008 18:36:00 +0000</pubDate><atom:updated>2008-01-05T12:39:30.492-06:00</atom:updated><title>4th Edition Criticals (pass along update from Brad)</title><description>Hey, I know Brad already left this as a comment -- but it is definitely worthy of being its own topic should we have comments on it specifically. So I'm reposting it on Brad's behalf.&lt;br /&gt;&lt;br /&gt;--------------------&lt;br /&gt;Have you guys seen this article.  Sorry it's so long, but it's pretty groovy.&lt;br /&gt;&lt;br /&gt;To score a critical hit in 4th Edition D&amp;amp;D, do the following:&lt;br /&gt;&lt;br /&gt;Roll 20.&lt;br /&gt;&lt;br /&gt;Simple enough, right? Just one number to remember. And more importantly, just one roll.&lt;br /&gt;&lt;br /&gt;Yes, the confirmation roll is gone. So why did we get rid of it? Because we, like so many players, had rolled crits only to have the confirmation roll miss. And we didn't like it. We don't think that many people did. (I look forward to reading the posts of people who disagree.) Having one roll is faster, and it's more fun. It keeps the excitement of the 20, and ditches the disappointment of the failure to confirm.&lt;br /&gt;Critical Damage&lt;br /&gt;&lt;br /&gt;Here's the part that's going to take some getting used to: Critical hits don't deal double damage. This changed because doubling everything 5% of the time led to some pretty crazy spikes that were very unpredictable.&lt;br /&gt;&lt;br /&gt;Let's say you roll a crit with a power that deals 1d10+4 normally. So the crit deals 2d10+8. The next turn, the monster attacks you using a power that deals 3d6+4 damage. He crits, dealing 6d6+8. Between the extra dice and the doubled ability modifier, that's a pretty huge difference! (And a pretty painful one.)&lt;br /&gt;&lt;br /&gt;Instead, when you roll a critical hit, all the dice are maximized. So your 1d10+4 power deals 14 damage and the monster's 3d6+4 deals 22. Generally speaking, randomness is more of an advantage to monsters than PCs. More predictable critical damage keeps monsters from insta-killing your character.&lt;br /&gt;&lt;br /&gt;Having maximized dice also helps out when you have multitarget attacks. You'll roll an attack roll against each target, so maximized dice keep you from needing to roll a bunch of dice over and over -- you can just write your crit damage on your character sheet for quick reference.&lt;br /&gt;Beefing Up Your Crits&lt;br /&gt;&lt;br /&gt;PCs also have some extra tricks up their sleeves to make their criticals better. Magic weapons (and implements for magical attacks) add extra damage on crits. So your +1 frost warhammer deals an extra 1d6 damage on a critical hit (so your crit's now up to 14+1d6 damage in the example above). Monsters don't get this benefit, so PC crits outclass monster crits most of the time.&lt;br /&gt;&lt;br /&gt;Crits can be improved in a couple of other ways. Weapons can have the high crit property, giving extra dice on a crit. Like this:&lt;br /&gt;Weapon  Prof.  Damage  Range  Cost  Weight  Category  Properties&lt;br /&gt;War pick  2  d8  --  15 gp  6 lb.  Pick  High crit, versatile&lt;br /&gt;&lt;br /&gt;In addition, some powers and magic items have extra effects on a hit. So crits are doing just fine without all those dice.&lt;br /&gt;Crits in Play&lt;br /&gt;&lt;br /&gt;In playtest, it does seem like critical hits come up more often. The subtitle of this article is stolen from Chris Tulach, who sings a bit of, "It's Beginning to Look a Lot Like Crit-mas" whenever the natural 20s come out to play. Fortunately, hit points are higher, especially at low levels, so there's a bigger buffer to keep those crits from killing people too quickly. It still feels great to roll one, but the fight goes on.&lt;br /&gt;&lt;br /&gt;We've tried to corral the numbers but keep the feel that a critical hit is a special event. So grab your d20 and your big, nasty magic axe, and get ready to crit for the fences!&lt;br /&gt;    &lt;div class="byline"&gt;&lt;a href="http://ericjreid.com/gaming/2008/01/first-post-for-gaming-group.html#c2396129753346419097" title="permanent link"&gt;#&lt;/a&gt; posted by &lt;span style="line-height: 16px;" class="comment-icon blogger-comment-icon"&gt;&lt;img src="img/b16-rounded.gif" alt="Blogger" style="display: inline;" /&gt;&lt;/span&gt; &lt;a href="profile/07547713571378411243" rel="nofollow"&gt;brad&lt;/a&gt; : January 5, 2008 11:53 AM&lt;/div&gt;&lt;span class="item-control blog-admin pid-1887828592"&gt;&lt;a style="border: medium none ;" href="delete-comment.g?blogID=2043647057027547367&amp;amp;postID=2396129753346419097" title="Delete Comment"&gt;&lt;span class="delete-comment-icon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;</description><link>http://ericjreid.com/gaming/2008/01/4th-edition-criticals-pass-along-update.html</link><author>noreply@blogger.com (Eric J. Reid, Open Road Communications)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-2043647057027547367.post-403055014871196078</guid><pubDate>Tue, 01 Jan 2008 20:23:00 +0000</pubDate><atom:updated>2008-01-01T14:24:59.016-06:00</atom:updated><title>First Post for the Gaming Group</title><description>Hey, beatches! This is the gaming blog. You know you like it.&lt;br /&gt;&lt;br /&gt;-ejr</description><link>http://ericjreid.com/gaming/2008/01/first-post-for-gaming-group.html</link><author>noreply@blogger.com (Eric J. Reid, Open Road Communications)</author></item></channel></rss>