Thursday, July 30, 2009

D&D Insider: Monster Builder Beta

The download is out now for the Monster Builder beta from Wizards. This is listed as the first toll in a suite called the D&D Adventure Tools. You have to be a D&Di subscriber and have the Character Builder installed. The download can be accessed here. I've installed it now and will write more after playing with it.

Enjoy!

Ruff D&D

Character Idea: Hypochondriac Pirate

Yesterday was the last day of a contest over at the d20 Blonde in which some sample names compiled on a road trip were presented and contestants were asked to come up with an interesting background story for a character using the name of their choice from the list.

I didn't win, but I really liked my submission and decided to expand on it in a little more than 50 words

Trenton Hammomton, the nautical sell-sword:

As a sailor for hire, Trenton has served in the crews of many pirate ships, often at great risk and for great profit. He's also quite good at what he does. Nimble and strong, the rogue never doubts his ability to win a fight. Which is good, because nothing could be worse in Trenton's mind than a cut or stab wound.

You see, Trenton is a hypochondriac and often over worries himself, imagining serious maladies where things are normal. It's tough living in the adventurers life for Trenton, but with meticulous care of every scrape and splinter, he can keep his mind at ease.

His favorite people to have around are clerics of Melora who often take to the seas themselves. They save him so much time from tending his wounds.

Trenton's best quality as a shipmate is that he is always willing to supply the ship with fresh oranges and other fruit at his own expense to stave off scurvy.

Trenton, as presented here, is a D&D 4e rogue but could be easily adapted to any system in which pirates are appropriate.

Ruff D&D

Wednesday, July 29, 2009

A Follow Up on Green Druids

So, druids came back to D&D with the Players Handbook 2 in the Spring, and we see a much simpler version of the nature loving class in 4th edition than was presented in 3.5.  This simplifies the rules of shape shifting so that you no longer have to keep separate complicated stats for each animal form you might shift into and allows you to just choose your favorite appropriate animal.  Also the new powers system of 4e makes being any spell casting class, particularly those like cleric and druid that could cast any spell from their class lists assuming it was prepared in advance, infinitely more simple to play.  And, although simpler, the druid is no less powerful and fun.

One thing I did notice in looking over the class this week is that druids can now take the appropriate feat, and wear metal armor.  In 3.5 this was strictly against the druid class rules, and added a very specific nature aspect to the class.  I mean, we all hate strip mining so that billions of adventurers can wear full plate, right?  And druids were still able to wear the heavier metal armors in 3.5, if they made wooden versions of them with the Iron Wood spell.

Now, in researching the new Ironwood ritual in the Players Handbook 2, this is not an option.  All the new ritual does is increase the break DC by 5 for a wooden object.  Comparing to the DC's of doors, a wooden door has a DC 9 higher than a wooden door to break down.  Also, the rules for breaking objects just change the HP of the object based on material.  The best I can figure there are no real rules to justify an argument that a DM should or could allow the Ironwood ritual to be used this way.

Just to confirm that I didn't miss any references that made this possible, I contacted Wizards support and they confirmed my worst fears.  Druids don't get nature friendly wooden armor.

Ruff D&D

Monday, July 27, 2009

Role-Playing Idea: Green Druids


Druids get a hard time for being nature minded sometimes.  Often times, their adventuring parties contain people from within the walls of civilization who have difficulty understanding a druid's passion for the natural world.  And, while the cajoling of party members can grow tiresome, I say don't compromise your druidic nature.

Now, every druid has their own personal feelings and I'm not trying to railroad anyone into playing their character one way or another.  But, if you want to play up the green here are some tips you can use:

1. Use your nature skill!

The nature skill has many uses that a druid should always keep in mind.  Aside from the knowledge about things natural, also comes skills for foraging for food and dealing with wild animals.  Wild animals can often be calmed, and this would be the first choice of many druids. 

A group with a druid should only carry trail rations into deep dungeons where foraging may not be the best idea.  Any other night not spent in an inn should be accompanied by freshly gathered food.  This also allows you extra room to role-play your character.  Maybe you want to play a vegetarian druid.  Gather local fruits, berries, nuts, etc. for your party.  You might have a whiney fellow or two, but that's why they carry their stale jerky and other rations, right?

Also, be creative with how you handle animals you hunt for food.  A druid would never dishonor an animals life by not using every part after killing it.  Decorate your hair with bones, maybe.  Or, use the furs for something creative.  Perhaps a warm cloak for winter, or a soft blanket for camping during your travels.  Use your imaginations.

2. Spend more time out of the inn.

You know your adventuring companions prefer a warm soft bed when they get the chance, but you may not be as comfortable within the walls of a town as they are.  Does the town have a park you could camp in?  Maybe you want to slip just outside of town and set up a campsite.  In fact, there is much to be said for the safety of sleeping within view of the night guard.  You not only have guaranteed watches for the night, but may be able to assist them if something happens or even accidently overhear something important.

3. Make sure to maintain a clean and safe campsite.

Are your companions eating rations wrapped in parchment?  Don't let them just leave that on the ground.  Pick it up and use it to start the camp fire.  Also, make sure you thoroughly put out the fire when you pack up to leave the campsite.  Remember, only adventurers can prevent necromancers, but everyone needs to watch out for wildfires.

4. If you don't make it yourself, find out who does.

Need a new suit of hide armor?  Make sure you know what kind of animal the hide came from.  Ask who the supplier is; how they acquire the hide; what they do with the rest of the animal.  Maybe you want to know how the local herdsmen treat their livestock.  Just try not to be too annoying to your DM with this one.

5. Be creative.

These are only a few translations of a green lifestyle into the druid class.  None of these things are musts for all druids, and these are also not sole property of druids.  A fighter can be just as environmentally conscious.  Just allow your own personal experience with the topic to help you flesh out a green character and not stick yourself into a cookie-cutter druid.

Ruff D&D

Thursday, July 23, 2009

Gaming Paper, Affordable Map Paper

Last week I heard about a new product called Gaming Paper.  Gaming Paper is a 30" by 12' roll of 1-inch grid paper that is perfect for making maps for table top games and costs only $4.  Running my weekly RPGA adventures, I have been borrowing a reusable mat from one of the players.  But, the ability to get an affordable roll of paper designed to be disposable just seemed too good to pass up.  The thought of being able to draw nice maps and keep them if they're nice, or just toss them when I'm done, makes me very happy.

So Friday I placed an order, and on Monday a tube arrived with 2 rolls of the paper.  Already, I was impressed because of the speedy delivery.  There were a few things I noted right away as I opened the plastic wrapping.  Firstly, and not surprisingly, the paper has a half inch border around the closest whole squares, so your 30" paper is only 29 squares wide.  That's not a big deal, and frankly something I expected but I want to expressly state that for anyone that might be expecting 30 squares wide.

Another thing I noticed was that contact between my hand and the paper caused a discoloration of the paper.  This was even as specific as fingerprints and was a noticeable, darker yellow-brown.  My hands were clean and this only seemed to happen with extended contact and pressure, such as holding the roll to remove the plastic, or leaning on it to draw.  With a little care this can be avoided.  One thing I hope, though, is that with age the whole thing will turn this color because, honestly, I really like the color it turns.  It gives the map a really nice antique paper look that would be great for saving maps.

Overall, I found drawing a set of maps for my encounters tonight a pleasant experience.  Me being me, however, I spent a couple hours more than I had anticipated on my maps.  These first ones are definitely keepers!

Ruff D&D

Wednesday, July 22, 2009

Annnnd, go!

So, I got the site pretty well how I like it.  Let's see how it holds up.

Again, I will be working on a real post about Gaming Paper tomorrow after I go home and draw some maps on mine tonight.  Here's hoping the experience is good!

Ruff D&D

Welcome to BRB, LOLth!

This is my new blog to house my thoughts and comments on D&D and other table top gaming topics.  It's going to be in transition today as I work on the design.  Tonight I start to work on maps using my new Gaming Paper; an experience I will write about tomorrow.  So, my first post is a little weak, but a serious post will surface soon.  Once it's up and running, I may add my foaming-at-the-mouth, D&D fanatic friends as authors so they may also share their thoughts.

Until then!

Ruff D&D