Results 141 to 160 of 371
Thread: Radiance RPG Funtimes
25-03-2013, 07:20 PM #141
- Join Date
- Dec 2011
- Seattle, WA
There a few shorter-term methods of restoring vitality:
* A 2h nap will let you either end fatigue, turn any points of exhaustion into fatigue, turn unconsciousness into exhaustion, or heal vitality equal to your level.
* As a verbal standard action, you can transfer vitality to an ally with 15ft equal to your CHA bonus (1/ally/day).
* There are also class/theme abilities that provide vitality regen to varying degrees.
I'd be up for your game, Screwie. I have a copy of the basic Player's Handbook, but I've never actually played 4E. Either pregen or self-made characters would be fine with me.
25-03-2013, 09:15 PM #142
I actually got a copy of the core 3 rulebooks from my games club for free on the promise of running it.
I did, but I only ended up getting about 50% attendance
25-03-2013, 09:26 PM #143
Well I'll dig out the rules compendium for the Dropbox, but I don't mind coaching it as we play either.
As for characters, we can go with quick-gen: I'll give you a list of the classes (with descriptions), you pick one of them, plus a race and gender (and archetype, if you like, plus any weapon or skill related specialisation you want) and I'll sort out something appropriate for you for Sunday. One of the nice things about 4e is there are no bad race/class combinations. Some can be better than others but none are bad. You could be a half-giant rogue if you wanted, and it'd work out fine.
Proper character generation involves looking through some long feat and power lists, so proper character generation can wait for a proper campaign. :)
I'll get that list sorted out asap.
Last edited by Screwie; 25-03-2013 at 09:35 PM.
25-03-2013, 11:05 PM #144
Screwie - I'd be up for a one-shot. It'll probably go longer than you expect, what with a new system plus drunken bickering (which is the best bit) so let's see who's playing and maybe adjust the times a little to allow for longer.
X-kot - the cavern is a lovely size; we're not in a hurry to get anywhere and it's full of challenging but not too challenging enemies to fight. Also we'd have gone quicker if going quickly and getting to the destination were the point of the sessions; the journey's the thing (and the mildly drunken chat on the way).
Last edited by President Weasel; 25-03-2013 at 11:09 PM.
26-03-2013, 12:02 AM #145
26-03-2013, 01:16 AM #146
DnD 4e Post!
In 4e, they codified each class' purpose in a party and split them all between four general combat roles. However roles are kind of mutable, while every class is designed around one main role they can also fill one or two other roles in a minor fashion. And despite having the same chief role, classes still behave quite differently in their methods. And furthermore, each has several different build specialisations they can pick from, so there is a lot of choice!
But without further ado, here are each of the roles and some class choices for each:
The simplest of roles , these guys are there to kill things and try and stay out of trouble.
- Barbarian - Their primal rages grant them supernatural powers, and also they just hit things REALLY hard.
- Ranger - A master of dual weapons, thrown weapons or the bow, the ranger attacks fast and often but focuses on a single chosen prey at a time.
- Rogue - In the right circumstances, the rogue's sneak attack causes masses of damage. They can specialise as a sneak, a swashbuckler or an intimidating thug equally well.
- Monk - Highly mobile and able to strike many foes at once, the monk has a ton of flamboyantly-named attack options.
- Sorcerer - Their power is derived from their bloodline and they wield explosive magic for hurting multiple foes.
- Warlock - A spellcaster who hexes their chosen target and uses magical abilities gained through a pact with a greater power.
Controllers don't have the damage output of strikers but tend to be flexible, and their best powers stop enemies in their tracks and can take a whole encounter apart.
- Wizard - His spellbook and cantrips give him a lot of tricks, and a broad range of power options means he can almost fill the sorcerer's shoes if he just feels like blasting things.
- Psion - Uses telepathy and/or telekinesis to control the enemy for crazy funtimes. The psion uses power points, which are unique to psionic classes and give him a unique amount of flexibility.
- Seeker - A ranger with a deep connection to primal nature, they mix archery or thrown weapons with the summoning of nature spirits.
The support guy. He heals, he buffs, he gets a big bag of tricks really. Not required for a party, but he does make surviving things a tad easier.
- Cleric - Comes in classic warrior priest, divine laser and pacifist healer varieties. The cleric can also channel divinity, calling on powers direct from his deity (most common and generic example: Turn Undead).
- Warlord - The warlord uses tactics to change the battlefield for the better, move his allies into position, allow them to strike out of turn and inspires them to carry on fighting when things are bleak. Possibly the most iconic new addition in 4e.
- Bard - The bard can rally his friends with majestic song, or trick the strands of fate and alter the immediate future for their benefit.
The role of the tank, every defender has a unique means of 'marking' foes (penalising them for attacking anyone else but themselves), giving them immense close-range control.
- Fighter - The archetypal defender. Guards his allies using melee attacks his enemies can't afford to ignore. Great feat support can make fighters deadly strikers too.
- Paladin - This divine champion compels foes to attack him or be seared by radiant light. Also they have some leader-y support in their Lay on Hands ability.
- Warden - A guardian of nature. The warden is somewhere between a fighter and a barbarian, except instead of raging he transforms into a powerful manifestation of the elements. A sackful of hit points doesn't exactly hurt, either.
There are more classes than this (many more), but these are the simplest to handle and as such the classes I would recommend for now. A balanced party would have at least one of each, but the game is robust enough to ignore that recommendation (for example in an all-striker party, what was lost in defense would be countered by how much faster things die).
Apologies for being a bit broad and vague, I hope it makes sense. If a particular class takes your fancy but you would like to know more before choosing (like weapon proficiencies, specialisations, etc), just ask away!
EDIT: Fixed some typos and incomplete sentences. Also I neglected to talk a bit about races!
As for racial options, there's not a whole lot that needs to be said. Any of your archetypal choices are all available, plus a few odd ones that I'm happy to ignore for another time.
Among what could be considered the "standard" 4e races, the big new things were...
- the dragonborn - a warrior race with dragonic heritage (and cool dragon breath).
- a new take on tieflings - no longer halfbreeds but a stable race with a distant devilish heritage, and slightly more monstrous but uniform in appearance.
- the eladrin - essentially a new name for high elves. Eladrin are a race of elves born in their ancestral plane of the Feywild, they are like the elves' snooty and disapproving parents.
The other races are more or less as you'd expect.
Last edited by Screwie; 26-03-2013 at 03:05 PM.
26-03-2013, 03:25 AM #147
- Join Date
- Dec 2011
- Seattle, WA
Ooh, nice summary. I'd like to try the devoted cleric build, plz.
EDIT: I'll leave the race and deity details to you, Screwie.
Last edited by X_kot; 27-03-2013 at 02:40 AM.
26-03-2013, 12:13 PM #148
Quite tempted by a warlord after the pattern of R. Lee Ermey's typecast, whose 'inspiring words' are just a torrent of brutal insults.
26-03-2013, 02:08 PM #149
Two leaders in the party would be absolutely fine - and allow me to throw much nastier things at you :)
26-03-2013, 07:26 PM #150
I will be a human longbow ranger. Are we rolling up our own characters or using stock ones?
Last edited by palindrome; 27-03-2013 at 01:05 AM.
27-03-2013, 10:06 AM #151
I'll roll up some pre-gens based on your preferences. See my post, three posts up.
- palindrome - ranger, human (longbow) - done
- X_kot - cleric
- Harlander - warlord
- P Dubs - ???
X_kot and Harlander, if you have a race and/or weaponry preference in mind let me know.
The Rules Compendium is in the Dopbox now. I'll add Palindrome's character sheet once I can save it in a usable format (the offline character builder only has an unhelpful proprietary format) - but at worst, I can still save it as an XPS file with just a little fiddling.
Last edited by Screwie; 27-03-2013 at 10:50 AM.
27-03-2013, 11:03 AM #152
Dragonborn, and some kind of zweihander or other needlessly big sword
27-03-2013, 11:47 AM #153
Nice choice. :) The biggest sword in the game is called a fullblade and it's lovely/horrific. It also makes generating your character a smidge easier as your level 1 feat is already chosen (it'll be proficiency for that superior weapon).
@X_kot, I just noticed your edit, so I'll get cracking on your character too. I'm thinking of a hardy dwarf, unless PW wants dwarf-dibs (dwibs)...
27-03-2013, 12:10 PM #154
27-03-2013, 01:26 PM #155
Knife rogue, thug with enough find trap to find traps, a race with enough dex to do the job but leaning towards to thuggish end of the spectrum so not an elf. Definitely not a dwarf. Human would be fine.
Doesn't have to be min-max-tastic but it's a one shot adventure so it would be nice if he's effective out of the box.
27-03-2013, 01:44 PM #156
Solid. For race, half-orcs tend to make very good rogues and I don't imagine you would mind playing one of them. Humans are always good, though. (Also not-so-secretly glad somebody picked a rogue, as I'm of the opinion that no other class demonstrates the tactical side of 4e's combat system faster.)
Given the other members of the party, a melee-focussed cleric for X_kot would be the best form of support. Which means this has turned into a surprisingly bashy lot. :)
27-03-2013, 02:28 PM #157
Half orc's fine, I can play a nasty one instead of a noble savage.
27-03-2013, 03:53 PM #158
- Join Date
- Dec 2011
- Seattle, WA
Thanks, Screwie, sounds good.
Don't worry, Lowkey, you could always have an impromptu WFRP session with your family! Isn't bashing ratmen and chaos spawn an Easter tradition in the UK?
27-03-2013, 05:27 PM #159
Cool. I will get the character sheets sorted out over the next couple of days, then create the tokens, maps and stuff in time for Sunday.
I won't go too deep into the setting as it's just a one-off and as such there'll be a fair amount of handwaving of external themes. All you really need know in advance is, the story will be a typical fantasy affair that starts in a rural 'village-kingdom' called Pudding Hill. It won't subscribe to any particular established DnD setting (Forgotten Realms, Eberron, etc).
All I would ask for you to sort out for yourself would be:
- Whether or not your character is a local to the area or a traveller from other lands.
- What your character's name is.
You can PM me this information beforehand, or just tell me before we begin on Sunday.
Oh, and it won't be assumed your characters have met before the start of the adventure (although this may well be adjusted if they're all local). This will get cleared up on the night!
Last edited by Screwie; 27-03-2013 at 05:47 PM.
29-03-2013, 10:45 PM #160
Okay so I exported (by way of screendump) the character sheets into a PDF format, they should be filling up your Dropbox now.
As or a start time on Sunday, if everyone can make it I would be quite happy to start at 7pm-ish, to grab a little more time. Otherwise, 8pm is fine. :)