Showing posts with label guardian. Show all posts
Showing posts with label guardian. Show all posts

Wednesday, August 28, 2013

Pathfinder RPG: Mythic Adventures

Because not all heroes are created equal...

Pathfinder RPG: Mythic Adventures is for players whose goal is to become heroes of myth and legend, the kind whose every footstep shakes the heavens. Mythic Adventures introduces six mythic paths: archmage, champion, guardian, hierophant, marshall, and trickster. It also includes new mythic feats, spells, magic items, artifacts, legendary items, and over 40 mythic monsters.

Players choose a mythic path and complete mythic trials tied to their character's story, gaining "unbelievable" power as they do so. Each mythic path works in parallel with the player's character class. You can start playing a mythic character at any point, even as early as level 1.

Pathfinder RPG: Mythic Adventures also includes a thorough guide to assist Game Masters in the creation of their own mythic adventures.


Monday, August 5, 2013

Marvel HeroClix: The Invincible Iron Man - Preview

At the end of October, beginning of November, WizKids will release a new line of sixty (60) miniatures based on The Invincible Iron Man comics published by Marvel. It will include 14 commons (plus one Prime), 13 uncommons (plus one Prime), 12 rares (plus one Prime), 11 super-rares (plus one Prime), and 6 thematic chase figures.

Iron Man
The set will also include the wearable 'rings of the Mandarin'. These will be randomly inserted in the five-figure boosters. Acquiring all 10 rings will give the player great power. The release will also be supported by an organized play program.

This new set will introduce a new combat ability: Improved Targeting. Improved Targeting allows players to make ranged attacks against enemies in new ways not previously available to Marvel HeroClix.

Detroit Steel
On October 30, 2013, WizKids will release The Invincible Iron Man Gravity Feed.  It will consist of ten figures that will include among them Iron Man, Guardian, Crossbones and Dreadnoughts. All figures will be of flat rarity and will have all-new dial designs. The single figure foil packs have a MSRP of $2.99.

November 13, 2013, should see the release of The Invincible Iron Man Booster Bricks, which will consist of 10 Booster Packs. Each Booster Pack will consist of five figures. The MSRP for each Booster Brick is $119.90. The 60-figure set will include popular sub-themes, both old and new, featuring Iron Man's allies and enemies.
Absorbing Man

Stores interested in participating in the organized play event should inquire about the Marvel HeroClix: The Invincible Iron Man Organized Play Kit. The Organized Play Kit will contain nine new limited edition figures (3 each of 3 different figures), three 3D special objects (3 copies of the same object), three 3D Object Displays (3 copies of the same object display), ten two-sided maps, and instructions for running events in-store.

If you are in Puerto Rico, Bad DM recommends you visit The Gaming Pit, in Guaynabo, and Paladin Books and Games, in Isabela and Mayaguez, to reserve/preorder your Gravity Feed, Booster Pack or Booster Brick.



Monday, May 28, 2012

D&D Next: Kobolds Bleed Red

Yesterday, was our first playtest of the Caves of Chaos adventure included with the D&D Next playtest materials.  It is an 11-cave complex that is home to bugbears, owlbears and more.  We followed the smallest set of tracks to the entrance of a cave.  Before long, we spotted a small band of 8 kobolds leaving the cave, so we decided to raid the cave and the kobolds remaining inside.

In true kobold fashion, the cave entrance was rigged with a pit trap. Our rogue spotted it but then activated it while trying to disarm it. Using the simplified long jump rules, we were able to jump over the side of the pit and engage the two kobold guards on the other side.  Before long, the two kobold guards were joined by about 6 more kobolds and it was time to paint the mother red...  red with kobold blood and intestines.  However, the true test of D&D Next combat came later on, when we faced about 10 kobolds in a more open space and the 8 kobold patrol that returned to the cave just as we were finishing this second encounter. These are my observations.


THE GOOD

First, combat is really fast.  As melee, you only have your 2-handed battleaxe (dwarf warrior) or your battlehammer (guardian cleric) to swing.  No plethora of powers like in 4E.  This didn't make the combat feel boring.  Maybe because time wasn't spent pouring over powers, combat felt quicker. You definitely had to wait less between turns.

Second, fighters are deadly.  At 1st level, the provided pregen fighter was swinging a 2-handed battleaxe with a +6 to hit and doing 2d6+7 damage. Every time it crit, it made spaghetti out of the kobold.

Third, a wizard in time saves 5. Our wizard filled all three of his spell slots with burning hands, forsaking shield and sleep.  There's no doubt that the wizard was the MVP of the raid.  Also, the return of actual cones for spell coverage provided not only a dose of realism but actually made you think carefully of character placement and facing to ensure adequate spell coverage.

Fourth, did you say cleric tank?  Yes, I did... and what helluva a job!  While D&D Next does not provide for roles like defender, leader, striker or controller, it appears you may actually choose to go any of those routes through themes and specialization.  Our cleric of Moradin's chainmail and shield gave him the best AC so he stepped into the role of the defender.  He also had the Guardian theme, which gave him the Defender feat.  This feat allows the cleric, as a reaction, to interpose his shield when a creature within 5 feet of him is attacked. This gives the attacker disadvantage, which means the attacker has to roll another d20 and take the lowest roll as his attack roll.  Of the several times he used the Defender feat, only once did the disadvantage result in a missed attack.  This certainly makes the D&D Next defender much weaker than the 4E one, since depending on the 4E defender all attacks that don't target the defender made by a creature in the defender's aura have a -2 penalty to the attack roll, where the defender may get a free AoO against creatures in their aura in certain situations, or where they can absorb the damage inflicted by a creature on a nearby ally.

Fifth, no AoO can equal ouchie for the ranged/casters. You don't need minis for D&D Next. It can be a true throwback to OD&D and that can be huge fun! However, we decided to use minis to truly gauge the difference between D&D Next and 4E combat. No Attacks of Opportunity means you have to be more conscious of character placement to protect your squishy wizard and healer.  It can be quite disconcerting when you see a stream of four kobolds rushing past you on their way to your healer and wizard, and you are unable to smack them as they run past you, or do anything at that precise moment to stop the flow.  I imagine that WotC will provide a feat you can train that would grant you an AoO in certain situations.  Anyway, at third level the guardian cleric gains Hold The Line and the hold person spell, which should help a bit with this. Notwithstanding, no AoO is not necessarily bad. It made combat more fluid, forced our front line to re-evaluate its priorities and forced the rear line to react and improvise in order to hold off the rushing attackers while the fighter and guardian cleric disengaged and rushed back.  I only have one word to describe this new element of hecticness: MUCHO FUN!  (Ok, that's two words.)

Sixth, healing in combat was fluid. I don't think the mechanics of that one have changed much.  It certainly didn't seem alien to me, unlike the breaching kobolds.  Also the combination of a guardian cleric with a healer cleric worked much better than I expected.  The guardian cleric's healing word is a very small heal when compared with the healer cleric's cure light wounds (1d6 versus 1d8 + your magic ability modifier).  However, healing word allows the guardian cleric to make a ranged attack, melee attack or cast a minor spell after casting the healing word.  Fighting 8 and 10 kobolds at a time, it wasn't long before our healer cleric ran out of cure light wounds spells.The guardian cleric's clutch heal allowed him to keep our wizard alive and also inflict damage on the surrounding kobolds, all in the same round!  This truly felt heroic when I did it.

Seventh, the healing kit brings heroes back to the mortal world.  I described this healing mechanic in our blog entry three days ago, so I won't do it again here, but I will tell you how it worked out last night.  Our dwarf fighter, named Dwarfo (hey, give me a break, we were testing WotC's originality in their new rules, not my originality naming characters!), fell below 0 hit point in our last encounter.  He was brought to about 8 hit points in mid fight thanks to a cure light wounds spell.  After the fight, we barred the doorway to the encounter room and took a 10 minute rest.  Using a healing kit, Dwarfo was able to heal himself for 1d12 + his constitution modifier.  However, being a level 1 character, this means that Dwarfo would not be able to benefit again from a healing kit until after a long rest.  This is very different from 4E, where you can have 6 healing surges and use them in different short rests.  Now, Dwarfo must rely on magical heals until tomorrow, when he regains the hit dice used and can benefit from the healing kit again.


THE BAD

I can't say there's anything really bad, right now.  The lack of AoO or other manner for guardian clerics to control enemies before level 3 is new and may be something you just have to get used to.  It can be countered with forethought and proper character positioning and, in any event, it added a helluva lot of fun to the fight when those kobolds ran through a hole in our front line.  At level 3, the guardian cleric can use Hold The Line as a reaction when a creature his size or smaller enters his reach.  This causes the creature to lose the rest of its movement on that turn.  He also gains the hold person spell.  If successful, the target of the spell can be paralyzed or held in place, depending on its hit points, for up to 10 rounds.  However, the creature gets a saving throw on each round so this spell may not be the most reliable form of crowd control.


THE GAMER

As a player, last night's game was a lot of fun.  Combat was quick and fast, which is a nice change from 4E.  However, this may change at higher levels.  Next Sunday, we'll try for creatures a bit more challenging.  We'll see how we like D&D Next then.