In Main
16Mar 09

I was reading this thread at EN World, and there was some mention of “flavor/optimization mismatch”. In particular, they were talking about how the deva was optimally suited for orb wizard, which didn’t match the flavor of the race at all.

I also thought about this some when I was creating my new witch doctor character. I was trying to find an optimal race for a Mask of the Elements doc. Unfortunately, a few of the obvious choices were verboten for campaign purposes: dwarf, half-elf, and human. Fortunately, I stumbled across the gnome possibliity, which I was pretty stoked about, but I would have really been at a loss if I hadn’t.

So I did some more thinking … which is usually when I get into trouble.

This whole phenomenon seems to me to be an issue, not of mechanics, but of mindset–a holdover from 3e. You will recall that, in 3e, not all abilities were created equal. The physical stats were supreme, of course. Wisdom, modestly iimportant due to its impact on the Will save. Intelligence and Charisma were third-class citizens. Consequently, you could not simply swap out one ability score for another; the varying importance of them was used as a balancing factor. Nowhere was this more true than with the character races. This mechanical impact is compounded by the presence of aiblity score penalties. Half-orces received a +2 bonus to Strength and a -2 penalty to Intelligence and Charisma.

Enter Fourth Edition, which has an entirely different design paradigm. Every ability score is designed to be of relatively equal importance. (See, for example, how defenses are calculated; sub-optimal defenses issues–such as classes that require two abilities that impact the same defense–are handled through class features.) One race is not stronger or better than another simply on the force of which ability scores it grants a bonus to. Consequently, there is no mechanical impact to swapping one ability bonus for another. I do recognize that thematically this steps on the toes of the human. That consideration might not be trivial depending on your particular game and campaign.

Proposition: You can freely swap a character race’s ability score bonsues for any two abilities without damaging mechanical balance. Discuss.

N.B. – This discussion is particularly interesting and relevant in light of Hard-Boiled Cultures. HBC touched on this issue, but not in this context. A halfling with a bonus in Constitution and Charisma? Hmmm….


The Witch Doctor Unveiled

Posted by guest-egg
In Main
6Mar 09

Guest Egghead: Eric Finley

So, I’m just starting up a D&D 4th ed. game, basically as a nostalgia jag (I’m one of those snooty indie gamers from the Forge crowd – grin). And I ran across your Witch Doctor when looking for something else, and offered it to my players. One of them really likes the idea, but the whole primal-animist thing doesn’t really mesh with her background, so we’re re-skinning it. And I figured I’d share.

See full background below. (Hakeem is another PC, a cleric.) Basically, what we’ve got is an empire built around ancestor-reverence and longing for the days of power to return. And the upper tiers of what is essentially a priesthood-slash-secret-service are tiefling witch doctors … renamed for this use to Ancestor Channelers, tapping into the heavy-duty magic of the ancient days without actually having magical talent themselves.

The witch doctor’s mask re-skins to a veil, a very important part of their identity. Don’t touch the veil, trust me – can you say involuntary Infernal Wrath and Chains of Spirit? Veil of the Ancestors is of course the most common (and is our PC’s choice).  The staff is more of a wizard(esque) staff, rather than a medicine stick or the like. Most of the rest of it carries across very nicely indeed.

(The player hates earthquakes but likes the Close Wall powers a lot, so I’ve also given her Twisting Fire as a fire-keyword skin over Tremor Strike.  I figure the fire keyword cancels out, between possible ways to improve it and the relatively high likelihood of encountering resistant enemies, and certainly I can tweak it so that’s true.)

So far, so good.  Chargen was last night, and the Ancestor Channeler’s player is very jazzed about her character. I’ll let you know how it goes, especially if the WD-specific elements end up prominent at any point.

Oh, and here’s an item I added to the adventure’s treasure (actually the best item in the set, this being a level 1 party’s first adventure). Basically it makes Evil Eye “sticky” for one instance of an effect. In theory it’s not WD-specific … but in practice it’s certainly intended to complement that class. If you’d like to use it either direct or as inspiration when fleshing out the Witch Doctor in his final incarnation, I grant you full rights to do so without compensation, as a thank-you for making this interesting class available.

 

staff-of-ancient-eyes

[Awesome campaign background behind the cut....]

Full Story »


In Main
3Mar 09

Let me tell you about my character. ;-)

I’ve been playing in a regular game for several years now. We made the switch over to 4e, and after years at the DM helm, I got to play a PC. I was immediately drawn to a tiefling starlock. My DM sensibilities–meticulous attention to worldbuilding detail, a nigh-encyclopedic comprehension of the rules, etc.–combined with my thirst for actually playing a PC combined for me to go a little overboard. I spent hours coming up with his background and hours more tweaking my build. I think I spent a couple of hours just deciding which feat to take.

Playing Garnet was a blast. He was a godless cuss with a touch of Locke Lamora in him. He carried a huge greatsword strapped to his back, which he couldn’t unsheathe much less wield. He delivered the killing blow on Balgron the Fat. He just got his rod of dark reward.

Last week, I dumped my beloved Garnet for the sexy new guy on the block.

After three levels, I’m switching characters so I can play a witch doctor. Not just any witch doctor: Exton, the gnome with the mask of the elements and an unhealthy obsession with fire. I’m still nuts, mind you.

So why the change? Because the witch doctor is fun. (It didn’t hurt that our wizard was also looking to make a change, freeing up the controller role.)

As I was editing the witch doctor, I noticed something I didn’t pick up on with a cursory review. Read through the witch doctor’s power array, really look at what they are doing, and you’ll see something interesting. With most of the core classes, there’s this bare interplay between the color and the effect of the power. In many cases–not all, certainly–you get the feeling that the effects were created and then a bit of flavor text was drafted to suit.

With the witch doctor, I am convinced that Rob went about it the other way round. (And, no, I haven’t asked him.) That is, he thought about what kinds of cool effects should a witch doctor be able to create? Now, how can I draft a power to suit? This is a subtle but dramatic design methodology, because it creates a stronger link between color and mechanics.

A great example of this is inevitable progress of flame:

wd-inevitable-progress

So a witch doctor creates a serpent of fire that slithers across the battlefield immolating all enemies in its path. Now, how can we create that effect mechanically? Rob makes it a wall (close wall, natch) that removes 1 square of one end and adds it to the other each round. (I’m proud to say that the bit about spending a move action to repeate the advance was my suggestion.)

So I can’t wait to take Exton out for a spin. (Now, if only I can find a suitable mini for a gnome witch doctor.) I’ll post here about our next session and how it goes. In the meantime, I’m happy to report that Mike, our DM, has co-opted Garnet as an NPC. So I’m sure we’ll be seeing the fruits of his twisted, nefarious plotting down the road.


Witch Doctor Goes Live

Posted by fred
In Main
2Mar 09

The Witch Doctor Player ClassThe Witch Doctor Player Class

Every village must make its own arrangements with the spirit world, and they depend upon wise men and women to speak to those spirits and the primal forces they command. These people are witch doctors, and they use the powers of the spirit world to strike down their enemies with fire, lightning, spirit, and earth.

These are powerful forces, and each witch doctor chooses how to use them. Some demand service or payment for their intercession with the spirits. Others wander like nomads and deal with the creatures that threaten the places they visit. Some, eternally loyal to their duty, are patient protectors of sacred places. These powers are raw and primal — unrefined and crude, some say — but you understand their power. It is up to you how you will use it.

This is the Witch Doctor player class, the most ambitious undertaking yet from the minds at One Bad Egg. Learn more about it at our store page!


Subscribe to RSS

Fresh Eggs!

The Codex Venenorum

Hard Boiled Armies