Races
Dragonborn
Dragonborn are probably one of the more controversial of the races introduced in the original PHB, much fun has been had in my various groups over the “To play a dragon” part in their description. Overall they are one of the races best supported in 4E, with numerous feats, options and a really solid base class. Like any self-respecting dragon/man creature they have a breath weapon that is hugely expandable by feats.
Additionally they have an entire supplement book dedicated to them, further expanding their options in the game and several DDI articles.
Dwarves
One of the best races in the game for a defender due to their general resistance to forced movement powers and also suit a wide range of divine classes. One of the most iconic races in Dungeons and Dragons it was good to see them in the original PHB. They also got themselves a bit of a size increase to medium, though still overall shorter than a human (As you’d expect).
Eladrin
The Eladrin were formerly the “High” elf archetype of previous editions but this time they’ve been linked closely to the feywild. The feywild being a mirror plane of the natural world where nature is rather crazy and more vibrant than normal. As a result they’ve picked up the ability to teleport a short distance, making for numerous arguments about how you’d build a prison for individuals who can teleport. Overall they manage to pull off a significantly different feel and flavor from standard elves – so justify their inclusion fully.
Did I mention they can teleport as a racial power? Because they totally can.
Elves
Elves are basically as they are from their portrayal in Lord of the Rings, somewhat tall light humanoids that make perfect rangers among other classes. They have an excellent racial ability to reroll a failed dice roll, but are otherwise pretty much the iconic elves of Dungeons and Dragons – minding of course the lack of strength or constitution penalties from earlier editions.
Half-Elves
Half-elves are basically a combination of humans and elves, with generally a friendly atmosphere to them and the ability to take feats from both elves and humans (as well as having some of their own). They make excellent diplomatic characters due to their inherent racial bonuses and their racial power to take an at-will from another class is extremely handy in the right situation.
Halflings
Halflings are one of few races in 4E with the small size category that lets them run through a large creatures space – something that can be rather handy from time to time. They are quick witted, resourceful and can force an enemy that attacks them to reroll the attack – especially useful if the attack was a critical hit! They are the poster child for “classic rogue” in 4th edition as well.
Human
Hey that’s us! As in many fantasy stories, most 4E settings assume human civilization is typically on the rise and overrunning older “wiser” races that scoff at the fast generation times and ingenuity of humans. As a race, humans have some excellent features such as picking up an additional at-will power from their class, can choose what one stat they improve and gain an extra feat at first level. Overall an extremely solid race and can fit anything you want to play easily.
Tieflings
Tieflings are the descendants of an ancient race that made pacts with infernal beings for power. They have a somewhat inhuman appearance with huge horns on their faces, tails and sometimes even goat legs! They recently received errata that changed their core racial power and feats as well, making them one of the only races I can think of that has been drastically changed since publication.
Like dragonborn they are also getting a book dedicated to them that will be jam packed full of options.
Classes
Cleric
Role: Leader
Power Source: Divine
Description: The cleric is the stalwart of dungeons and dragons, serving a god (or sometimes gods) and generally performing the role of party medic. In 4E, Clerics can hold down an offense as well as heal their allies, making them a very versatile and fun class to play as opposed to being the guy everyone got mad at because he wanted to attack instead of heal. It’s a very solid class and can stick it out in melee as well as standing back from the rear playing a supporting role.
Stats required: Wisdom primary, Strength or Charisma secondary.
Fighter
Role: Defender
Power Source: Martial
Description: It’s worth noting this is the most loved class in all of 4E. Copious excellent paragon paths, feats, powers and options await the player of the fighter, backed up by some of the best core class features in combat superiority and combat challenge in the game. Enemies fear shifting, moving or even remotely having you look at them funny. A front line defender that hits things dead while preventing an enemy from leaving the area around them, fighters are one of the best (if not the best) defender in 4th edition.
Stats required: Strength primary, Dexterity, Constitution and Wisdom secondary.
Paladin
Role: Defender
Power Source: Divine
Description: A very capable defender, as he is the only one who has immediate access to plate armor from the start without needing high stats and a feat. Although not as directly sticky or powerful as a fighter, their mark inflicts damage without an attack roll and they are super effective against undead (as it does radiant damage). As an added bonus, paladins can do a bit of healing on the side as well helping out the frazzled leader of the party in a tigher situation.
Stats required: Strength or Charisma primary, Wisdom secondary.
Ranger
Role: Striker
Power Source: Martial
Description: Effectively this is the class to go to if you like shooting things with arrows a lot or want to wield two weapons to murder things. The class is largely built on a power called “twin strike”, which lets them attack twice a round and by the late periods of a campaign can deal considerable amounts of damage. They also have copious options for attacking outside of a round (during the monsters turns basically), meaning they can keep doing considerable damage even outside of their turn. Due to some of their powers, they actually come very close to being the martial controller in 4E (as one doesn’t exist as of yet).
Stats required: Strength or Dexterity primary, Wisdom secondary.
Rogue
Role: Striker
Power Source: Martial
Description: The classic “sneaky” class, the rogue relies on getting combat advantage over his opponents and stabbing or shooting them in extremely sensitive places. They favor using light weapons over bulkier ones and can be extremely damaging strikers in the right situation.
Stats required: Dexterity primary, Strength and Charisma secondary.
Warlock
Role: Striker
Power Source: Arcane
Description: The Warlock is one of the oddities in 4E, although it is a striker it actually functions best as a single target controller that does some damage on the side as well. Depending on the pact (as Fey, Infernal and Star in the original PHB, expanded to Vestige, Sorcerer-King, Dark and others later) the Warlock gets different utility out of their powers and core class features.
Stats required: Charisma or Constitution primary, Intelligence secondary
Warlord
Role: Leader
Power Source: Martial
Description: The warlord is a leader who focuses on manipulating his allies and the battlefield. Although not as strong at healing as other leaders, the Warlord has a single minded focus on boosting his allies attacks and initiative considerably, allowing his allies to go well before their enemies and destroy them before healing is even required. The warlord is definitely the leader for the tactically minded in 4E.
Stats required: Strength primary, Intelligence and Charisma secondary.
Wizard
Role: Controller
Power Source: Arcane
Description: This is the class that focuses on exploding enemies violently with various area of effect spells. They have some excellent powers that deal automatic damage to other enemies and can severely hamper opponents by penalizing their saving throws (making it harder to escape from their effects). Wizards also have excellent damage potential with many of their spells, meaning they can stop enemies in their tracks and still blow them to pieces. Just don’t expect them to be completely game breaking like they have been in previous editions: Reality check is Wizards are an excellent addition to a group but won’t win encounters for you by themselves.
Stats required: Intelligence primary, Wisdom and Dexterity secondary.
Posts
Campaign Settings
Forgotten Realms
Forgotten Realms Campaign Guide
Forgotten Realms Players Guide
Scepter Tower of Spellgard
This was the first of the campaign settings released for 4E Dungeons and Dragons about a yearish or so ago. It marks a significant departure from the previous editions versions of the Forgotten Realms, which is either something people hate a lot, are indifferent to or quite like. It has enough detail that any new DM will find it a useful resource for making a campaign and providing an overall world to set that campaign in. It does not have the depth of lore or similar that previous editions have had, which is what leads to a lot of the negativity surrounding the setting. The players guide IMO is a useful resource even if you don't actually like the realms as a setting. Although a fair chunk of the book is dedicated to the FR, the Swordmage, races (Drow and Genasi) and feats make it a worthwhile purchase for anyone.
The adventure is decent quality, but requires a lot of work compared to the 'core' adventure series to get fully implemented into a campaign. It also starts at level 2, which is a real pain for DMs wanting to just jump right into a 4E campaign with the adventure and some fresh level 1 PCs. We have a thread for FR as well here.
Eberron
Eberron Campaign Guide
Eberron Players Guide
Seekers of the Ashen Crown
We have a thread for Eberron related things here.
Eberron is the second setting released and it's pretty good IMO (maybe I am biased though if you read my campaign threads on this forum). It has a lot of solid themes to the game, as it's based heavily on a kind of pulp action + noir feel that really does work. The books are absolutely gorgeous and especially the main campaign guide is worth mentioning, because the cartography of the map of the world is truly great and its packed full of great ideas and detail about Eberron. It is definitely around the top books released for 4E so far IMO. Like with FR, I feel the EPG is really worth buying as well just for the extra feats and mechanics (dragonmark feats are easily applied to other settings with little mechanical fiddling). I will say though some DMs may not like the more "magitech" feel to the Eberron specific Warforged race and Artificer class, so make sure you check with your DM before buying this for your FR or whatever setting game.
Once again though I must complain that the adventure starts at level 2. Why on earth do they do that? It's very good though and it's a fun adventure, but I still wish they would make these adventures from level 1 so you can jump right into the fun without having to make further encounters (or starting your PCs at level 2).
Dark Sun
Dark Sun Campaign Setting
Dark Sun Creature Catalog
Marauders of the Dune Sea (Adventure).
The 2010 campaign setting and boy does it look like a doozy! It looks and sounds like they are doing some major changes to this setting for 4E, not just in changes from its original 2E incarnation but how they approach the setting from a 4E design standpoint. One particularly interesting thing with this particular setting is that it does not having a player specific book, instead it goes with a campaign guide that suggests changes to existing races and its second book is a creature catalog of nasty beasts. Personally I like this idea and am interested to see how it ends up working when it is released.
In what I feel is a lovely piece of common sense, Marauders of the Dune Sea starts at level 1, HUZZAH!
Released books
This is an excellent book for anyone, with a huge swathe of new awesome magical items and other things to bling your characters out with (or so you don't find yourself handing out bags of holding every single game as a DM because you can't think of anything else). This is a fantastic book.
Draconomicon
This is an excellent DM resource or just for anyone who loves dragons as well due to the artwork. A nice smattering of new monsters, especially in the heroic tier as well as new options, new chromatic dragons and ideas for running encounters with Dragons. I highly recommend this book for any DM, but it doesn't have much utility for players.
Manual of the Planes
Good resource for DMs and a useful introduction to the planes. There is a new "race", Bladeling in the book and some Paragon Paths, but I wouldn't buy this if you're a player primarily. The book makes a lot of assumptions about the cosmology that may conflict with the Forgotten Realms and Eberron as well, which can make life something confusing if you're using those settings. Despite this, it's still useful and will provide plenty of ideas for running planar campaigns.
Martial Power
This is the best supplement for players released since 4E came out. Has a lot of new, interesting and fun options for martial characters, namely Fighters, Rangers, Rogues and Warlords. Good balance as well and has lots of great new paragon paths and more. I can recommend this book to absolutely anyone.
Open Grave
IMO, hands down the best supplement for DMs released thus far if you want your campaigns to have anything at all to do with the undead. Good adventure hooks, a wide array of excellent new monsters from filling out low level undead to providing even more high level undead monstrosities, this is an absolutely terrific book. Of course, if you don't like the undead much you won't find anything of interest in here and in a similar manner to the Draconomicon, there is nothing here for people playing in games to really make much use out of.
Dungeon Delve
Delayed somewhat and contains a large bunch of adventures of various levels and such. Is actually fairly interesting and really handy if you need an adventure now to put into your game in rapid time. I recommend this actually, especially if you have a collection of Dungeon Tiles.
Players Hand Book II
I think this was a big moment for 4E in many ways, a really good balanced and thought out book would vindicate many of the decisions in 4E as well as really add some more depth and variation. A bad book however would probably really derail the success 4E has enjoyed thus far and the general verdict is it's an excellent book. It's well balanced with the first book, a couple of feats and epic destinies aside but everything in general is really well thought out: most especially the new classes are great and so are the new races. It's really added a lot to the game and IMO is one of the best supplements (and most important) supplements in 4E. I would almost say if you're a player this book is as much a must have as the original.
Arcane Power
This is an excellent book if you like the pew pew style of classes. The summoning wizard is a great option and the new wizard at-wills are amazingly good. Tomes are a terrific new addition to implements and every arcane class got some more new and awesome feats, powers and paragon paths. I highly recommend this book, but be aware that like Martial Power there are some things in here just a bit out of whack power wise. Nothing game breaking though, but certainly more powerful than core book options.
Monster Manual 2
Overall this is a very solid book and seems to have taken some new directions with regards to solos and minions. Solos have less HP and defenses, but do more damage and seem to have more actions per round. Minions have been given control functions or do plain annoying things on death (like immobolise whoever killed them). Has a bit of a sense of humor as well compared with other supplements (Bullywug and such are notable for being a bit out there).
Divine Power
This has given a really substantial power increase to divine classes (for example Clerics now clearly rule the roost in terms of healing potential), Strength paladins now don't suck as much and it again provides lots of new options. It does feel a little on the power creep side in some ways though.
Adventurers Vault 2
This is a pretty solid book in terms of new magic stuff. It doesn't manage to go as overboard in my opinion with the power levels of many items as the original adventurers vault did as well. There are always going to be specific items that will be problematic in certain campaigns, but it's a nice addition and can really expand the variety of items you can give out to your PCs.
Dragon Magazine Annual
I don't own this, but it is my understanding this has some changes and altered material from stuff previous published in Dungeon (Punisher of the Gods got some alterations I hear). The articles in it are some pretty decent ones though, so if you want a print version of some of the better dragon articles I would suggest getting it. Or just get a subscription and get more stuff for cheaper - I dunno (I'm trying to sound unbiased but I don't really see the advantage in this over getting a subscription for a month and downloading the compiled issues).
Dungeon Masters Guide 2
This is a really nice book, detailing updated skill challenges, adding some new options for campaigns that want to reduce the number of magical items (temporary boons for example) and has a wonderful section on Sigil: City of Doors for planar based campaigns. The updated monster creation guidelines are also very appreciated and this is a really solid book if you're running any game of DnD.
Primal Power
This is basically the same sort of affair as all the other "X power" books. Most of the new options are pretty good from a cursory look and its definitely added some more versatility to some classes that needed it a bit like druids. The new swarm druid build is pretty good and everyone who wanted Diablo 2 like dual weapon barbarians will certainly be pleased.
Draconomicon 2
This is an excellent book of as high quality (or better) than the original Draconomicon. Lots of references to the Catastrophic dragons in this book as well and it's pretty clear it works as a resource to be used in conjunction with the original book. The new metallics are very nice, one of which has an interesting breath weapon that makes a minion and it does indeed have stats for Bahamut. Expect someone bored to put a fight club with Bahamut vs. Tiamat - though Bahamuts 2 levels may be the key difference. It also has a big bunch of other monsters and indeed is a great resource for DMs.
The Plane Below: Secrets of the Elemental Chaos
Plane Below is very awesome, though some of the monsters don't come off as well as I would like. But once again it's another source book jam packed with useful information and should find a use in any paragon/epic campaign. It doesn't really feel like something you can easily use in heroic tier though.
Players Handbook Races: Dragonborn
I've not got this or read it, any comments on this book would be appreciated (and still would be!).
Underdark
Firstly, this book is most notable for the most horrific pieces of art in 4E DnD. Poor Torog – he is one twisted wee puppy. Additionally the book introduces a fantastic concept:
Doors. With. Giant. Teeth. I mean, what's more horrifying than a door that eats you? That just ain't right. Other than this it’s another excellent DM resource and has numerous ideas on running a campaign in the underdark.
Martial Power 2
This has expanded the options of Fighters, Warlords, Rogues and Rangers even further! Some of these options are pretty mechanically neat as well, like a fighter that focuses on grabbing enemies and providing a neat new ranger build that focuses on using thrown weapons. Again this is just a good book for generally anyone.
Players Handbook 3
I don’t mean to sound dramatic, but this book has been Wizards first real misstep with fourth edition in my opinion. While it has numerous good new elements, like hybrid classes, skill powers and some new classes like the monk and seeker – it has overall disappointed me in the new races and psionics it introduced into the game. Three of the four psionic classes introduce a new power point (PP) system to 4E: This unfortunately has a side effect that many of their low level at-wills become “spammable” at high levels. As some of these powers scale poorly, doing ridiculous effects like penalizing all of an enemies defenses by a huge amount (-8 for example) they cause considerable issues.
The Plane Above: Secrets of the Astral Sea
On the other hand compared with the recently released Players Handbook 3 this book instantly returns to the excellent form that most books released have had. If you're planning on running a planar campaign IMO this book is almost indispensable.
http://www.amazon.com/Hammerfast-Dwarven-Outpost-Adventure-Site/dp/0786955341/ref=sr_1_1?ie=UTF8&s=books&qid=1275532768&sr=8-1Hammerfast : A Dwarven Outpost Adventure Site[/url]
I don’t have this book yet: Comments/impressions would be appreciated.
Player’s Strategy Guide
I don’t have this book yet: Comments/impressions would be appreciated.
This is notable again because it has art from Gabe of this forum for it. I'll probably be buying it for that. Yeah I'm such a whore, WHATEVER. Albeit with so much stuff coming out in the next two months I’ve put this aside for now…
Released Adventures
H1: Keep on the Shadowfell
This is a straightforward dungeon crawl. It's worth noting that it can be downloaded for free now and in an updated form here! Like many of the adventures in this series, I am certainly not kidding when I say that it really is a very long dungeon crawl. It has a lot of combat encounters and a loose story connecting them, so it does require some work in that department. Still the fold out maps are nice and its a decent adventure (especially with the improvements in the downloadable version).
H2: Thunderspire Labyrinth
This is a really solid adventure and is one I enjoyed a lot. It's again, a dungeon crawl (but you should expect that from all of these) but has some really fun encounters and some interesting traps.
H3: Pyramid of Shadows
Personally this is the one I didn't really like all that much after running it. Although it's a zany adventure it has a few problems with some encounters being fairly poorly balanced and I felt it was way to long to have my PCs stuck somewhere. I ended up cutting it short by a lot.
P1: King of the Trollhaunt Warrens
This was a really fun adventure and was a good introduction to the paragon tier. I also liked the backstory behind it and the general design of the dungeons. It also has by far one of the most useful maps that I own, which is a small section of a town.
P2: The Demon Queen's Enclave
Again I really enjoyed this map and the backstabbing between the various Drow factions and politics that you can potentially insert (if you so desire). It has my least favourite of the fold out maps, but still a nice adventure anyway and they really are doing well with making interesting encounters.
P3: Assault on Nightwyrm Fortress.
One of the main reasons for buying this was so I could see the stats of Shadow Dragons and while they are okay, they don't really do enough damage and can be very tedious to fight (blinding people constantly for example). The adventure itself is still pretty nice though and I approve of it.
E1: Deaths Reach.
I haven't really had a lot of time to read this in depth!
E2: Kingdom of the Ghouls.
By far, this has the greatest final encounter in any of the modules that I've seen. It's also awesome all the way through and is by far and away my most favourite module out of this series. – I have decided to leave this here for a while, because after actually playing said adventure you quickly realize the flaws of that final encounter.
E3: Prince of Undeath
This is the final of the adventures and should be coming out next month; highlight is new (hopefully non-sucky) stats for Orcus. I am very curious to see if Orcus has friends or not for that fight and its EL. Personally I must concede that I am going to be buying this partly for the new Orcus stats. It's out next month =D
There is also another series of adventures coming out after this starting next year. The first of these has been released:
HS1: The Slaying Stone
Excellent from a cursory look. Although it is substantially shorter than the original H/P/E series – it is more open in its design and gives advice to the DM and feels much less like a linear series of encounters (which the original series can feel like at times).
There are also larger "super" adventures too.
Revenge of the Giants
Oddly this was a hardcover book compared with the previous softcovers for the other adventures. It's a very nice adventure though, has a good length and can be easily adapted to fit into FR or Eberron. Personally I will be running this in my IRL game later on in the year because I like it sufficiently enough. I am hoping the Tomb of Horrors super adventure is of similar quality.
Upcoming Stuff
Monster Manual 3
Players Handbook Races: Tiefling
Vor Rukoth: Ancient Ruins Adventure Site
Tomb of Horrors
HS2: Orcs of Stonefang Pass
Demonomicon
Psionic Power
Future Release Speculation and Rumours
Gamma World, which is a pretty zany sounding card based way of playing a "DnD 4E light" type game will be out later in the year.
Useful Stuff Provided By Wizards and other people
To go with some of the links provided from the previous threads, Wizards have an Art and Map Gallery here. This is free and provides a lot of useful maps and art for use in your games to pillage at will. The OP dungeon is shamelessly stolen from there
Additionally I recommend this site, which has a wide collection of fantasy art and such forth. Some of it is distinctly NSFW however, so consider yourself warned. They love naked women.
Another useful site is the Cartographers Guild forums. Many talented map artists at this site who make a range of maps, both large scale continental maps, town maps and dungeon maps. Some of the maps here IMO are a bit too fancy, with excessive mapsizes for use with maptools but there are some real gems on here as well. Incidentally, the guy who did the cartography for the Cormyr article in Dragon Magazine posts here as well. Here's an example.
Infidel has provided us with a handy 4E stat calculator. Especially useful if you don't have the character builder to do it for you. The most common problem I find with 4E games is people messing up their initial point buy by a couple of points. In an unexpected twist, this is because some people tend to give themselves less points overall and accidentally gimp their character as opposed to going over the limit.
He's also produced a handy online character sheet device, which can be found here. Seems to work pretty well and is very handy and is even becoming a popular alternative to Mythweavers around these forums. In further character sheet interests, there is also this lovely looking Victorian themed sheet available by Orikaeshigitae.
Cheap miniatures seems to come up quite often in the thread, given that a good mini or three can make 4E a lot easier to run (probably an understatement). One place to get them is ebay, but the number and quality (even type) may be hit and miss. Another online seller of DDM is Dragon Justice, which sometimes has a good range and sometimes not. Really if you look around online you can get a good bunch of models for a fairly cheap price.
There is a general campaign design and advice thread that I have been writing for a while over here. If you're a new DM this might be worth checking out.
I also recommend this fellow called the Angry DM. His advice is pretty good and he's wrote a couple of really good articles on how to make solo fights more interesting.
Finally, a major collection of the games errata was released recently in a big PDF from wizards that you can get here.
Also, as a reminder, don't discuss pirating books in this thread. It's not going to get you anything except some infractions and probably a ban. So just don't. Plus Chris Perkins is totally going to come around to your house and ruin your shit. Not to mention eat your dinner and steal your dice.
We have a general CF IRC channel too if you're that way inclined. You'll need some chat client to use it, or something.
irc.slashnet.org
#criticalfailure
Apparently this was SUPERSUGAs idea.
Penny-Arcade Podcast series!
Also, given this forum is Penny-Arcade we should in fact note that Gabe and Tycho, Scott Kurtz of PVP and after the first series Wil Wheaton sat down and played some DnD together and recorded it. There are currently three seasons and you can find links to download them all below for much good times. This is a good way of getting new people interested in DnD I've found as well.
Series 1: Chris Perkins as DM with Jerry (PA), Mike (PA) and Scott (PvP) playing some DnD!
Part one. Part two. Part Three. Part four. Part five. Part six. Part seven. Part eight.
Series 2: Chris Perkins as DM with Jerry (PA), Mike (PA), Scott (PvP) and Wil ('s Law) playing some DnD!
Part one. Part two. Part three. Part four. Part five. Part six. Part seven. Part eight.
Series 3: Chris Perkins as DM with Jerry (PA), Mike (PA), Scott (PvP) and Wil ('s Law) playing some DnD!
Part one. Part two. Part three. Part four. Part five. Part Six. Part Seven. Part Eight.
Series 4: Jerry takes over the DMing mantle in Dark Sun with Mike (PA), Scott (PvP) and Kris (Krisstraub).
Part 1. Part 2. Part 3. Part 4. Part 5.
There is also Robot Chicken's writers playing DnD. Also features commentary on the game from Chris Perkins!
There will also be another PA/PVP podcast featuring Wil and Chris Perkins back as DM later in the summer.
Oh Krakens <3
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Plans in future for OP:
Pictures of upcoming books. I won't be doing this for all books for space sake, but for stuff coming up a nice look at what it looks like I feel is a great idea.
Pictures in the first part of the OP: Some example classes + races to adorn what is right now a very big collection of walls of text. Reading a bunch of text is one thing, but a few example characters is another. I will bear in mind that I am going to try to be careful with what I put there, because most of the art isn't freely available anymore and stealing wizards pictures might upset them (most of the things I post are available on google image search or from free galleries on Wizards site).
I shall also add Lolth to the OP alongside bane once Wizards make a wallpaper of her or something (that I can resize to match). She's so dreamy <3
Edit: The Apocalypse Spell preview at Wizards now works. Aside from being yet another awesome monster it provides key confirmation that damage has risen in MM3. It's a level 27 skirmisher and does 3d10+19 damage. The normal damage output for a level 27 skirmisher should be: 3d8+9 damage. That's a pretty big hike in damage.
No wonder you went into biology.
DropBox invite link - get 250MB extra free.
Spelljammer had so much potential. If they went back and 'did it right' (no talking about visiting other campaign settings as UFOs, no tinker gnomes, no elvish navy and nothing about that stupid space manta-ray you can never escape), and made it all about the Rock of Bral and sailing, it could really be awesome.
Plus solid nautical rules could really be a strong exportable mechanic. Boats are awesome, and most campaigns end up on a boat at some point.
That one of the WotC people is running two weekly games set in an 'island based campaign world' makes me hope that Spelljammer is in the pipe.
I mean, the only campaign setting I would want more than Spelljammer is Darksun, specifically the Darksun in the timeline of the original box... Which I get in two months.
Have you looked at The Plane Above?
Maybe they are?
Edit: I do wonder what the hell is going on with her throat though.
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No, I usually don't like the planar stuff. What did I miss?
It already has rules for engagements between astral ships - which can easily translate to a spell-jammer game.
Also, it should be noted that the Manual of the Planes has stats for the Spelljammer in it!
Does anyone listen to Radio Free Hommlett? That sounds interesting too.
I wanted to tell you that your stunt in my thread amused me.
We're all friends here, right? All in good fun, eh?
You have to wait a few weeks for your PP Diploma to arrive in the mail.
Well, 5 Action Points, too, but w/e.
"I had a... hankerin' to be an Kensei when I was a young feller when I got out of the King's Guard, but I... I went to Iron Vanguard school instead... well, I took a correspondence course."
What about the new Barbarian PP that focuses around *not* being raged? Does he have to like, protest ridiculous government shenanigans with sit-ins and hunger strikes?
I'm really fucking excited about Themes, as they will add a whole new layer of character options (as well as roleplaying opportunities). Lots of stuff that have strong thematic connotations (Samurai, Pirate, Blackguard, Knight) but weren't strong enough to hold up as their own class (or shared too much of another class' conceptual space) can be re-introduced to the game as Themes.
Yay!
While I agree with you on absolutely needing a 4e Spelljammer, part of the fun of the setting was how friggin' weird it was. Look. Orc Space Nazis, crazy tinker gnomes, intergalactic penguins...that's just the tip of the iceberg.
Removing the silly elements takes some of the wind out of its sails, y'know?
Themes apply to anyone who wants them, you don't have to be martial to take gladiator and you don't need to be an arcane user to take templar (as far as I know, I might be mistaken).
Yeah, but if the powers and such depend on Wisdom then there's still trouble. Excluding Divine and Primal there's not a lot of classes that use it.
There are some serious perspective issues with this that weird me the fuck out. Like, how far down does her crotch extend, because it looks like it's over two feet below her navel. And how are her forearms as thick as her thighs? And there's like no elbow! It's just looks like a smooth curve! wtfwtfwtf
Also Im fascinated with the Dark Sun podcast. So far its been some great, and dark stuff.
The power names will all be jokes.
Also bringin' some of the old Greyhawk flavor with the "Rain of Colorless Fire" if I'm not mistaken.
Straub's character in the new podcasts is a Templar warlord, so you're right that far.
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