Category Archives: Dungeons & Dragons

Hey, you heard of Dungeons & Dragons? I’ve heard of Dungeons & Dragons. So let’s talk about Dungeons & Dragons.

4e: Dangling Claws

The weapon system in 4e D&D is full of specific keyworded mechanical distinctions for each grouping of weapons in a way that’s designed to add depth to the play experience of any given type of weapon. While in earlier systems, axes and swords and staffs all could be reduced to a mathematical formula representing their damage output over time and therefore, inevitably, the greatsword won, 4e weapons have two different ways they can feel different. The first is just how the weapons work, period, where anyone who picks up a weapon of that type will notice this effect or feats that reference weapons by their category to indicate that the training for that particular weapon enables a different way for that weapon to work. In the first group you have weapon effects like Brutal or Heavy Thrown, and in the second, things like Hammer Rhythm or Axe Expertise. The result is that the weapon system is genuinely interesting to engage with and even though there is a clear hierarchy, the boundaries between the tiers of that hierarchy are not so steep, not so absolute.

There is nonetheless, an area where the weapon system does stagger, though, and that’s natural weapons. The base game features almost nothing with a natural weapon, and the one option you have for it in the starter set is the Gnoll, with a heavily errata’d mess of a feat to get your claws dirty. What’s more, the feat is a bit wonky and weird because, first, you’re spending a whole feat to get the weapon, but you’re also getting a weapon that is only about as good as a short-sword and it interferes with abilities that require you to not be wielding a weapon in your off-hand.

I think that’s dumb; I can treat my fist like a weapon at will, but the game doesn’t then say that I must always have a weapon in my off-hand even when that hand is empty. This indicates to me a simple hole in the way 4e handles natural weapons, and how it makes them available.

So I fixed them.

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3e: Arcane vs Divine

What’s the difference between Arcane magic and Divine magic?

Familiar as I am with 3rd edition, I know there’s definitely a structure that says Arcane magic is the slightly more powerful one, and that Divine magic is easier and more convenient to use out of the box, but that’s the perspective from one extremely bleeding edge level of power that I never really got to play with. My experience of wizards and clerics in 3rd edition were always characters who did that and something else, in order to keep their power level meaningfully contained. Basically, I liked a wizard with a sword or a cleric with a pet rather than just taking my Busted Spellcaster Classes straight.

Until 4th edition approached and rebuilt every power source with a specific holistic vision for the shared traits of powers, Arcane magic and Divine magic existed as parts of a continuum that shaped your vision of the world at large. And the machinery of the game was designed to get people involved at one point and you were meant to grow as a player while you did.

What, then, was the difference?

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Us Beastfolk

I am of the opinion as a designer that D&D settings are more interesting when you consider the diegetic language of the setting, and that language is best served when you do not pre-emptively position players to be racist. It may sound like a lot is loaded into that, but, as I’ve said before, consider the term ‘halfling.’ In the context of a universe, that term is almost certainly a slur, if it’s not a term chosen by the people themselves, since it positions them entirely in their relationship to the other, larger people saying that term. If the term ‘halfling’ is to not be a slur, it needs to be a term the halflings use, and then the question follows: half of what.

I’ve talked about this at length in the article on the halflings, and now we’re moving on to another term that players are going to need that I want to try and make sure isn’t a term that naturally implies every character speaking naturally is a bit racist. That term is beastfolk.

If you’re not familiar, beastfolk is a term used in a lot of D&D settings for ‘furries and near-furries.’ It’s for your anthropomorphic animals, but also for humans with some animalian traits. Often these traits need to be centered around the head; for example, Raptorans are kind of more like elves with wings, but despite having wings and talons, they’re generally not seen as ‘beastfolk.’ In a lot of ways, it’s about the face.

If beastfolk is a term the default observer imposes on the group, then that brings with it ideas of colonialism, the idea that the group doesn’t have a way to centre their own identity, and they didn’t get to choose their own name. That sucks. But on the other hand, I don’t think it’s a great idea to tell the players ‘okay, you know this term that’s in the game books and is in the fiction and is definitely a simple handle for what you, a human, can definitely use to describe these nonhumans? you need to stop using that and now use a more complex term that’s probably not as good.’

No, the solution, in my mind, is to come up with a story.

The story of why the beastfolk call themselves the beastfolk.

Art by Anja Jesske
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How To Be: Link (in 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

With Frame Fatales running, I wanted to talk about a character who has a strong presence in speedrunning, and a character that owns a special place in the heart of the community, and a character who helps people feel connected to something.

I figured what better to do, than look at a Link.

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4e: Group Flirts

Sure, let’s call it that, why not. That’s not going to be completely incomprehensible.

The skill challenge represents one of the many pieces of 4th Edition D&D technology that was underappreciated in its time and misunderstood in hindsight. The Skill Challenge was a tool that let the DM run a non-combat encounter with the same kind of group engagement that the game’s combat system normally demanded; it has a failure state represented by eventual failures, but it also serves to let players platform their own choices and express how they do things. Skill Challenges in the simplest form are ‘the group needs to succeed on X possible checks before they fail N possible checks.’ The system isn’t necessarily all that groundbreaking, but the Dungeon Master’s Guide bothered to explicate a bunch of useful, good ideas about their execution.

There are ideas you might realise are fiction first and fail forward in the 4th edition D&D Dungeon Master’s Guide, but they’re not called that, and people don’t seem to remember what these books were like. What skill challenges let you do was explicitly call for a moment when many people are trying things at the same time, and get to negotiate the fiction of what that means, what kinds of things people are doing, and how their skillsets are expressed. It’s a great system, and I wish more people were familiar with skill challenges, especially in how they do something D&D does well (induce and encourage all players to engage with simple rules tools) and patches something it doesn’t tend to do well (encourage spaces of free creative expression).

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How To Be: Inu-Yasha (in 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

Smooch month has rolled around and that means it’s time to, once again, break out the rulebooks and try to find a way to make another Ranma 1/2 character in 4th edition D&D.

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The Glimmering Spires of Visente

Cobrin’Seil is a place with culture, a place with languages, a place where people make books and exchange culture and share popular media just like in the real world. Places have their styles and preferences and they absolutely have their own trash. Trash novels, for example, cheaply made on pulpable paper, are traded around in bulk between different cities, and a surprising number of them, the really cheap ones about sleazy sex and dangerous romance? Chances are they deal in the stereotype of the glitzy and hedonistic lifestyles people imagine is common in one of the glimmering cities of Visente (pronounced vy-zent).

Art by Adam Paquette

This is going to be a nation write-up! If you want to read the structure, and how it’s to be used, here’s the link to the structure. I did use some resources to help me build this and get over the things I find the most difficult. Particularly, I punched ‘random city name generator’ into duckduckgo and got this link, and the art that informed the concept is from the Streets of New Capenna set from Magic: The Gathering.

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3e: The Beauhort

Back in 3rd edition Dungeons And Dragons there were a lot of problems in character building, but I dedicate special attention to those that pushed players making reasonable, desireable choices into things that made the game strain. It was super easy to make an overpowered cleric or druid if you just looked at what they could do. It was easy to snap the game in half with the Spelldancer, just doing what the class suggested you do. It was easy to buy into a class fantasy that stranded you unable to confront the challenges the game had.

And if you wanted to pick up a boyfriend in-game, there was an obvious and available way that kinda made the game buckle a bit — just take the feat Leadership.

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4e: Distributing Abilities

Ability scores in Dungeons & Dragons are one of the game’s many mechanical systems that float atop a liquid surface of questionable justifications. They’re a perfectly serviceable set of dials to use to define a character, they do a job and they create a lot of thematic hooks you can use, but also, under the hood, they are not sensible at all, and part of where they get unsensible is where you try to treat them as strictly representational depictions of a coherent measurable reality.

Which is a problem.

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How To Be: Cyclops (In 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

I’m always left wondering, month to month if I can come up with an interesting example for How To Be, where I wonder when I’m going to feel like I’m running out of options. For GDQ I was considering a list of ‘speedrunning iconic characters considered, then rejected the entire list because I realised that, once again, I could imagine a way to represent that character, a way to capture the essence. Plus, there’s always different veins of narrative, different types of stories to consider like this.

A long time ago, when I first started playing RPGs, a friend (hi BigAngry) said to me, the thing with RPGs is that once you play in them you’ll notice the way that literally every single piece of fan media presents you a list of toys, things you can always look at, then point to and say ‘I want that.’

And I thought about another friend who doesn’t care about RPGs, and I thought: Yeah. Let’s do Cyclops.

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The Circle Highway in Dal Raeda

Okay, hit the ground running fast: In Cobrin’Seil, I had a quandrary to solve. I knew that Dal Raeda (Big Irish-like Empire) has a section of the King’s Highway in it. This presented a problem, because Dal Raeda is a peninsula, and to have the highway in it would require that highway to connect two parts of the Eresh Protectorates. That meant the only options are:

  • The Eresh Protectorate don’t build their highways between their cities and might build one into Dal Raeda for convenience, which I didn’t like
  • There’s an Eresh Protectorate city inside Dal Raeda, which would be politically surprising
by Tyler Edlin

What follows here is the story that flows from addressing that question and thinking in terms of how pieces of infrastructure get built and maintained.

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3e: Haste!

Oh boy you know what’s the most broken spell available in 3rd edition D&D well now you mention it it’s a contentious slot because there are a lot of spells that are really, really broken and third edition had a lot of them flying around but when it got broken you kind of had to start in the core rulebook and see the things that you’d wind up seeing used all the time and nothing was really ever going to wind up being as broken as this one it’s haste it’s haste look it’s obvious I’m talking about haste haste was so very goddamn broken in third edition D&D.

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How To Be: The Very Best, Like No-one Ever Was (Dun Dun D-Dun) (In 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

You know, it might just be because I’ve been thinking about pets and subordinate characters, what if the inspiration for your character in a 4e campaign is being someone who has for some reason, a monster that works at their side? What kind of character can produce monsters out of nowhere – like they can just pull them out of their pocket?

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4e: Building Organisations

Organisations are one of those things that most editions of D&D have but they all seem to have weird ideas about how to relate to them. In 3rd edition, for example, a lot of organisations had you spending feats to learn specific mechanical options that marked you as a member of that organisation. This led to a lot of killer feats but also meant that if you didn’t have a feat slot to spare, there was no reason to care about these organisations.

I’ve been thinking about organisations, especially in my campaign setting, because I do keep using ‘people choosing to arrange things’ as an important part of the cultural landscape. For this reason I’ve been thinking about ways to represent organisations that people can join at any time without it consuming a limited number of player build slots. Themes and Paragon paths are fine – but what if you want to be a member of the church of Amaunator without being a Morninglord?

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A Giant Paradigm

I’ve talked about the Goblin and Kobold cultures in the context of Cobrin’Seil, and done some fairly deep delves into what I think of as the framing context of the other player character options, but the thing is, when you start looking at these cultures as like, cultures, you kind of run into a problem.

Art Source

See, like if Goblins and Kobolds and Orcs merit that deeper context, then that kind of brings up the question of what about gnolls? What about grimlocks? What about derros, and tareks and hobgoblins and bugbears and shifters and duergars and bladelings and —

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How To Be: A Meguca (In 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

In this, a Dreadful Month, maybe you need a radiant light. Maybe you need something that makes you feel warm and fuzzy and happy in this time of long nights. In which case, let’s look to the most successful Monsters Inc fanfiction anime there is, and look at the magical girls from Puella Magi Madoka Magica as we ask what it would take to Become Meguca.

Spoiler Policy: I don’t intend to spoil much of the actual story of Puella Magi Madoka Magica. Instead, I intend to approach this exercise looking at the characters as they present, with minimal explanation of the actual narrative of their native series, though there will be some discussion in a broad sense of what characters’ powers are.

This is in part because these characters have very strong vibes to use as basis for a character but also because it’s much funnier.

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The Meat Invasion of Glotharen

I speak of Cobrin’Seil in terms of its people and their homes; this means that more often than not, I am talking about cultures and cities; so many features that are large and inexplicable are usually only mentioned when they are cities, like the Dragon Palace of Amenti. I sometimes feel that this means that the image of Cobrin’Seil, as a world, is that it’s a place where you spend your time engaging with civilisations, of negotiations between people, and it’s not really a space where you can just go out in the wilds and get into a fight.

On the one level, good. I don’t need a roaming empty wild space with dozens of underdeveloped weird humans like Bullywugs and Goblins and Frost Goblins and Bugbears and Hobgoblins and Orcs and Pistos and Half-Orcs and Gnolls and Greenscales and Kenkus and Shifters and Lizardfolks and Grimlocks and Orogs and Tannaruks to fill the world. I’d much rather make cultures that have a lot of variety rather than a few dozen things that are meant to be fully sentient humanoid creatures living their lives. Like, yeah, some of these exist, but they’re not the default thing you find when you wander off a path, just having a culture out there without ever being noticed.

This can create the feeling that out there, in the world, there’s just nothing you haven’t seen before in a city. That’s not true; setting aside that almost any given city doesn’t have the same people with the same reasons for being out there, there are also places with things out there, sites and zones that present mysteries.

For example, there’s a forest that’s slowly turning to meat.

Art by Rocky Schouten.
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3.5 D&D: Drinking Souls

The Book of Vile Darkness is not a book for players. On the fourth page, it lists Hide This Book!, which states that the book should be treated as if it were a published adventure, that it should inform and add to player experience, but never be treated like other player option books.

Let’s ignore this and talk about the Soul Eater, a prestige class that requires you to be Evil and which is contained only in the Book of Vile Darkness.

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4e: The Warlock Is Alone

It’s a well-worn meme that in the context of the Dungeons And Dragons moral framework, that Warlocks and Paladins are different only in that one has an employer, and one has a sugar daddy. Notably, before you giggle too much, recognise that of the two, the Warlock’s the one with a contract, but the Paladin’s the one with a code of conduct.

No, don’t worry, this isn’t going to be a treatise on how the Warlock in 4th edition has balance problems, or how they have probably one of the most stolen powers in the game, or how the Paladin does most of what I want a Warlock to do, no no. Not even bringing up that the divine characters have their power sources expanded with personalities and ideologies and characterisation and all that, while the Warlock gets maybe try elementals? I’m not bitter.

This is about being a Warlock in 4th edition.

Content Warning: I talk about drugs a little bit, in broad and general terms!

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Curse Your Campaign

One of the common problems present in any given Dungeons and Dragons campaign, set in the context of a world of adventure, mystery and combat-ready quarrel-solvers, is anyone ever asking the question ‘can’t someone else do it?’

For a whole host of problems, this is simply true: Yes, someone else can do it. In a world with guilds and support and highways and organisations, there is by definition almost always someone else on hand who can do the job, and most often, the players are the ones with a combination of opportunity and happenstance to be the ones dealing with this problem, right now.

Art by Brian Valeza

There are tricks for it, of course. Chanting. Destiny. Magical artifacts that fuse themselves to your skin. Hypnotists. Walkie-talkies, tempers, fists – but not so fast.

What I’d like to suggest is an idea for a campaign style that fixes this problem, gives you a tone and introduces a reliable tool for the DM to weave into the story: Make it cursed.

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How To Be: Lalo Salamanca (In 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

There’s a real challenge in translating anime characters to other forms of media, and that’s why once again, we go back to the most successful anime of the last five years, which had its grand conclusion just last month. Yes, people love Better Call Saul, and Breaking Bad and then maybe they’ll mention El Camino and maaaybe they’ll mention Slippin’ Jimmy, but no matter how you enjoy it, we all know one of the greatest anime villains of all time stands tall, possibly while murmuring the name Werner… Ziegler…

It’s Lalo!

Spoilers but kinda? For Season 4 and onward of Better Call Saul.

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4e: Deploying Monster Types

Hey, have we already spoken about the monster system in 4th Ed D&D?

Back in 3rd edition, D&D used what we called the ‘challenge rating’ system, a system that treated each monster as a sort of amorphous blob with a generic personality and the option to pick its own feats and do a lot of possible things. It was a system that I’ve talked about somewhat negatively.

But people say that 4e D&D was ‘only good for tactical combat,’ which I don’t agree with, but I can understand the feeling when you consider it was the first time that it made the combat system kinda work (and obligatory ‘ew there were math problems in the first monster manual’ yep, and they found them and addressed it, thanks).

Part of how it worked was that rather than treat monsters as if they were all generic spots on a continuum, monsters were balanced based on general formulas of things they could do and ways they could be represented, and part of that was recognising that some types of monster were best suited to particular types of role.

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3.5: The Archivist

Hey kid, wanna read some dirty books?

Original Art by Julie Dillon

D&D is a game of nerds, and therefore there is always some degree to which it will reflect the vision of the kinds of nerds that made it. By default, there is an idea of power that lends itself towards the obvious, with mighty barbarians and fighty fighters plunging onwards into the fray, but it almost seems too obvious that a game that for thirty years was seen as the domain of the kind of dorks who boasted about their test scores just so happened to land the majority of the powerhouse play options in the lap of the characters visually represented by being physically unathletic and carrying a big book everywhere.

In a game full of busted stuff, it’s well known that in D&D 3.5 the most busted stuff comes from the host known as the ‘full spellcasters’ – characters whose power derives directly from their spellcasting as the primary thing they do, and who get nine levels of casting spread out over seventeen levels, eighteen if you suck and pick a sorcerer. And amongst those, the typical top tier are the Wizard, the Cleric, and the Druid.

The Archivist is the rare example of a character class presented in the 3.5 D&D expansions books that manages to not just exist alongside those three, but in a way, exceed them.

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Eberron and the Dawn of Magepunk

When you give a thing a name, you give it a life.

Eberron is a Dungeons and Dragons setting that first launched in July 2004, for Dungeons & Dragons 3.5, and much ink has been spilled about it, not the least of which is in their official books. It’s a great setting, and it has a bunch of fun things put in it, including shapeshifting genderqueer cuties and mechanised robot people, and oh yeah, an entire country that’s got cursed fog rolling through it. Eberron is a fun setting and I like it.

Eberron is also the first time I ever encountered the word Magepunk.

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Bill Of Elf, Part 2

Yesterday I talked about the world building I have explaining the basic foundation of elves in the setting, and in the process, described a set of different ‘elves’ that players have access to for building their own characters. But that was more a sort of top-down cladistic vision of them. What are those elves like, what does it mean to be a member of those elven cultures? How do they view one another and what kind of characters do they allow?

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Bill Of Elf, Part 1

I’ve written about elves in Cobrin’Seil, but it was writing that was largely about addressing them as an origin. What I wanted to address is the question of why elves can make half-elves, when they’re not quite like half-orcs. I even established there that elves are less a heritage and more a group of heritages, all drawing from the same singular space.

Of course, the language around this is complicated. After all, I call these things elves, but one of those types of elf is called elves. And I’m not doing this in the vein of Moon Elves and Sun Elves and Sand Elves and Dust Elves and Song Elves and Wood Elves and Winged Elves and I only had to make up one of those. But the general fantasy of ‘elf’ is something players love, but also it means a lot of different things. The distribution of ‘elves’ is a whole question unto itself, and I kind of needed to decide what I wanted them to do and what character fantasies are enabled.

Plus, that creates a question of how the world relates to the idea of the Elves, and well…

That’s a world building question.

Art by Randy Vargas
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How To Be: Bridget (in 4e D&D)

In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:

  • This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
  • This isn’t meant to be comprehensive or authoritative but as a creative exercise
  • While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
  • The character has to have the ‘feeling’ of the character by at least midway through Heroic

When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.

Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.

You don’t have long on this earth. THE FASTEST SINNER WILL EDIT THE TEXT. MISSION ONE. WHATABURGER! A MIDNIGHT MEAL WITH THE DEVIL

THE CARBUNCLE ATE ITSELF! FIRST HOWDY!

LET’S GET THE MONEY. GODS PLAY DICE WITH THE UNIVERSE, WHY DON’T YOU GIVE HER A CALL. FIRST SHOWDOWN ATTACK, Crank it To 11! WORLD IS A FUCK

Round the first: Grind!

It’s Labor Day.

Let’s talk about Guilty Gear.

Content Warning: I’m going to have to put some disclaimers up for some political information around Bridget and trans identities before I get into the meat of things, so if you’re not interested in that and you’re already aware of this situation just jump three paragraphs.

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