The revolving door of the tavern

I’m sure there’s at least one player who’s looking forward to the session on the 9th of August. Silent Blade will be making a one-night only cameo, and I wonder how she’ll perform. Will the long layback be evident or will she seamlessly sail through the many dangerous twists and turns?

At the same time Siren Sing-a-Lot will be hoping to sign off with a bang as he takes a year long sabbatical from adventuring. Always poised and composed, the renowned bard is looking forward to quill down a list of ballads and tunes as he gets much needed rest and relaxation.

One thing remains the same though – the companions will face all sorts of fiendish foes and cunning creatures as they seek to make a name for themselves in Krynn. Still vulnerable to the dynamics of Krynn, they need to tread gently, for danger lurks all around, and beneath.

Here’s something to massage the grey matter: You’re a sorcerer. You’ve been hired to retrieve treasure from a dungeon beneath an abandoned castle. You have enough steel pieces for only one hireling. Which class of hirelings would you employ? And why?

Published in:  on Friday, 1 August 2008 at 6:15 pm Comments (4)

A Race of Two Halves

Almost every player has, at one time or another, played a non-human character. Whether an elf, dwarf or even half orc, non-human humanoids add an exotic and mythical touch to any role-playing fantasy setting, be it online or in books. But I sometimes cannot help but wonder if some of the character races introduced are a tad bit far fetched or irrelevant.

For one, I really do not see the use of half elves as a race. I think they’re catered more towards a player who can’t decide if he wants to be elven or human, and thus offers him a perfect solution to his dilemma. I don’t see their functional value. Half elves may make good reading (Tanis, the only half elf of note), and little else. This also applies to half orcs. This class probably was created to take into consideration certain players who are brutish and incapable of any subtle moves.

Another point to note is the drow, or dark elf. This is one new character race that really, if all things are considered, does not have a logical rationale to its existence. Can there be a good drow? Are all evil elves drow? Dragonlance and Forgotten Realms seem to differ on the concept of the drow. In Krynn, the term drow is not used extensively (or at least, not till recently). Dark elf is used more as an adjective, rather than to denote a particular race. It represents an elf who has turned away from the typical elven existence and is a follower of the evil gods. Hence Dalamar is portrayed as a normal looking elf who serves Takhisis. Drizzt, on the other hand, represents the dark elf as a race, both physically and mentally. The ebony skin, the snow hair and red eyes highlight the physical difference between a normal elf and an evil one. More so the fact that drow in Faerun worship Lolth. So where does that leave an evil elf who worships, say, Bane or Bhaal? Is he or is he not a dark elf?

In terms of D&D, I feel that races should be homegenous, for the simple fact that there aren’t any half minotaurs, or half halflings, or half dwarves. If elves and orcs and humans can interbreed, why not dwarves, and halflings and centaurs? What would the offpsring of an elf who breeds with a dwarf be? Mind boggling, to say the least.

Thus, I reckon future editions of the D&D Handbook should leave out ‘half’ races and include more feasible ones to the exisitng list, such as centaurs and minotaurs. The drow should also be reinvented as a race separate from elves in all aspects. After all, can anyone honestly permutate the results of intercourse between a drow and a gnome?

[Image from D&D Player's Handbook]

Published in:  on Friday, 27 June 2008 at 1:08 pm Leave a Comment
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The Warring Wizard

What is there to write about wizards that has not already been written? Mere weaklings at the lower levels, powerful entities at the latter stages. Wizards start off being vulnerable to a single blow from a goblin, and usually end up being able to wipe an entire army with a single word. Among all the classes, this class displays highly extreme characteristics at both ends of the character level spectrum.

There are several aspects that make a wizard all-so-powerful. The most obvious would be his or her spellbook. Having a tome with a mixed variety of spells makes a wizard more capable of adapting to ever changing scenarios and environments. This is to say, a wizard who fills up her spellbook with purely offensive spells (think Fireball, Meteor Swarm etc) will no doubt be extremely dangerous. However, forsaking spells like Globe of Invulnerability and True Seeing can often lead to battles that could have been prevented. A wizard with a mixed bag of tricks bring unpredictability to an encounter, thus making it hard for an opponent to pre-empt her attack. Compare this to a dedicated necromancer; necromancy spells will be hard pressed against good cleric spells or areas devoid of undead.

Magic items are a must for any wizard intending to survive the first level. Not just any magic item, but items that can help arm and protect the wizard from damaging blows. Think Bracers of Defence and Girdle of Giant Strength. Contrary to popular belief, a wizard should know how to fight in a melee. Running away from every battle becomes improbable after a while, and when push comes to shove, the wizard has to turn around and fight. Also, choose a good staff and enhance it. Most magical staves have their own imbued power, like the Staff of Illusion and Staff of Withering. A wizard is judged by her knowledge in arcana. She is also judged by her staff and eventually, her tower. Therefore an astute collection of magic items, coupled with a potent staff, can greatly enhance a wizard’s power, and standing among her peers.

Thirdly, the tower. I’m not going to get into details of how to build a tower, or abode. Suffice to say, a wizard’s tower (or mansion or keep or etc) should be well guarded, hidden from prying eyes. And no, building a tower on another plane is never a good idea, for planar creatures are highly intelligent and powerful. The tower should also be functional and be a source of power for the wizard. This means having several portals leading to places away from the tower in times of research or danger. It should also contain a good library, with books and tomes on ancient histories, civilisations and beings. And a working laboratory isn’t such a bad idea either. To protect and guard the tower, an army of undead never ceases to send shivers down the spines of adventurers, though more and more wizards these days are using living creatures as guardians, such as minotaurs and draconians. Golems and elementals are also good choices. This, and a deadly outlay of traps, will ensure that never again will pesky gold diggers raid your vault and make off with your precious treasures.

A final note to anyone interested in donning robes and reading off a dusty tome, think of Raistlin. Now take him out of your mind and consign him to the farthest reaches of your grey matter. Almost everyone who plays a wizard uses Raistlin as a role model, right down to the tea he drinks. Don’t, I say. Be creative, be unique. Raistlin is but one of the many wizards in Faerun/ Ansalon. And it is quite clear that his character was tailor made for literary pleasure, and not so much for actual adventuring. Discard any notions of challenging Mystra or Selune or Mishakal for godhood; you will either die miserably, or you will die instantly. Gods do not suffer fools, that’s for sure. Why can’t I challenge the gods, many a player playing an arcane spellcaster often asks. The answer is simple enough. Gods are not subject to stats and combat rolls; in other words their attributes are so damn high that, barring a one, the divine ones can hit and cause something like 300 hp damage, which usually silences their critics almost instantly.

[Image from magewiki.wikispaces.com/]

Published in:  on Thursday, 19 June 2008 at 12:46 pm Comments (3)
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The Fearsome Fighter

The fighter is often acknowledged to be the most versatile of character classes in D&D. On paper, it is a straightforward class, requiring relatively-lesser time to master, and results are guaranteed within the first ten levels. Yet, in reality, this could not be further from the truth. I can assure you that there has been many a time when a high-levelled fighter, armed with a +10 greatsword and protected with an AC 35 dragonscale armour, has been fried to a crisp by a Fireball from a mid-levelled wizard or turned into a skeleton by a low-levelled cleric.

So why are fighters often at a disadvantage as the game proceeds to the higher levels? Why are they able to vanquish dragons and giants, yet helpless against spellcasters who are probably only half their character levels? Is there any cheat/tip/guide that can help fighters alleviate their apparent disadvantage at high levels within the rules of the game?

The fighter basically fights. Yes, d-uh. What many players don’t understand is why they fight and what their chosen class is all about. Everyone wants to be Caramon or Sturm or Legolas or Gimli. But choosing a class based on literary or film influences isn’t exactly the smart thing to do. Not if you’re serious about playing the game and ruling vast acres of land. The fighter may not require brains, but this is no excuse for the player to fling the thinking cap to the corner when playing.

Attribute wise, the fighter banks on Strength, Dexterity and Constitution. Which is where most players dump their high scores when rolling for attributes. This often means that players are happy to use scores like 8,9 or 10 for the Intelligence and Wisdom slots. This automatically puts the fighter at a disadvantage when it comes to spell saves. Almost all spells require an Int or Wis save DC. Failure is not an option, it is a certainty. And this effect will keep snowballing to the latter levels, which is why surviving a Polymorph spell becomes a question of life and death.

Traditionally, the fighter has always been geared up for attacking. This function serves as a double-edged sword, where the downside is that a few bad rolls and you would have not caused any damage, while taking quite a few heavy blows. Imagine this: a fighter trapped in a room with a crazed wizard. Fail the initiative roll, and the swordsman had better hope for divine intervention. Of course, surviving the wizard’s first attack will not be the end of the problem, cause the arcane spellcaster would be wrapped with plenty of protective spells. A couple of failed attacks and wham, bam, you’re finger-lickin’-good, m’aam.

So what to do, what to do? Well, have a plan. No, not a plan to fight like Conan or find the most powerful weapon known to mankind. Going on a killing spree to rack up the XP is not a plan either. Instead, focus on your character goals. Do you want to be a ruler eventually? Do you want to control an army and plunder enemy lands? Or do you want to open a warrior school and train novices to be the best warriors in the land? Do you want to dabble in the politics of Ansalon or Faerun? These are some of the questions that a player choosing the fighter class should ask herself.

Next, and this is the secret ingredient, build up your armoury, not your arsenal. In due time, the fighter gets multiple attacks. In due time, the fighter causes devastating damage with every successful blow. What the fighter doesn’t get in due time is protection against spells. Which necessitates the need for solid protection. An Amulet of Protection against spells, or a Chainmail that gives a +5 bonus against magical attacks is what I have in mind. The fighter should protect herself as much as possible against magical and undead attacks. View the potential of these sorts of magic items, instead of expressing disappointment and tossing them away after discovering a magical chest. Keep an item which enhances the Wisdom and Intelligence scores. Save DCs are dependent on these two attributes, so disregard them at your own peril. A Helm of Protection against undead may seem trivial to a fighter who has an AC of 40, but that AC 40 isn’t going to help you against wraiths and ghouls.

One last piece of advice: always stock up on Potions of Healing. Never leave home/ the inn/ the tavern without them. These potions often decide if you live through a Pyrrhic battle, or start creating a new character.

(Image from www.renstore.com)

Published in:  on Friday, 6 June 2008 at 6:14 pm Leave a Comment

The Zealous Cleric

Stand back, foul fiend! I command you, back to the Abyss!”

A cleric would, more often than not, find himself spitting out those words of fury at some pit fiend or demonic spirit in a haunted castle or ghoul-infested cemetery. Holy symbol in one hand, a silver mace in the other, eyes blazing with religious fervour, the image of the cleric as the bane of all beings undead and unholy has long been one of the cornerstones of D&D. Many a time, a cleric is the difference between falling under the masses of skeletal warriors and waltzing through these undead creatures.

Yet the cleric remains one of the most under-represented classes in fantasy literature, and under-stated in many campaigns. Highly likely, the first and only name that springs to mind when mentioning clerics is Goldmoon of Dragonlance fame. Verminaard would be another. Slowly trickling out would then be Elistan and Crysania. What do they all have in common? Krynn. They hail from the Dragonlance setting. Which is quite understandable, as faith and gods play a larger-than-life role in Ansalon. On the other hand, clerics in Krynn are generally portrayed as patient healers who come across more as benevolent doctors than malevolent warrior-priests. In Faerun, I can think of only two clerics of note, who aren’t exactly major characters in their respective storylines. Adon of the Avatar trilogy, and Tarl Dessanea of Pool of Radiance. Then there is Cadderly of the Cleric Quintet series whom I found a complete antithesis to how a cleric operates.

Alright then, so how does a cleric operate? Well, many players have some sort of a blank page when playing the cleric. “To whom do I relate?” Well, one has to have a bit of knowledge on medieval history and plenty of imagination. The Knights Hospitallers hit the spot, without a doubt. They embody the essence of clerichood, so to speak. Noted for healing and caring for sick pilgrims, they were also renowned warriors, often resisting attacks by Mohamedeans, Turks and Saracens. The islands of Cyprus and Malta in particular bear testament to the noble Knights of the Order of St John. A more apparent successor would be the St John Ambulance service.

Right, enough of the history lesson. A cleric should focus on two aspects of the game: healing, and spirituality. Clerics remain the only character class with significant healing abilities. Monks, rangers and druids, while able to cure certain wounds, cannot compare to the cleric in terms of serious, restore-severed-hand, bring-dead-to-life healing. This ability is ably supported by the extensive list of protective spells in a cleric’s mind. A cleric suitably protected can often depart a battle scene with only minor scratches, if any. Ask anyone who’s fought an army of zombies or marauding ogres, and they’ll show you the many scars that serve as a proud yet painful reminder.

In terms of offensive spells, a cleric would always come out second best against a sorcerer or wizard. Yet a cleric should not use arcane spellcasters as a barometer of how potent his or her spells are. Clerics are blessed with what I like to call ‘offensively-defensive’ spells. Spells such as Flame Strike, Slay Living and Holy Word are devastatingly destructive when used defensively. Yet Flame Strike, for example, is often used in the same capacity an arcane spellcaster would use Fireball, whilst Slay Living is matched erroneously with Circle of Death, among others. Using these powerful spells to shore up individual/ party defences maximises their potential.

Take this scenario: A small party is ambushed by a group of bugbears and an ogre. The cleric and rogue form a defensive pairing while the barbarian rushes off to duel with the ogre. The cleric dispenses with several protection spells, which greatly hamper the bugbears’ progress. An overly-eager bugbear breaks through the protective barrier, suffering great damage and losing all initiative in its subsequent attacks. Calmly, the cleric steps up with a Flame Strike or Poison spell, which renders the unfortunate bugbear lifeless. The ogre, on the other hand, has stunned the barbarian and is heading towards the cleric and rogue. It’s heavily wounded after suffering some merciless sword thrusts from the barbarian, but is clearly intent on destroying the remaining party members. The rogue holds the bugbears back with some well-placed arrows, allowing the cleric to concentrate on the ogre. Just as the ogre comes within range, the cleric casts Slay Living. The ogre, having sustained grievous injuries, succumbs to the spells and drops dead. The cleric then Bestows Curse on the surviving bugbears, rendering them weaker, before the duo finish off their opponents. The cleric, however, knows his battle isn’t over. Making sure the rogue is not seriously wounded, he rushes to the barbarian who, fortunately, is not dead, though the Reaper beckons to him. Summoning his deity’s help, the cleric casts Cure Critical Wounds and brings the barbarian back from the brink of death.

Such is the function of the cleric – healer, protector and warrior, when necessary. Admittedly, it is one of the more difficult characters to handle, not due to the mechanisms of the class, but rather the player’s tendency to heavily favour either the sword or the spell. The cleric uses the balance between swordplay and spellcasting as an advantage to further individual and party goals and aims.

(Image from www.maknap.com)

Published in:  on Wednesday, 4 June 2008 at 11:22 am Leave a Comment