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Welcome to Dragon Avenue, your home for all things Dungeons and Dragons. Here you can find news about D&D 4th edition as well as other geeky things that most gamers are interested in. We are one of the nicest communities of role-players you'll find, so feel free to join our forums and sit a spell.

You can download a free 65-page PDF of the Pathfinder RPG rules based on the 3.5 OGL.  This is an “open play test” as Paizo is currently listening to player feedback and tweaking the system until it’s final release sometime in August.

The new pathfinder system provides some updates to the DnD 3.5 fantasy RPG rules, including revised classes, new skill system, updated spells, new combat options, and more.  This could be a great alternative to 4th edition for folks that don’t want to invest into a whole new system.

Here’s the info from the Paizo press release:

Paizo Publishing® today announced that the final Pathfinder Roleplaying Game Alpha playtest release is now available for download at paizo.com.

“I am really excited to get Alpha 3 into the hands of our playtesters,” said Paizo’s Lead Designer, Jason Bulmahn. “It includes all eleven base classes—including first-ever looks at the Pathfinder RPG Bard, Monk, and Ranger—a host of new rules, and a mountain of changes suggested by the folks on our Alpha playtest messageboards.”

The Pathfinder Roleplaying Game Alpha playtest release 3 represents the final Alpha release before the massive, full-color, softcover Pathfinder Roleplaying Game Beta releases this August for $24.99. The Beta will be available on paizo.com, at Gen Con, as well as through hobby distribution at local game stores. Just like the Alpha releases, the Beta release will be available as a free PDF download on paizo.com. As Wizards of the Coast’s core 3.5 rulebooks are expected to go out of print with the release of 4th Edition, Paizo will use the Pathfinder RPG as a replacement for the 3.5 core rules. The Pathfinder RPG Beta release will represent Paizo’s first published take on an updated 3.5 system, and playtesting will continue through spring 2009, when Paizo will incorporate the open playtest feedback and create a Pathfinder Roleplaying Game hardcover for release August 2009.

To date, more than 17,000 gamers have downloaded the free Pathfinder Roleplaying Game Alpha playtest PDF from paizo.com. To learn more about the Pathfinder Roleplaying Game, visit paizo.com/pathfinderRPG and download the free PDF of Paizo’s exciting new look at the 3.5 edition of the world’s most popular fantasy roleplaying game.


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Todays excerpt is about Archons.  The article is brief but basically sums up archons and single-minded baddies without a culture of their own.  This means that archons could be in the employ of anybody and not have any particular allegiance to another of their own kind.  Sadly, the article provides zero crunch.

The battle between the primordials and the deities is over—at least for the time being. But the archons remain in the service of great powers that reside within the Elemental Chaos: Efreeti pashas, primordial nagas, salamander lords, and not a few demon princes. They’re also used as guardians at larger githzerai monasteries.

So much for separating campaign fluff from the core rules (yes, I was hoping that would happen).


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It’s finally out folks!  I took some quick pictures for those of you that want to know what’s inside.  You can click on each image for the full resolution version.

*Spoiler Alert* If you don’t want to know anything about the maps or adventure, you should skip this post.




The cover of the adventure.




The product is similar in design to a PeeChee folder.  The inside is well designed so that the folder flap images line up with the booklets inside.  The left side holds the 80 page “Adventure Book” and the 3 double-sided poster-sized battle maps.  The right side contains the 16 page “Quick-Start Rules” booklet.




There’s a lot of stuff in this product.  The inside of the adventure book is gorgeous with full color, lots of maps, and plenty of artwork.




The back cover of the product.




Notice the new d20 logo.  Looks kinda like something from the 80’s.  I preferred the old one, but whatever. smile


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The latest 4th edition excerpt from Wizards is about minions.  In a nutshell, Minions are designed to be cannon fodder for the players.  They go down in one hit as they only have one hit point.  They provide a good cinematic experience as well, representing the hoards of easy foe that heroes wade through.  However, more than just easy kills, they can serve as a deadly obstacle to the real enemy waiting in the wings.

The evil baron calls for his guards, the orc chieftain leads a screaming horde in a terrible charge, the necromancer animates a dozen skeletons that rise to fight the PCs. The D&D game is full exciting scenes and encounters where the PCs must face a potentially overwhelming number of foes. In previous editions of the game, these encounters might have been filled with low-level “mooks” who would be promptly ignored by the PCs, since the PCs usually possessed sufficient AC or saving throws that they could ignore attacks from dozens of CR1 goblins or skeletons.

In the 4th Edition of D&D, we wanted to capture the concept of those creatures, but provide a rules framework that let them be a relevant part of the encounter. To this end, we created the minion role as a rules construct to allow a DM to more easily include such monster hordes.

A preview of the Legion Devil appears at the bottom of the article as well.


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Chatty DM has posted a fairly in depth review of Keep on the Shadowfell, the first official 4th Edition D&D product (excepting minis and preview products). 

Of particular note, the adventure comes with 4 battle maps of key locations, although they are reprints.  Nonetheless, the inclusion of battle-sized maps is a welcome change and should make it easier for DMs to prepare adventures and increase the fun for players.  (update: there are also 2 new battle maps for a total of 6 - thanks to Chatty for the correction)

The adventure includes a 16 page rules primer and an 80 page booklet containing rules for the Dungeon Master and the adventure itself.  Overall, he appears to like the product and is mostly favorable on the rules and the adventure itself.

This is a well made adventure that showcases what low-level heroic-tiered characters and foes can do. It’s a simple, straightforward story that puts into play some of the core 4e fluff (The Shadowfell, Orcus, points of lights and so on).

Not everything was rosey though as he noted what I consider to be a major flaw in the product:

One word of warning, and my main beef with the product, the booklets are very fragile (paper is easily damaged) and the ink smudges very very easily. I’ve been handling this one for a few hours and pages are already covered with enough fingerprints to incriminate me without actually having to call the local CSI.

Thanks to Talae for the scoop.  You can discuss this article in this thread on our forums.


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Today, Wizards release two excerpts; one concerning magic items and another concerning quests.

Magic Items

While not “new” information per se, the article confirms that magic items are more specialized.  For example, magic boots will always confer bonuses and effects related to movement.  No more boots that confer a +4 enhancement bonus to damage.  In addition, magic items have levels designed to match the average level of the character wielding it.  This should make it much easier for DMs and players alike to determine an appropriately powered item for their level.

There’s no restriction on using or acquiring items based on their level, except that you can’t use the Enchant Magic Item ritual (page 304 of the Player’s Handbook) to create an item above your level. If, for some reason, your 10th-level character finds a 20th-level magic sword, you can use it to full effect.

You can now identify a magic item during any short rest period.  I assume this “spells” the end for the identify spell (the pun was too good to pass up).  This doesn’t apply to all magic items though.

Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item.

Magic items costs are now fixed based on their level.  However, their actual purchase prices will be based on supply and demand, presumably determined by the whim of the DM.  Here is an example magic weapon:

Flaming Weapon

Level 5+
You can will this weapon to burst into flame.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (At-Will Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Power (Daily Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
Level 15 or 20: 2d6 fire damage and ongoing 10 fire damage.
Level 25 or 30: 3d6 fire damage and ongoing 15 fire damage.

Quests

With seemingly more influence from WoW and other MMORPG’s, there is a new system for awarding experience based on quests.  While they acknowledge that this isn’t new per se, they do say that the system is more deliberate.

Almost every D&D campaign out there grants a bit of bonus XP for completing story objectives, and this has been going since the first time a gamer lifted a d20 and stared at it in glossy-eyed wonder. The big difference between 4th Edition and older D&D editions is that we designed it into the game; it’s not just an afterthought, an ad hoc idea, or a suggested house rule. We actually took into account that people already do this, then gave better guidelines on how to do it well, and crafted the numbers behind character advancement with quests in mind.

The actual quest system is comprised of major and minor quests, although not much else was revealed.  The article conveys the general concept of questing that will be familiar to anyone with MMORPG experience, but is otherwise lacking in details about how the DM might implement and award XP for quests.  The article mentions some “dead end” XP methods that lead them to their current system for awarding XP.  I am not convinced that the dead ends aren’t still useful or interesting though.  To each his own.  How the actual quest and XP system will work will have to wait for the DMG I presume as this article left me with more questions than answers.


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Wizards of the Coast has a new 4th edition preview article posted. Today’s article discusses treasure and rewards for adventuring.

James Wyatt discusss how 4th edition treasure works in the following excerpt:

4th Edition treasure works like this:

If I put 5th-level characters through 10 encounters of their level, they’ll gain enough experience to become 6th level. They’ll also gain four magic items above their level (one 6th, one 7th, one 8th, and one 9th), and total gold-equivalent treasure equal to double the value of a 5th-level magic item, or 2,000 gp. That’s the goal, and here’s how it works out in practice.

When I’m planning those 10 encounters, I look at the 5th-level treasure parcels in the DMG. That’s the treasure I’m going to give out, conveniently divided into ten chunks. The ochre jelly’s not guarding any of that treasure, but the dragon has (let’s say) three parcels.

The 5th-level NPC has a 6th-level item—not because he needs it, but because it’s one of the treasure parcels. The characters don’t find magic items that are beneath their notice—they won’t walk out of the drow enclave with a wheelbarrow full of +1 rapiers.

I might even tuck some of that treasure away in a locked vault without a monstrous guard, and save a parcel or two for a quest reward.

It’s a lot easier to be a conscientious DM in Fourth Edition. I don’t have to add up the value of all the treasure I’m giving out and make sure it adds up—I just have to check parcels off the list when I give them out, and make sure that I’ve crossed everything off the list by the time they hit 6th level.

I like the simplicity of simply calculating the total treasure they would get in a given level and then just divvying up that treasure across the 10 encounters it takes to level up, perhaps putting multiple “parcels” in one encounter and taking them out of others. Its simple and elegant. Smart DMs did this in 3rd edition too, but its nice to now see this be the default system.

Another interesting tidbit is here:

Characters can use the monetary treasure they find, as well as the gold from selling items, to acquire new magic items. They can’t make items above their level, and can’t often afford items more than a few levels above theirs. It’s to their benefit to use the Enchant Magic Item ritual for items of their level or lower, rather than buying these items from merchants, agents, or fences, because of the 10–40 percent markup over items’ value that these sellers charge. When they want items above their levels, they have to go to merchants.

The game still works if you decide that magic items can’t be bought and sold in your world. Characters can rely entirely on rituals to duplicate the economy of buying and selling without money changing hands.

The residuum they collect from disenchanting items provides the expensive ritual components they need for the enchanting ritual. If you want characters to rely entirely on these rituals, remove the cost to perform the Disenchant Magic Item ritual, making it just as efficient as selling.

Interesting how there is now a mechanic to break down your older and weaker items and use the “residuum” collected to enchant newer items. And I also like the nod towards assisting DMs that might prefer not to have Ye Olde Magick Shoppe on every village street corner.


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Paizo sent out a press release announcing that Monte Cook is going to act as a consultant on the Pathfinder system.  Here’s the press announcement in it’s entirety:

Monte Cook Joins the Pathfinder Roleplaying Game™ Team

Co-creator of 3rd Edition Dungeons & Dragons® to act as Rules Consultant

Paizo Publishing®, LLC today announced that Monte Cook, the co-creator of 3rd Edition Dungeons & Dragons and author of the 3.5 PHB and DMG as well as the Ptolus™ campaign setting and the recent Book of Experimental Might™, has joined the Pathfinder Roleplaying Game team as a Rules Consultant.

“This is going to be a lot of fun,” said Monte Cook. “Pathfinder is a fresh spin on a rules system that I love and the guys at Paizo are great to work with. They produce nothing but the highest quality products.”

“Monte Cook is a legend of third edition and of the Open Gaming movement,” said Paizo’s Publisher, Erik Mona. “He’s also a great DM, and has the best mind for mechanics I’ve ever seen. To have one of the original third edition designers helping us with the Pathfinder RPG is like a dream come true. With Monte’s involvement, I am certain that the future of the edition he helped to create will be very long and very fruitful.”

“I am really excited to be working with Monte on this project,” said Paizo’s Lead Designer, Jason Bulmahn. “His advice has been a great help to the Pathfinder RPG. When it comes to rules design and knowledge of the 3.5 system, there is absolutely no one better.”

Monte Cook will also be contributing an introduction to the final Pathfinder Roleplaying Game hardcover, scheduled for an August 2009 release.

The Pathfinder Roleplaying Game is a tabletop fantasy roleplaying game that will serve as the anchor for Paizo Publishing’s popular line of Pathfinder adventures, sourcebooks, and campaigns. Last March marked the beginning of a year-long Open Playtest of the new rules, which are based on the popular 3.5 rules available under the Open Game License. The Pathfinder RPG is designed with backward compatibility as one of its primary goals, so players will continue to enjoy their lifelong fantasy gaming hobby without invalidating their entire game library. To learn more about the Pathfinder Roleplaying Game and to download the free Pathfinder RPG Alpha playtest document, visit paizo.com/pathfinderRPG.


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Today we have Epic Destinies and an excerpt about giants. We get a sample of the Archmage:

Archmage Features
All Archmages have the following features.

Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once.

Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can稚 cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you池e dead.

At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form.

If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like.

Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell).

Not bad, but I expected something more grand. But I guess the power curve in 4e has been flattened so there are fewer exponential jumps in power. For the giant excerpt we get stats for both a Hill Giant and an Earth Titan. Here is the Earth Titan:

Earth Titan Level 16 Elite Brute
Huge elemental humanoid (earth, giant) XP 2,800
Initiative +7 Senses Perception +9
HP 384; Bloodied 192
AC 31; Fortitude 33, Reflex 27, Will 28
Immune petrification
Saving Throws +2
Speed 6
Action Points 1
Slam (standard; at-will)
Reach 3; +20 vs. AC; 2d10 + 6 damage.
Double Attack (standard; at-will)
The earth titan makes two slam attacks.
Hurl Rock (standard; at-will)
Ranged 20; +18 vs. Reflex; 2d8 + 6 damage, and the target is dazed (save ends).
Earth Shock (standard; encounter)
Close burst 2; +18 vs. Fortitude; 2d10 + 6 damage, and the target is stunned until the end of the earth titan’s next turn. Miss: Half damage, and the target is not stunned.
Alignment Chaotic evil Languages Giant, Primordial
Skills Athletics +19
Str 23 (+14) Dex 8 (+7) Wis 12 (+9) Con 22 (+14) Int 11 (+8) Cha 13 (+9)


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