The only constant is change.
gaming
Dwarven Brewmaster Paragon Path for 4E
Jan 15th
Time to get my geek on.
In our long-running 4th Edition D&D game, the party hit 11th level, and thus needed to choose paragon paths. Most of them found something suitable, but Thorin Durthak, the dwarven fighter (played by my old friend Brandt) just wasn’t finding anything particularly interesting.
So we decided to make something up ourselves. How hard can it be?
Paragon paths start with three game effects:
- a path feature that affects gameplay in a persistent way (a feat, more or less)
- an encounter attack power
- an effect that happens when you spend an action point.
The paragon path we decided to invent is the Dwarven Brewmaster, in tribute to the many bad and good beers we’ve consumed during our sessions.
We took advantage of a session where we only had a couple of people available to start with a Vision Quest; Thorin, accompanied by two of his friends, spent a night in a hill giant bar, where he defended the honor of a hill giant maiden from the lord by challenging the lord to a drinking contest. His friends kept the lord’s minions and “hound” at bay with their wits and skills.
Dwarven Brewmaster
“Finish your drinks, boys, for it’s into the gates of Hell we’re headed next. Bottoms up!”
Brewing beer has been part of Dwarven culture since time immemorial. The earliest recipes are primitive by modern standards, including only hops, barley and water. Dwarven ingenuity has led to many different methods of brewing, involving complex apparatus, as well as ever-more-innovative means of storing and transporting beer to preserve its flavor.
Brewmasters are regarded with awe and some degree of fear by the rest of Dwarven society. Their experimentation with new frontiers in the brewing arts can sometimes result in unfortunate side effects, and they tend to be drunk most of the time. The constant drinking makes the Brewmaster resistant to many kinds of effects, and the various exotic brews can have powerful effects.
Path Features:
Refilling Action – when you spend an action point, you may roll a d20 and consult the following table.
1-5 No effect
6-15 Gain an additional use of any one Encounter power you possess
16-19 Gain an additional use of any one Daily power you possess
20 Gain an additional use of any one Daily power you possess and a temporary action point
Half in the Bag – you gain +5 to saving throws against being Dazed, Dominated or Stunned.
Heave
Dwarven Brewmaster Attack 11
Encounter – Standard Action
Close Blast 3
Target: Each creature in blast
Keywords: Acid
Attack: Constitution vs. Fort
Hit: Con modifier acid damage, and the target takes Con modifier ongoing acid damage (save ends), and the target must save or be knocked prone.
I don’t think I like Shadowrun any more.
Jan 10th
Back in the day, when Shadowrun first came out, 20 years ago, I bought a bunch of the books. I played some, ran a bit, but never really got much of a chance to get into it. That didn’t stop me from spending money on the books, mind you – I have plenty of game systems that I have bought, read and never played at all, so not playing is clearly no barrier to me – but it did mean that I didn’t get much of a chance to get deeply into SR.
I got busy with other things, and I think I ran out of money at some point in there, at least money for game systems I wasn’t actually playing. I think Magic: the Gathering may have consumed all of my available cash for a while.
But now I am back into Shadowrun, working on a game for Con of the North (coming up in just a couple of weeks – if you are a gamer, in the Twin Cities or thereabouts, and have the weekend of Feb 5-7 free, check it out). And while I still like the setting and the idea, the system has way too much embroidery for me to enjoy it.
Let me be clear: I’m a long-time roleplaying geek. My first RPG purchase ever was the first edition of the AD&D DMG, which puts me after the real pioneers who played the original D&D box but still pretty darn early in RPG history. I’ve bought dozens of game systems over the years, played many of them, GMed more than I have played. I like systems with depth and complexity, but Shadowrun 4th Edition is just… off-putting.
I think the key problem for me is that there are so many fiddly bits that I’m almost certainly sub-optimizing in some way, because I don’t know the system well enough. What’s the most efficient way to distribute build points? Should I be buying skill groups or individual skills? Should I take skillwires and activesofts for some skills? What’s the right balance between buying up attributes and buying up skills?
And how am I going to put together character sheets with all of these options on them in a way that makes sense to players?
Sigh.
Okay, enough complaining. Back to it.
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