Key Our Cars What are you going to do next?!



Posted by Dennis

Good/BadAnyone care to share what exactly was fubarred about the original version of this article.  Since there's virtually nothing there but powers I can only assume the original powers sucked ass?

But at least they noted it, they admitted it and they attempted to fix it.  I'm not sure it's 'fixed' as well as it could be, see my comments below the quote but at least they made an effort right? It's not often you'll find someone that comes out and say, "Okay you got us.  We pushed out some crap and we're sorry.  Here's something that we spent some time on instead."  Kudos to them.

Now if they could just publically admit their forums suck as well and fix those. 🙂

Quoted Text Copyright Wizards of the Coast 2009- re-posted here without permission -

Today, we posted a new version of the Class Acts: Ranger article that originally appeared on July 13, 2009.

To put it bluntly, the previous version of the article was of unacceptable quality. You, the readers, correctly pointed that out and we agreed. Hence, these revisions.

We apologize for this lapse in quality.

Though we believe that this particular article is an isolated failure in our mission to provide D&D Insiders with high-quality, exciting content every month, we still take this failure very seriously.

We're confident that the new version of the article adheres to our (and your) high standards for all published game material -- whether that material comes to you on paper or via the digital format.

We're also reviewing our process for designing, developing, and editing Insider content to identify places where additional time or training are required to avoid such errors in the future.

We appreciate the trust that you place in us, and we'll strive to continue to justify that trust.

Thank you, and good gaming

I'm looking at it, the powers that is, and they're still not... quite up to what I'd call good?  Example, the level 1 exploit, the wording in the last sentence should read, IMO, "If both attacks hit the second slide up to 3 squares". Â  It's a little bit of a silly power.  The power states you have to slide the creature adjacent to you.  So if you hit twice you essentially spin in place 180 degrees with your target impaled on your blades, you have to based on the original wording, slide the creature 4 squares.  No options, what if you just want to use the power to hit your target twice WITHOUT sliding him?  You can't by RAW.

The level 7 attack, the last line IMO should read "If both attacks hit, the extra damage is equal to 2+ your wisdom modifier."  Otherwise if you don't have a wisdom modifier you're actually hitting for less damage then if you hit with only one attack. Â  At the very least it should say " equal to 1+your wisdom modifier (minimum of 2)". Â  It's phraseology and terminology like this that cause all those RAW versus RAI issues.

The artwork is less than stellar.  It's not horrible but the way the assumed ranger is holding those axes it's like he's hitting people with the flat of the blade, not the edges.


Cheat Cards

Posted by Dennis

Cursed...Found an article that has an interesting idea.  If you've played Munchkin then you know about their Cheat cards. These cards let you basically cheat, you can ignore any restrictions or requirements for any other card and play it as if you weren't restricted by the card's text.  So you could equip a weapon that you didn't have hands to hold or use an item that you were the wrong race/class/sex to use etc.

Kurt at GnomeStew has a similar idea for 4th Edition.  A deck of cards that are handed out at the start of session or after a long rest or whatever time interval seems appropriate to the DM.   Each player could be stuck with the card they draw or a more lenient DM might let them trade among theirselves and an even more lenient DM might just draw X cards and give it to the party as a group resource or let the party decide how to do it.  I'm not known for leniency myself but you play the way you want. 😉

Snipped from article -

My previous article on rewards mentioned ‘rule-breaker cards’ (also known as ‘swash cards’ or ‘adventure cards’). Put simply, a rule-breaker card is a one-shot exception to the normal rules of the game. Some gamers find that they add a welcomed element of chaos and opportunity to the game, and provide everyone with a ‘spotlight moment’. But some gamers don’t like that they also mess with established tactics, and may apply to the NPCs as well.

And some sample ideas from his post on cards (copied here):

  • Reroll one die roll of any kind (skill, attack, damage, save, etc). Use the higher roll.
  • Regain an expended Encounter Power at any time as a free action.
  • Regain an expended Daily Power after a short rest.
  • Use an At-Will Power instead of a Basic Attack (such as at the end of a charge, or as an Opportunity Attack).
  • Expend a Healing Surge on yourself as a minor action.
  • Expend a Healing Surge on an adjacent ally as a move action. The ally uses his or her own Healing Surge amount, but you expend one of your Surges.
  • Run for one round with no penalties to attacks or defenses for running.
  • Ignore one successful Opportunity Attack.
  • +5 to any attack roll or saving throw; must commit this card before rolling.
  • +2 to any attack roll or saving throw; card may be used after the roll.
  • For the duration of one encounter, give one Power the Reliable keyword.
  • Shift as a minor action, even if it’s before or after a move.
  • Your area attack or close attack does not hit one of your allies, even if he or she is in the target area.
  • Reroll one failed Saving Throw.
  • Take a ‘natural 20’ on any trained skill check.
  • Your attack does 5/10/15 ongoing damage on a hit; save ends.  (Damage scales with tier.)
  • For this encounter, and until the beginning of the next encounter or extended rest, consider yourself Trained in one additional skill.

Which is a pretty good start. A cruel DM could possibly add in cursed cards that the players HAVE to play during their first encounter...

  • One successful attack misses.
  • A critical hit is reduced to a normal hit.
  • You suffer -4 defenses until the end of your next round.  Must be an active target of an enemy at the time this card is played.
  • You trip and fall prone while charging at an enemy.
  • Your primary weapon slips from your hand into an adjacent square.

I'd of course stack the deck with 5 or 6 good cards to 1 cursed card.  If I was mean enough to put in cursed cards.  Which I am.