D&D 4E JamesonCourage's First 4e Session

Awesome. Just awesome. That'll be a nice start towards a transition towards Paragon, and the broader scope of things they'll need to deal with. Thanks for the awesome suggestion. Now to see if I can find a fun Alternative item for the Scout to use in relation to this development.

(Side note: He did start cursing at the dragon in Deep Speech by the end of the fight, simply out of stress. That was fun for him.)

My current long term game (coming to a close soon) has not involved the Far Realm and the themes embedded in such play. The campaign has been loads of fun and thematically compelling, but I've longed for an eerie Far Realm centered game.

I'm starting up a new game here soon (introducing brand new players). The most green PC is likely to be a time traveler from our world and our era (primarily due to the fact that High Fantasy genre conceits are foreign to her...she can easily inhabit the point of view of a modern PC trapped in a low-tech, High Fantasy world however). She loves mystery novels and unsettling, Lovecraftian material. All-out character creation and theme exploration is pending, but I'm going to approach them about making the Far Realm central.
 

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My current long term game (coming to a close soon) has not involved the Far Realm and the themes embedded in such play. The campaign has been loads of fun and thematically compelling, but I've longed for an eerie Far Realm centered game.
I think we'll get to that point eventually in this campaign. I'd like to see the focus wind up on it by the end of Paragon / the beginning of Epic. We'll see, though; I'm not sure what the players plan to do next. In the meantime, though, this is a good buildup device for them.
I'm starting up a new game here soon (introducing brand new players). The most green PC is likely to be a time traveler from our world and our era (primarily due to the fact that High Fantasy genre conceits are foreign to her...she can easily inhabit the point of view of a modern PC trapped in a low-tech, High Fantasy world however). She loves mystery novels and unsettling, Lovecraftian material. All-out character creation and theme exploration is pending, but I'm going to approach them about making the Far Realm central.
Well, good luck with it. I remember your thread, and while I'd like to think it'll turn out well, as I said in that thread, I hold no hope for someone who hates The Princess Bride :)
 

Hey [MENTION=6668292]JamesonCourage[/MENTION]. I noticed in the 5e character concept thread you expressed some dismay at the out of combat disparity twixt the Knight and Wizard in your group. While I definitely agree that the Fighter should have gotten 4 skills (along with everyone else) instead of 3, I think partially what your friend is suffering from is possibly some character build problems. 4e actually is pretty flexible with its secondary build devices such that you can create all manner of archetypes with the base chassis of a class.

I believe that your group is now 2nd level. Below I've just created a quick and dirty Galahad type. This guy would be a very effective melee controller (Defender Aura and slow on MBA with stance), is stout (20 AC vs 19 for high AC at level 2), has some good skirmishing (shift 1 on MBA with stance) and can easily be the faceman of a party (Intimidate and Bluff attain Medium DC @ 3 and Dip @ 8) while maintaining a huge Athletics check (attains Medium DC @ 3) and a hefty Acrobatics, Endurance, Heal and Streetwise checks (Medium DC @ 7, 5, 7, 6 respectively).

He can do all of the necessary noncombat stuff for the Fighter, gather information in urban environments, and succeed in parlays most of the time.

Also, one thing that is particularly helpful for Fighters in 4e is their default high Athletics and Endurance checks. In Exploration challenges (climbs, chases, journeys, survival in exposure scenarios, et al), you're probably going to want to be forcing the group to make a Group Check (everyone rolls vs DC, if half the group passes they get a success) once per Exploration Conflict. Athletics, Endurance, Perception, Stealth are your standard group checks. The Fighter basically anchors the group with an almost auto-success vs the Medium DC and a ~ 50 %ish (+/- 5ish) vs the Hard DC. The PC with the huge Athletics check in my group has been an enormous benefit to the group because of this.

Further, you can make an Int build with Wis secondary and be a scholarly Fighter (with Arcana and Rituals) as well (and still maintain a high Athletics check).

Just food for thought if your Fighter (Knight) isn't enjoying himself out of combat.

====== Created Using Wizards of the Coast D&D Character Builder ======
level 2
Human, Fighter (Knight)
Knight Option: Shield Finesse
Human Power Selection Option: Heroic Effort
Defender of the Oppressed (+2 to Streetwise)
Theme: Chevalier

FINAL ABILITY SCORES
STR 10, CON 14, DEX 13, INT 13, WIS 10, CHA 18

STARTING ABILITY SCORES
STR 10, CON 14, DEX 13, INT 13, WIS 10, CHA 16


AC: 20 Fort: 17 Ref: 14 Will: 17
HP: 35 Surges: 11 Surge Value: 8

TRAINED SKILLS
Athletics +10, Bluff +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +6, Arcana +2, Diplomacy +5, Dungeoneering +1, History +2, Insight +1, Nature +1, Perception +1, Religion +2, Stealth +2, Streetwise +7, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Human Racial Power: Heroic Effort
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Measured Cut
Fighter Utility: Defend the Line
Multiple Class Attack: Power Strike
Heal Utility 2: Iron Resurgence

FEATS
Level 1: Melee Training (Charisma)
Level 1: Sly Dodge
Level 2: Duelist's Panache

ITEMS
Mithral Plating Plate Armor +1 x1
Parrying Halberd +1 x1
Amulet of Protection +1 x1
Riding Horse
====== End ======
 

Hey @JamesonCourage. I noticed in the 5e character concept thread you expressed some dismay at the out of combat disparity twixt the Knight and Wizard in your group.
Not really dismay, no. A small amount of surprise after hearing how much better it was, though, yes. I found the difference quite striking, still.
While I definitely agree that the Fighter should have gotten 4 skills (along with everyone else) instead of 3, I think partially what your friend is suffering from is possibly some character build problems. 4e actually is pretty flexible with its secondary build devices such that you can create all manner of archetypes with the base chassis of a class.
Eh, it's flexible, yes, but I still don't think the Knight will compare by the end of this. We'll see :)
I believe that your group is now 2nd level.
They're 5th level after last session, actually, and will likely be 6th level by the end of next session! We play infrequently, but our sessions our long, and we pack a lot in.

On to the build! Excuse me breaking this up.
Below I've just created a quick and dirty Galahad type.
1) This guy would be a very effective melee controller (Defender Aura and slow on MBA with stance)
2) is stout (20 AC vs 19 for high AC at level 2)
3) has some good skirmishing (shift 1 on MBA with stance)
4) and can easily be the faceman of a party (Intimidate and Bluff attain Medium DC @ 3 and Dip @ 8) while maintaining a huge Athletics check (attains Medium DC @ 3) and a hefty Acrobatics, Endurance, Heal and Streetwise checks (Medium DC @ 7, 5, 7, 6 respectively).
Okay, on to my opinions.
1) Defender Aura is very effective. The slow stance is nice for battlefield control, but enemies are already pretty hesitant to shift / move away from him (due to his OAs on them, the automatic Str damage even on a miss, etc.). Some still do risk it, but I don't know if it's all that useful a good amount of the time.
2) Sure, he'll be survivable. No question.
3) He just lost his slow stance, though. This is also less useful in rough terrain (where the slow stance isn't as useful either, in my opinion). It's still useful a decent amount, but it's not great mobility. It's nothing compared to mobile classes (Monk, Ranger, etc.).
4) In my experience, his Athletics and Endurance are good, but the armor hurts a bit for his high ability score skills. Your character is also a human instead of a dwarf, meaning that he's getting an extra skill / feat (which you've used to channel into negating some of his low Strength score). As a dwarf, a Charisma bump (your human) wasn't an option, nor was the extra human skill. He could have put his first feat into Melee Training (Cha) (though his Charisma would be lower). Additionally, he's no longer a pure Fighter; you've multi-classed him into Rogue (Sly Dodge feat). I would expect a Fighter / Rogue in any edition to be more capable outside of combat, too. Additionally, your armor is negating his armor check penalty (his armor doesn't, and he doesn't get to pick his armor, as I don't use wishlists or the like), and on top of that, he's using illegal armor (he needs to be a living construct to use it, and it's from the Eberron setting, which is a source I don't use).
He can do all of the necessary noncombat stuff for the Fighter, gather information in urban environments, and succeed in parlays most of the time.
I would expect this of a multi-class Rogue, yes. It's not a bad build, but it does require things that he doesn't have (human race, access to magic armor of his choice, multi-classing out of Fighter, low Strength, etc.).
Also, one thing that is particularly helpful for Fighters in 4e is their default high Athletics and Endurance checks. In Exploration challenges (climbs, chases, journeys, survival in exposure scenarios, et al), you're probably going to want to be forcing the group to make a Group Check (everyone rolls vs DC, if half the group passes they get a success) once per Exploration Conflict. Athletics, Endurance, Perception, Stealth are your standard group checks. The Fighter basically anchors the group with an almost auto-success vs the Medium DC and a ~ 50 %ish (+/- 5ish) vs the Hard DC. The PC with the huge Athletics check in my group has been an enormous benefit to the group because of this.
He's done pretty well with Athletics, and done well with Endurance. Again, armor seems to harm this a bit (it hits all the skills you listed except Perception, which even your version isn't trained in and has a low Wisdom).
Further, you can make an Int build with Wis secondary and be a scholarly Fighter (with Arcana and Rituals) as well (and still maintain a high Athletics check).

Just food for thought if your Fighter (Knight) isn't enjoying himself out of combat.
He actually is enjoying himself outside of combat, and I really have no huge issues with him being more limited than the Fighter. He's having fun with it, and I'm having fun running things. I'll need to shift some narrative focus his way to make up for his lack of control, but that's okay; I had to do that in my long-running 3.5 game as well, and my players absolutely loved that game.

Thanks for the thoughtful post on trying to help me, though. I do appreciate it. I was basically just pointing out that no edition of D&D thus far has really made for a version of the Fighter that is as versatile as the Wizard (while remaining distinctly Fighter-y, which might not be the case for your scholar-Fighter with Arcana / Rituals).

Even with the build you offered, the Wizard has comparable control (Hypnotism or Storm Pillar, for example), zones, magical effects that the Fighter just can't copy (Flight, Arcane Gates, etc.). Outside of combat, the Wizard can be the party face (Arcana instead of Diplomacy or Intimidate), range, area attacks, doesn't take armor check penalty on their primary skills, etc. And then there's Prestidigitation. And, compared to the Knight in particular, skill utility powers (Arcane Mutterings, Legend Lore, etc.).

While I agree that 4e is somewhat more flexible (especially the PHB Fighter over the Knight), I still don't think it's close. You need to pick the most versatile race (human), multi-class into one of the most versatile classes (Rogue), etc. And, by the end, I think you're probably not on the same playing field as the Wizard (flight, teleportation, rituals, Arcana [likely their highest skill] to be the party face, etc.).

At the end of the day, you still have the Fighter being good at combat, and, comparatively, not much else. In my opinion, at least. That's about what it's played like so far, anyway. Mind you, the Knight in my group has a lot of fun, and that I'm someone who is okay with narrow PCs, so this isn't a big problem for me. I just don't see the 4e Fighter as nearly as robust as the 4e Wizard.

Thanks again for the pointers on how to make him more robust, though. Your build would be quite a bit different from this players (your highly charismatic, human, flashy Fighter/Rogue versus his grounded, dwarven Fighter / Paladin of Kord). If it wasn't so drastically different, I might bring it to him to help him rebuild. However, the story quite involves him being a dwarf as of this point (and not just because he keeps negating my forced movement and prone effects, damn him!); his background includes him being exiled, he's wearing dwarven ancestral armor, and he plans to bring the remains of a dwarven prince back to its home.

Anyway, I'm always glad to talk about it. I'm not trying to rag on 4e or your ideas. As people can see, I'm enjoying the game. I just don't think what you brought up really convinces me that Fighters are that versatile outside of combat, and the suggested builds (charismatic or scholarly) can't really replace the dwarven Fighter that is this hooked into the setting already. Thank you again, though. I mean it.
 
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[MENTION=6668292]JamesonCourage[/MENTION], sorry, couldn't recall if he was Dwarf or Human (looked through threads but I just kept seeing "Knight" or "Fighter" and his list of skills...couldn't locate the actual build).

Anyhoo, gotcha.
 

@JamesonCourage, sorry, couldn't recall if he was Dwarf or Human (looked through threads but I just kept seeing "Knight" or "Fighter" and his list of skills...couldn't locate the actual build).

Anyhoo, gotcha.
I believe it's located in the first thread once (when I give the three initial character builds), and I assume it's mentioned at least a couple times during the play reports (including the first one). But I don't expect you to have those memorized.

Again, though, thanks for the suggestion. Even if it won't come up, I appreciate the sincere effort and helpful spirit behind it.
 

@JamesonCourage , had a few minutes downtime so just fiddling around with the Character Builder. By no means do you even need to respond to this post as there is nothing insightful here. Just giving you something to chew on or if you want to pass any of the build components of this onto your player for food for thought.

This guy is a Dwarven Knight, Exile Background, Guardian Theme, Multiclass Paladin of Kord, Dwarven Plate, and I believe that he has the same skills (or most of them as your player). Very different than the prior Fighter though as he can't be a stand-in for the party Face. However, given that 4e's primary locus of non-combat conflict resolution is the Skill Challenge, he can contribute in myriad ways out of combat:

Multiple Divination Rituals (Last Sight Vision and Read Omens)
Multiple Creation Rituals (Continual Light and Holy Water)
Deception Ritual which is easily deployable in Social Skill Challenges for a healthy buff (Calm Emotions)

Skill Challenge DCs @ level 5 are 10 (Low) > 15 (Med) > 22 (High)

For Skill Challenges he has a healthy, diverse skill-set, meeting the typical primary (15) and secondary (10) DCs at the following clips:

Athletics 70 % and 95 %
Dungeoneering 70 % and 95 %
Endurance 85 % and 100 %
Heal 85 % and 100 %
Insight 70 % and 95 %
Nature 60 % and 85 %
Perception 75 % and 100 %
Religion 65 % and 90 %

Obviously, he couldn't serve as the party face but for straight social skills, his Insight is considerable and he can pass most support actions (secondary skills) with Dip, Int, and SW.

Combat he has:

Defender + HP and Surges/value
Defender + AC
Average Fort and Will
Below average Ref
Standard Fighter Melee Control with Defender Aura et al

Stance 1 = 15 mean damage MBA (At-Will High Damage Expression) w/o Power Strike
Stance 2 = 13 mean damage MBA (At-Will Medium Damage Expression) w/o Power Strike + 3 damage Cleave rider

Encounter Power; Minor Action to Divine Challenge (Paly CB5 mark and auto-smite w/ 5 Radiant damage on violation).
Encounter Power; Minor Action for big heal + temp HPs.
Encounter Power; Power Strike * 2
Encounter Power; Immediate Interrupt to switch targets with ally, soak attack in their stead, and follow up with MBA.

Not too shabby and seems to hit most of the notes of your pal's Dwarven Knight.


====== Created Using Wizards of the Coast D&D Character Builder ======
level 5
Dwarf, Fighter (Knight)
Knight Option: Shield Finesse
Kord Clan (+2 to Athletics)
Theme: Guardian

FINAL ABILITY SCORES
STR 13, CON 16, DEX 12, INT 10, WIS 18, CHA 14

STARTING ABILITY SCORES
STR 13, CON 13, DEX 12, INT 10, WIS 15, CHA 14


AC: 23 Fort: 18 Ref: 16 Will: 17
HP: 55 Surges: 12 Surge Value: 13

TRAINED SKILLS
Athletics +8, Endurance +11, Heal +11, Religion +7

UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff +4, Diplomacy +4, Dungeoneering +8, History +2, Insight +8, Intimidate +4, Nature +6, Perception +9, Stealth +1, Streetwise +4, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Dwarf Racial Power: Dwarven Resilience
Fighter Attack: Battle Guardian
Multiple Class Utility: Defender Aura
Fighter Utility: Battle Wrath
Fighter Utility: Cleaving Assault
Multiple Class Attack: Power Strike
Paladin Feature: Divine Challenge
Heal Utility 2: Iron Resurgence

FEATS
Shield Finesse
Level 1: Melee Training (Wisdom)
Level 2: Soldier of the Faith
Level 4: Ritual Caster

ITEMS
Dwarven Plate Armor +1 x1
Ornament of Alertness +1 x1
Create Holy Water
Continual Light
Last Sight Vision
Read Omens
Calm Emotions
Bracers of Mighty Striking (heroic tier) x1
Heavy Shield x1
Magic Battleaxe +2 x1
====== End ======
 




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