Some Wrecan Stuff

Originally posted by wrecan:

I see where your coming from and I think you make a convincing argument.  My main concern is that we eventually get the skill system down to so few skills that we really don't have a skill system left at all.

Well, I guess we have to determine what is the benefit of having a Skill system in the form it exists now.

Let's take my list of six Exploratory Skills (incorporating Garthanos' suggested change to Stealth)
  • Exertion (Strength): This includes climbing, jumping, breaking, swimming, and lifting.
  • Provision (Constitution): This includes foraging and enduring
  • Manipulation (Dexterity): This includes tumbling, juggling, and sleight of hand
  • Education (Intelligence): This includes magic detection, deciphering, and monster knowledge
  • Perception (Wisdom): This includes searching and detecting
  • Deception (Charisma): This includes feinting, sneaking, and hiding
This is supplemented by a bunch of Practices for stuff you only really need one member of the party to have, like First Aid, Lockpicking, Pickpocketing, Sabotage, Speak Language, as well as things to add new options to the six Skills, like Aberration Lore, Know Direction, Predict Weather, and Cantrip, and ways to switch Abilities for some Skills, like Tumble Up Walls (Dex for Climbing), Uncanny Intuition (Wisdom for Learning), and Detect Weak Point (Int for breaking).  And every character gets, say, four Practices of their choice at first level.

Is there a benefit to adding Heal and Thievery back into this list?  I'm not sure what that would be.  (Let's assume that social skills, like bluffing, intimidating, insight, and diplomacy, would be handled in a separate Social Mechanic). 

I'm not saying we need to adopt Monte Cook's ideas of Skill Ranks like Journeyman, Master, etc.  That's a separate issue.  I'm just not sure what benefit there is to having more than six skills, each linked to one ability.

That is not neccisarly the end of the world but it does put extra pressure on whatever replaces it to be capable of handling interesting situations like bank hiests or what not in a fun manner...which means we need tension and that is usually provided by dice rolls.

Agreed.  I think that a group of PCs interested in capers would likely take Practices that reflect such an interest.  But Practices, should only make things easier.  They shouldn't be prerequisites to success.

Let's take a heist scenario.  In the classic heist film, you may have the following five specialists: the safecracker, the getaway driver, the inside man, the skulk, and the lookout.  In D&D, the getaway driver would operate the getaway chariot (Athletics, likely with an Animal Handling Practice), the safecracker is disarming the traps (Acrobatics, likely with a safecracker Practice), the inside man knows the locale (Learning), the skulk is sneaking around getting equipment in place (Deception, with a Skulking Practice), and the Lookout is keeping eyes and ears open (Perception).  PCs with a variety of Abilities would take different roles in the heist.  If two PCs have similar stats, then Practices can help distinguish them. 

Whatever the flaws the current system has it is extremely versitile and I can use it to craft practically anything I can imagine as a DM

I don't see why the system I describe above would work any worse than the current system.
 

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Originally posted by wrecan:

My challenge, ... to display how alignment being built into the mechanics of the game is in any way, shape, or form positive

Oh - I can do that for you.  It sets up a classic tale.  The Paladin - gaining his power from the gods, themselves, falling into "sin", and losing it all.

This has nothing to do with "alignment", since -- in your example -- the "Paladin" gains and loses his powers from "the gods".  This seems more suited for rules about gods granting and yoinking powers, not alignment. 

Alignment is an impersonal, cosmic definition of good, evil, law and chaos, hardwired into the physical laws of the universe.  Not a system of ethics decreed by a subjective deity who enforces it through conscious effort of divine power.  Your example deals with the latter, not the former. 

Care to try again?

The answer was to show a positive use.  I did so.

No, you didn't.  You didn't use alignment.  You used deific mandates. 

I've been speaking of 4e

Then your hypothetical also fails on the entirely separate reason that it doesn't comport with the rules for 4e alignment.  A paladin does not "lose it all" in 4e simply because he fails to follow his alignment.

Alignment was created for two reasons, neither of which, in my opinion, justifies its existence.
  • The Arnesonian Reason.  An easy tool for inexperienced DMs to prevent inexperienced players from turning a game about being heroes into a murder spree.  PCs had power.  In Basic and AD&D, most benevolent NPCs were 0-level PCs who existed mainly to convert the PCs' treasure to cash and to beg the PCs to stop the advancing hordes of orcs, goblins, giants, dragons, etc.  But the designers feared that some parties would realize that this results in low-hp NPCs with tons of cash and little ability to defend themselves.  So amoral parties could easily raze a village and take their cash.  But rather than simply tell DMs "Tell your players not to be jerks," Arnseon developed alignment so the DM had a rules-based justification for telling his players not to be jerks. 
  • The Gygaxian Reason.  Gygax loved Moorcock and Poul Anderson, which set up worlds of universal morality that was bigger even than the gods.  He thought it created a fascinating template upon which to run a Cold War style morality play.  He liked the inequity of a universal morality system.  It created dilemmas for the players to work through.  So he designed lots of classes and spells and races -- and the entire Great Wheel of the outer planes -- around this concept, which was a core concept of his game world.  That's why Greyhawk is so intertwined with it.  And once Arneson was pushed out of the development of D&D, the rules of D&D -- particularly AD&D -- were simply Gygax' campaign notes stipped of locations and individuals.  So alignment, which was hard-coded into so much of what he wrote, stuck because it would have been too much work to remove it.
Dave Arneson included it because he saw a problem to solve, and Arneson almost always solved problems with mechanics.  Gary Gygax kept it and expanded it because it gave him an interesting basis for a campaign world (Greyhawk) and the first edition of the game was basically his campaign world made a tiny bit more generic.

It should be noted, however, that Gygax and Arneson's uses of alignment differed.  In Blackmoor (Arneson's campaign), alignment wasn't universal.  Alignment and alignment-based effects were rarely seen.  He used alignment simply as a kludge to keep players in line.  In his world, PCs were lawful (aligned with civilizaton) against chaos (demons and savagery).  It was just a tool to stop people from sacking the local church of goodness.

In Gygax' world, however, alignment was pervasive, but he encouraged people to be neutral, because it gave you freedom.  His portrayal of extreme alignments made them all pretty horrible, with lawful goof portrayed as judgmental and self-righteous, lawful evil and Snidely Whiplash types, chaotic good as capricious pranksters, and the chaotic evil people being cartoonish villains.  Only chaotic good and neutral people had it going on, which is why his signature character from the world -- Mordenkainen -- was basically the personification of "true" neutrality, in both the campaign setting and in the Greyhawk novels.  For him, alignment was a backdrop, the premise of the campaign world.  There were mechanical consequences only to enforce the world physics. 

The first problem was that Arneson solved a narrative problem with unneeded mechanics.  He could have just told DMs not to let players be jerks and ruin the game.  The second problem was that Gygax' hardwiring of alignment rules in the game forced people to have to justify why all of their D&D campaign worlds had this universal overarching morality system, or spend time excising alignment from the game, which was often difficult.

People just came up with new ad hoc justifications for the rules they were required to accommodate.  But there's nothing that alignment provides that couldn't be better managed narratively or through the acts of deities.

Unless you want to run a Greyhawk campaign, because alignment is the premise underlying Greyhawk.

And to forestall debates about who made alignment and why...
[sblock]This article, written by Dave Arneson himself, explains that alignment was developed to prevent rogues from stealing from and betraying their own party.  (Thanks "Chuck and John", for being such jerks that Arneson had to come up with alignment.)

I glean Gygax' Cold War alignment metaphor from all the thirty years of Greyhawk material I've gathered over the years.  But this article, which has Gygax' description of the City of Greyhawk as a sort of meeting place for the various alignment factions does a good job at giving the flavor.  Other indications, inlcude the fact that Gygax, in his World of Greyhawk boxed set, gave nations alignments, and then had them ally with one another on that basis.  Mordenkainen's Circle of Nine was dedicated to maintaining the delicate balance between good and evil, law and chaos.  The balance was the only thing keeping each side from unleashing its most powerful magics on the other, which would surely destroy the world.  (Cold War metaphor, anyone??)[/sblock]
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Originally posted by wrecan:

The following is a melding of 4e Rituals and the 3e Wish spell.

Wish
You control the power of the mightiest of djinns, and the universe will give you exactly what you ask for.

Component Cost: 125,000gp
Market Price: 600,000 gp
Key Skill: Arcana
Level: 30
Category: Creation
Time: Short rest
Duration:permanent

Wish is the mightiest ritual available.  By simply speaking aloud, you can alter reality to better suit you.  Even wish, however, has its limits.  A wish can produce any one of the following effects.
  • Duplicate any ritual of 24th level or lower that has Arcana as a key skill.
  • Duplicate any other ritual of 16th level or lower, provided you are trained in the key skill for that Ritual.
  • Duplicate any ritual of 8th level or lower even if you are not trained in the key skill for that Ritual.
  • Reverse the effect of any ritual, disease, or power that is more than five levels lower than you. A single wish can aid a number of creatures equal to one-half your Arcana check, and all subjects will have the same effect removed.
  • Create or steal a nonmagical item (or items), or a common or uncommon magic item (or items) of up to 125,000 gp in aggregate value.
  • Create or steal a rare item (or items) of up to 25,000 gp in aggregate value.
  • A wish can bring a dead creature back to life even if the body has been destroyed, provided the creature was personally known to the caster.  The revived creature is treated as if it had been brought back via a raise dead ritual.
  • A wish can lift a number of willing and/or helpless creatures equal to half the result of your Arcana check from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions.
  • A wish can undo a single recent event. The wish can transport the ritual caster or one other creature to the beginning of the most recent significant encounter (i.e., one that merits an award of XP). 

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)  Duplicated rituals will contain all the limitations on such rituals.
 

Originally posted by wrecan:

DM style: I try to mix it up a lot. I've been doing this about 30 years, so I'm always looking for new things to try. According to my players, I've been on a "the villain you thought you had turns into the ally you needed" kick for a bit, so I'll have to watch that.

My games:4e, at this point. I just converted my "friends" game from 3.5. The game with my wife and kids had been converted from 3.5 to 4e as soon as it came out, and my solo game with my wife is being converted form 2e to 4e.

Respect: My players have been with me for years, so we have a pretty respectful table.

Distractions not allowed: Nothing. But we're old fogies, so that's not too bad

Food: We're foodies. In addition to the donuts, chips, ice cream and cookies, one of my players cooks a quiche for each session. Another made scallops. I don't think we've had a pizza at a session in five years.

Character names: I've had to put my foot down about names based on puns. I've got one player who I think it's his last defense mechanism so he can justify that he's not as geeky as the rest of us because he does't take his character too seriously.

Missing players: We've all got kids and job commitments, so we do it "JLA-style". Whoever shows up at the session are the heroes available when everything goes down.

Table talk: It's not fun unless you can MSTK3 the game as you play. Table talk is eaves droppable by NPCs only when I declare it.

Rolling dice: As DM, I roll all dice in the open. I find it helps heighten the tension. Players can do what they want. I trust them. Nobody fudges anything. Only rule about dice is if it falls off the table you have to reroll, good or bad.

Rules Discussions: I keep rules discussions to a minimum. I listen to the player's pitch, read the rule and then make the call. One made, discussions are reserved to after the game. If I change my mind, I make an announcement at the beginning of the next session.

Metagame thinking: Haven't had this problem in years.

Props: I love Dungeon Tiles. I'm an addict. I use them all the time I also have a bunch of minis. Here's a good tip. Go to a crafts store and pick up some cake decortation props. They have pillars that are perfect size and look great. For creatures for whom I don't have minis, I make paper minis. My kids like helping me tape them together as a craft project.

Things I think I need help on: I need to describe the action better. I have a bad hapit of saying "He rolls, 15. hit. Take 12 damage". Instead I should say "He swings his mighty club, forcing you to strain yourself to get out of the way. (12 damage)"
 

Originally posted by wrecan:

I introduce a character with gunpowder weapons. Of course, it was for the "Create the Cheesiest" character you can, so make of that what you will.
smile.gif



Originally posted by wrecan:

Gerome Rootwalker
Gnome neutral good 6th level druid​

Description
Gerome either appears as a typical gnome, silver hair, gleaming ice blue eyes, standing about three and a half feet in height and weighing about 45 pounds, wearing well-crafted hide armor, a large wooden shield, five shortspears and a belt pouch jangling with change, or as a vicious silver-streaked dire badger with rage and murder in its eyes! In gnome form, he will be riding bareback on his dire badger companion named Francis. In dire badger form, the two of them mercilessly charge their prey, or explore the underdark in their freshly dug tunnels.

Personality
In gnome form, Gerome is winsome but quiet. A mischievous glint in his eyes hides a fundamentally impatient nature. He is restless to explore the underworld and find new challenges. In badger form, he is aggressive and vicious, spoiling for a fight.

Gerome prefers his badger form to his humanoid form, but at the moment he can only spend about half his day as a badger. As his powers grow, however, his gnome personality will begin to become subsumed into his feral badger personality. Unless he finds a reason to maintain a connection to humanoids, the original Gerome the Gnome might be lost forever, and only the badger will remain.

History
Gerome was born, ironically, in his parent’s root cellar, where they hid as their village was overrun and occupied for almost a year by a family of stone giants and their goblin servants. For almost a year, Gerome and his family stayed hidden in that cellar, living on roots, jams and rainwater until a band of adventurers slew the goblins and most of the giants (only one – a particularly vicious stone giantess child named Opalia – escaped).

The gnomes slowly rebuilt their village, but while other children relished the sunlight, Gerome found that he enjoyed the dank cozy close quarters of his root cellar. He had gathered a collection of burrowing friends, mostly moles and mice, with whom he spoke. Then, one day, his life changed forever. While sitting in his cellar, a hole burst open in the floor, and out leapt an earth elemental! Gerome almost died of fright, when the elemental changed form into a human. It was a druid named Cormoran, and he was gravely injured.

Gerome helped Cormoran into his parents’ house and there, Cormoran began a long convalescence. His injuries were supernatural, not physical in nature, and it took Cormoran some time to unlock the means of his restoration. As he researched and rested, he would tell Gerome stories of his travels underground, and Gerome’s eyes widened as he learned of the mysteries, wonders and dangers of that world.

Cormoran required an assistant in his studies, and thus began Gerome’s training as a druid. Gerome learned quickly, much to Cormoran’s pleasure. Eventually, they managed to cure Cormoran of the curses laid upon him.

Cormoran then revealed that the reason for his travels in the underworld was that a tribe of grimlocks had discovered an ancient artifact that threatened to release a great evil on the world. Thankfully, the grimlocks’ blindness prevents them from reading the glyphs on the artifact. But Cormoran fears other evil races, spriggans, duergar, drow, even the mad derro might come into its possession and activate its dark powers. Cormoran asked Gerome to accompany him on his next venture into the darkness and Gerome readily agreed.

Cormoran and Gerome traveled for many years with a variety of adventuring companions, many of whom did not survive. Finally, the pair tracked down the leader of the grimlocks, a barbarian lord named Mosscent. The battle ended when Gerome grabbed the artifact as Cormoran pushed Mosscent over a large cliff, and then wild shaped into a sparrow to fly to safety.

Cormoran, his quest finally achieved, prepared to return to the forests of his youth. But Gerome has no interest in leaves and clouds. He had a taste of rocks, earth and roots, and he would not abandon it. Gerome said fare well to his mentor and decided that the caverns beneath the soil would be his grove. Cormoran gave him the surname “Rootwalker” and then gave him his pearl of power as a farewell present.

Shortly thereafter, Gerome encountered Francis, a dire badger who was being harried by a pair of vicious cave trolls. Gerome drove the cave trolls away, and the gnome and badger became quick loyal companions. Gerome is always looking for more companions with which to travel, to explore the underworld he has made his home and to defend his “grove” from evil.

Friends and Enemies
Cormoran: Gerome’s mentor lives peacefully in his wooded grove above the earth. Gerome might be able to call upon him for a favor or two as they parte don good terms. However, Cormoran has grown concerned of late about Gerome’s obsession with badger psychology. He fears his pupil might be more threatened by demons within than without.

Francis: Gerome’s dire badger companion is a steadfast and loyal ally. However, even Francis is sometimes concerned with Gerome’s violent behavior. Francis fears it is because Gerome mostly only turns into a badger when it is time to fight, and has not been able to fully enjoy the pleasures of a badger at play. Francis cannot understand why anybody would ever want to live with only two legs, and is thus more friendly to a party’s mounts than to the adventurers’ themselves… unless they rub his belly. He likes anybody who will rub his belly.

Mosscent: The grimlock barbarian’s corpse was never discovered, and barbarians are notoriously difficult to kill. Mosscent may maraud the underdark still, biding his time until he can wreak revenge on the young druid who helped humiliate him.

Opalia: One of the few reasons Gerome might be lured above-ground (other than to get supplies) is a chance to get revenge on the stone giantess who plagued his village. Gerome was too young to have any actual memories of her, but the stories his parents told of her brutality gave him nightmares as a child. Were he to discover where she lived, he would drop everything to destroy her.

Gerome’s Stats
[sblock](boldface numbers represent his stats when Gerome wild shapes into a dire badger)

Abilities
Str 10 14 (12-2 for race)
Dex 10 17
Con 14 19 (12+2 for race)
Int 10
Wis 18 (17+1 for level)
Cha 11

Defenses
AC 19 16 (+1 size +3 shield +5 armor) (+3 Dex +3 natural) (shield has missile deflection quality, +4 dodge against giant-type)
Fort +7 +9 (+5 [druid] +2 +4 [con])
Reflex +2 +5 (+2 [druid] +3 Dex)
Will +9 (additional +4 against spell-like abilities of the fey, additional +2 racial against illusions) (+5 [druid] +4 [Wis])

Combat
hp 42 (8 [1st] + 22 [2nd-6th] + 12 [con])
Initiative +0 +3
Attack: Shortspear +5 melee 1d4 or shortspear +4 ranged 1d4/20’ increment Claw +2 melee (1d4+4) (+4 [BAB] +1 ) (+1 racial against kobolds and goblinoids)
Full Attack: As standard attack 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+3)
Move 20 ft. (30 ft. when mounted) 30 ft. (6 squares), burrow 10 ft.
Size: Small Medium

Powers
Languages: Common, Gnome and badger

Feats: Spell Focus (Conjuration) (CL1), Augment Summoning (CL3), Natural Spell (CL6)

Skills (36 points): Handle Animal +9 (+13 with animal companion) (5 ranks +4 Wis), Heal +6 (+8 with kit) (2 ranks +4 Wis), Hide +4 +3 (0 ranks +4 size) (0 ranks +3 Dex), Knowledge (dungeoneering) +6 (6 cross-class ranks), Knowledge (nature) +9 (5 ranks +2 druid +2 synergy), Listen +6 (0 ranks + 4 Wis + 2 race), Ride +9 (7 ranks +2 synergy), Survival +11 (+13 in above-ground natural environments and underground) (5 ranks +4 Wis +2 druid)

Racial Abilities: Alchemical proficiency (+2 on Craft [alchemy]) (unutilized), favored class (bard) (unutilized), illusion focus (+1 to DC of any illusions cast), low-light vision, spell-like Abilities (CL 1, DC 10+SL, 1/day— dancing lights, ghost sound, prestidigitation, speak with animals [burrowing mammal only, duration 1 minute]), Weapon familiarity (gnome hooked hammer) (unutilized).

Class Abilities: Animal Companion (see Francis, below), Wild Empathy (improve attitude of an animal per Diplomacy charts, but use 1d20+8 (+6 druid levels +2 synergy) to determine the wild empathy check result rather than Diplomacy skill), Woodland Stride (move through any sort of undergrowth at normal speed and without taking damage or suffering any other impairment), Trackless Step (leave no trail in natural surroundings and cannot be tracked), Wild Shape (turn into any Small or Medium creature with the animal type with which he is familiar and back again twice per day for earlier of 6 hours duration or dismissal as the alternate form special ability, except gear melds with new form and becomes nonfunctional, changing form is a standard action and doesn’t provoke an attack of opportunity, and each use heals 6 hit points).

As a dire badger, Gerome enters a rage the turn after taking damage gaining +4 Strength, +2 Constitution, and -2 AC. Once enraged, he will not stop fighting until his opponent or he is dead.

Spells Typically Memorized (5 4 4 3):
Zero: Create Water, Detect Magic, Detect Poison, Purify Food & Drink, Read Magic
First: Cure Light Wounds, Detect Snares and Pits, Goodberry, Speak with Animals
Second: Bear’s Endurance, Bull’s Strength, Delay Poison, Flaming Sphere
Third: Cure Moderate Wounds, Meld into Stone, Stone Shape

Gerome’s Gear (which meld with his form when he wild shapes) (23.6 lbs. total)
Explorer's outfit, holly & mistletoe, small heavy wooden shield of arrow deflection +1, small hide armor +2, 5 small shortspears, small belt pouch containing pearl of power (1st), 20 pp, 47 gp and 4 sp.

Animal Companion (stats unmodified by spells)
Francis, Dire Badger, Medium Animal, HD 5d8+28 (50 hp), Init +4, Spd 30 ft. (6 squares), burrow 10 ft., AC 20 (+4 Dex, +5 natural +1 armor), touch 14, flat-footed 16, BAB/Grp +3/+5, AT Claw +5 melee (1d4+2), FAt 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1), S/R 5 ft./5 ft., SA Rage (on round after taking damage, +4 Strength, +4 Constitution, and -2 AC until it or opponent is dead), SQ Evasion, link, low-light vision, scent, share spells, Saves (including cloak of resistance) Fort +10, Ref +9, Will +6, Abilities Str 15, Dex 18, Con 20, Int 2, Wis 12, Cha 10, Skills Listen +7, Spot +7, Feats Alertness, Toughness, Track[UNKNOWN=sup]: B
, Tricks Attack, Come, Defend, Fetch, Guard, Heel, Stay, Track, AL TN.

Francis’ Gear (25.8 lbs. and 94.4 lbs. when ridden)
Bracers of armor +1, cloak of resistance +1 and a backpack containing a healer’s kit, 30 goodberries, 150 unenchanted berries, 1 week of medium badger trail rations, 1 week of small gnome rations, wand of cure light wounds, 2 potions of protection from arrows 10/magic, small bedroll, small winter blanket, 50’ silk rope with grappling hook, miner’s pick and sunrod.

Wealth and Weight Calculations
Gerome’s Gear (gp/lb.)<br />00000.0/00.0 Small explorer's outfit<br />04165.0/12.5 Small hide armor +2<br />04157.0/05.5 Small heavy wooden shield of arrow deflection +1<br />00005.0/04.5 5 small shortspears<br />00001.0/00.1 Small belt pouch<br />01000.0/00.0 > Pearl of power (1st)<br />00750.0/00.0 > Wand of cure light wounds <br />00249.4/01.0 > 22 pp, 29 gp, 4 sp<br />00000.0/00.0 > holly & mistletoe<br />09327.4/23.6 Gerome’s Subtotal<br /><br />Francis’ Gear (gp/lb.)<br />01000.0/01.0 Bracers of armor +1<br />01000.0/01.0 Cloak of resistance +1<br />00002.0/01.0 Sunrod (on chain about Francis’ neck)<br />00002.0/02.0 Backpack<br />00600.0/00.2 > 2 potions of protection from arrows 10/magic<br />00050.0/01.0 > Healer’s Kit<br />00010.0/05.0 > 50’ silk rope<br />00003.5/07.0 > 1 week medium badger rations<br />00003.5/01.7 > 1 week small gnome rations<br />00001.0/04.0 > grappling hook<br />00000.5/00.7 > Small winter blanket<br />00000.1/01.2 > Small bedroll<br />00000.0/00.0 > 30 goodberries (assumes median number of enchanted but uneaten <br /> goodberries over 6 days)<br />00000.0/00.0 > 150 unenchanted berries (preserved using purify food & drink)<br />02672.6/25.8 Francis’ Subtotal<br />09327.4/23.6 Gerome’s Subtotal<br />00000.0/45.0 Gerome’s weight (to calculate Francis’ load when mounted)<br />13000.0/94.4 TOTAL
[/sblock]
 

Greg K

Legend
links to Wrecan 4e articles from his WOTC Blog

No. When WotC updated their forum software, it killed all their old links.

I get only the "access denied" sign from the WotC website. Am I doing something wrong?

Yeah, you guys are doing something wrong. For the index link in my previous post, you need to click on the link. Once on the page, scroll down to the circled date or choose a new date captured date at the top of the page.

Here are direct blog links captured by web.archive that worked for me. They take time to load. I will add more.

Terrain Powers What You Didn't See
https://web.archive.org/web/2013053...1/04/15/terrain_powers_and_what_you_didnt_see
Terrain Powers
https://web.archive.org/web/2011042...com/DnD/Article.aspx?x=dnd/4tut/terrainpowers

ARTICLES FOR PLAYERS
Hybrid Races
https://web.archive.org/web/2013030...zards.com/wrecan/blog/2011/04/07/hybrid_races

Expanding Cantrips in 4e (Cantrips with stunts)
https://web.archive.org/web/2010111...09/12/17/expanding_cantrips_in_4e_with_stunts
Expanding Cantrips in 4e Part 2
https://web.archive.org/web/2011013...23/expanding_cantrips_expanded:_sample_tricks

Lucky Power Part 1: A New Power Source
https://web.archive.org/web/2010052...er_source_for_easy_play_and_advanced_roleplay
Lucky Power Part 2: Buffoons, the Lucky Strikers
https://web.archive.org/web/2010061...9/lucky_power_2:_buffoons,_the_lucky_strikers
Lucky Power Part 3: Mascots, The Lucky Leaders
https://web.archive.org/web/2013053.../16/lucky_power_3:_mascots,_the_lucky_leaders
Lucky Power Part 4: Jinxes, The Lucky Defenders
https://web.archive.org/web/2010042...22/lucky_power_4:_jinxes,_the_lucky_defenders
Lucky Power Part 5: Savants: The Lucky Controllers
https://web.archive.org/web/2013053...lucky_power_5:_savants,_the_lucky_controllers
Lucky Power Part 6: Hybrids and Multiclassing
https://web.archive.org/web/2010051...5/06/lucky_power_6:_hybrids_and_multiclassing

Team Player Characters
https://web.archive.org/web/2010083...wrecan/blog/2010/06/24/team_player_characters

Improving Rituals
https://web.archive.org/web/2010032....com/wrecan/blog/2009/09/17/improving_rituals

Convalescence Points
https://web.archive.org/web/2011091...valescence_points:_a_4e_recuperation_mechanic

Encumberance- Alternate System
https://web.archive.org/web/2013053...ecan/blog/2010/03/18/encumbrance_reconsidered

Unbloodied Heroes Part 1: An Introduction
https://web.archive.org/web/2010111...10/05/13/unbloodied_heroes_1:_an_introduction
Unbloodied Heroes Part 2: Exposition from Point of View
https://web.archive.org/web/2010052...odied_heroes_2:_exposition_and_points_of_view
Unbloodied Heroes Part 3: Interludes: Backgrounds and Retraining
https://web.archive.org/web/2013053...oes_3:_interludes,_backgrounds_and_retraining
Unbloodied Heroes Part 4: Travel and Group Effects
https://web.archive.org/web/2010060...unbloodied_heroes_4:_travel_and_group_efforts
Unbloodied Heroes Part 5: Exploration and Individual Effort
https://web.archive.org/web/2013053..._heroes_5:_exploration_and_individual_efforts
Unbloodied Heroes Part 6: Skills Reimagined
https://web.archive.org/web/2010082.../06/17/unbloodied_heroes_6:_skills_reimagined

ARTICLES FOR DUNGEON MASTERS
Piecework Creatures Part 1: A Solution for Solos in 4e
https://web.archive.org/web/2013051...ecework_creatures:_a_solution_for_solos_in_4e
Piecework Creatures Part 2: Piecework Minions
https://web.archive.org/web/2013053...0/07/piecework_creatures_2:_piecework_minions
Piecework Creatures Part 3: Piecework Companions
https://web.archive.org/web/2010112...m/wrecan/blog/2010/11/13/piecework_companions
Piecework Creatures Part 4: Piecework Armies
https://web.archive.org/web/2010121...s.com/wrecan/blog/2010/11/24/piecework_armies

Monstrous Motivation
https://web.archive.org/web/2010092.../wrecan/blog/2010/09/19/monstrous_motivations

SARN-FU Part 1: Playing Without a Battlemat
https://web.archive.org/web/2011031...09/28/sarn-fu:_playing_4e_without_a_battlemat
SARN-FU Part 2: Why You Should Drop the Battlemat
https://web.archive.org/web/2010082.../sarn-fu_2:_why_you_should_drop_the_battlemat
SARN-FU Part 3: Knots in the Fray

Social Challenges Part 1
https://web.archive.org/web/2013053...2010/02/03/social_challenges_1:_the_challenge
Social Challenges Part 2
https://web.archive.org/web/2013053...2010/02/08/social_challenges_2:_social_skills
Social Challenges Part 3
https://web.archive.org/web/2013053...n/blog/2010/02/15/social_challenges_3:_design
Social Challenges Part 4
https://web.archive.org/web/2013053...log/2010/02/21/social_challenges_4:_execution
Social Challenges Part 5
https://web.archive.org/web/2013053.../02/26/social_challenges_5:_sample_challenges
Social Challenges Part 6
https://web.archive.org/web/20100305121247/http://community.wizards.com/wrecan/blog/

Expected Character Wealth By Level Chart
https://web.archive.org/web/2012081...5/15/expected_character_wealth_by_level_chart

What Magic Items Should Be
https://web.archive.org/web/2010091...an/blog/2010/09/12/what_magic_items_should_be

Combat Investment
https://web.archive.org/web/2010111.../07/combat_investment_and_how_to_er_combat_it

Random Personae by NPCS
https://web.archive.org/web/2010082...ecan/blog/2010/07/08/random_personae_for_npcs

An Alternate History of Hell
https://web.archive.org/web/2013053...log/2010/03/07/an_alternative_history_of_hell
 
Last edited:

Greg K

Legend
WRECAN'S Blog Links for Previous Editions (Pre 4e)

Here are some links to Wrecan's articles for pre-4th Edition
Variant Poison (3.5)
https://web.archive.org/web/2013053...13/wrecans_variant_poison_rules_(edition_3.5)

Adept Crafters: Variant Item Crafting (3.5)
https://web.archive.org/web/2013053...ans_variant_item_crafting_rules_(edition_3.5)

Economicon
(no archive snapshots found at the moment. This might be lost)

I have possible archive links for Wrecan's Blog entries for Next articles and more of his 4e articles. Will check them out and post them if they work
 

Greg K

Legend
More Wrecan Blog Links: 5e Playtest Related

WRECAN 5e PLAYTEST ARTICLES
What's Next Part1: Wrecan on What's Next
https://web.archive.org/web/2012013...recan/blog/2012/01/18/wrecan_on_what_was_next
What's Next Part 2: For DM's
https://web.archive.org/web/2012013...com/wrecan/blog/2012/01/20/whats_next_for_dms

The Three Pilasters of D&D Part 1
https://web.archive.org/web/2013053...can/blog/2012/02/07/the_three_pilasters_of_dd
The Three Pilasters of D&D Part 2: 'Ludes: The First Pilaster
https://web.archive.org/web/2013053...og/2012/02/14/ludes:_the_first_pilaster_of_dd
The Three Pilasters of D&D Part 3: 'Sage, The Second Pilaster
https://web.archive.org/web/2013053...can/blog/2012/03/06/sage,_the_second_pilaster
The Three Pilasters of D&D Part 4: 'Port, the Third Pilaster
https://web.archive.org/web/2013053...ecan/blog/2012/03/15/port,_the_third_pilaster

A Next Division Part 1: A Division of Weapons
https://web.archive.org/web/2013053...an/blog/2012/03/23/a_next_division_of_weapons
A Next Division Part 2: A Next Division of Gish
https://web.archive.org/web/2012042...recan/blog/2012/04/26/a_next_division_of_gish
A Next Division Part 3: Collateral Spell Damage
https://web.archive.org/web/2013053...recan/blog/2012/03/26/collateral_spell_damage
A Next Division Part 4: What's Next For Skills
https://web.archive.org/web/2012083.../wrecan/blog/2012/08/25/whats_next_for_skills

Secondary Part 1: Intro and Backgrounds
https://web.archive.org/web/2013053...g/2012/09/07/secondary:_intro_and_backgrounds
Secondary Part 2: Abilities and Subabilities
https://web.archive.org/web/2013053...2/09/14/secondary:_abilities_and_subabilities
Secondary Part 3: Skills
https://web.archive.org/web/2013053....com/wrecan/blog/2012/09/23/secondary:_skills
Secondary Part 4: Proficiencies
https://web.archive.org/web/2013053...ecan/blog/2012/10/06/secondary:_proficiencies
Secondary Part 5: Skill Points
https://web.archive.org/web/2013053...recan/blog/2012/10/13/secondary:_skill_points

Next Weapons Part 1: The Basics
https://web.archive.org/web/2013053...ecan/blog/2012/10/17/next_weapons:_the_basics
Next Weapons Part 2" The Options (Weapon Module)
https://web.archive.org/web/2013053...can/blog/2012/10/19/next_weapons:_the_options
Next Weapons Part 3: Weapon Design Guidelines
http://community.wizards.com/wrecan/blog/2012/10/23/next_weapons:_design

What Player Abilities Should The Game Encourage Part 1: A Poll
https://web.archive.org/web/2012091...at_player_abilities_should_the_game_encourage
What Player Abilities Should The Game Encourage Part 2: Poll Results and Analysis
https://web.archive.org/web/2012051...an/blog/2012/05/03/analyzing_player_abilities

What Makes a Good DM Part 1: Poll
https://web.archive.org/web/2012052...m/wrecan/blog/2012/05/16/what_makes_a_good_dm
What Makes a Good DM Part 2:poll Results and Anaylsis
https://web.archive.org/web/2012071...m/wrecan/blog/2012/07/14/what_makes_a_good_dm

Adventure Time! Part 1: How much non-adventuring time
https://web.archive.org/web/2013053...ds.com/wrecan/blog/2012/04/11/adventure_time!
Adventure Time! Part 2: Analyzing Poll results
https://web.archive.org/web/2013053...ecan/blog/2012/05/11/analyzing_adventure_time

What Advanced Rules Might You Use Part 1: Which Advanced Rules might use Use (Poll)
https://web.archive.org/web/2013053...2013/01/28/which_advanced_rules_might_you_use
What Advanced Rules Might You Use Part 2: Oh The Advanced Rules You'll Use
https://web.archive.org/web/2013053...og/2013/02/23/oh_the_advanced_rules_youll_use!

How Bounded is Your Accuracy Part 1 (Poll)
https://web.archive.org/web/2013053.../blog/2013/03/05/how_bounded_is_your_accuracy
How Bounded is Your Accuracy Part 2: How Bounded Your Accuracy is (Poll Analysis)
https://web.archive.org/web/2013050.../blog/2013/04/11/how_bounded_your_accuracy_is

To Build a Better Creature Stat Block Part 1
https://web.archive.org/web/2012082...2/06/13/to_build_a_better_creature_stat_block
To Build a Better Creature Stat Block Part 2: Poll I wish for a Djinni Stat Block (A Look at Djinni stat block over editions)
https://web.archive.org/web/2012071...12/07/07/poll:_i_wish_for_a_djinni_stat_block
To Build a Better Creature Stat Block Part 3: Choose your own Stat Block
https://web.archive.org/web/2012073...og/2012/07/21/choose_your_own_adventure_block!
To Build a Better Creature Stat Block Part 4: Wishes For Stat Blocks: The Gods Speak
https://web.archive.org/web/2012082.../08/18/wishes_for_stat_blocks:_the_gods_speak!
 

Greg K

Legend
More Wrecan Blog Links for 4e

Improvised Attacks Part 1: A Guide
https://web.archive.org/web/2013053...n/blog/2012/01/05/improvised_attacks:_a_guide
Improvised Attacks Part 2: Encounters and Dailies


Behold The Begourder Part 1: Behold the Begourder
https://web.archive.org/web/2013053...m/wrecan/blog/2010/10/31/behold_the_begourder!
Behold The Begourder Part 2: Begourder Lore
https://web.archive.org/web/2013053...an/blog/2011/10/14/behold_the_begourder:_lore
Behold The Begourder Part 3: Jacks and Lanterns
https://web.archive.org/web/2013053...10/23/behold_the_begourder_jacks_and_lanterns
Behold The Begourder Part 4: Queens and Tyrants

A Nonant Cosmology Part 1
https://web.archive.org/web/2013053...com/wrecan/blog/2011/11/06/a_nonant_cosmology
A Nonant Cosmology Part 2: Immortals of the Nonant
https://web.archive.org/web/2013053...ecan/blog/2011/11/13/immortals_of_the_nonants
A Nonant Cosmology Part 3: War of the Nonant
https://web.archive.org/web/2013053...com/wrecan/blog/2011/11/20/war_of_the_nonants
A Nonant Cosmology Part 4: Betrayal of the Nonant
https://web.archive.org/web/2013053...recan/blog/2011/11/29/betrayal_of_the_nonants!
A Nonant Cosmology Part 5: Mortals of the Nonant
https://web.archive.org/web/2013053...wrecan/blog/2011/12/05/mortals_of_the_nonants
 

Greg K

Legend
The stuff that I posted are web.archive.org links. Someone else might want to copy or convert the content to guarantee the don't get lost once WOTC closes the forums. WOTC has a tendency to eventually put up bots blocking wayback archiving from crawling once they close down sites making it a lot of work to locate items (if they can still be located).
 

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