The Player's Guide is here! [Updated to Final Version!]

Morrus

Well, that was fun
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[EDIT: THIS FILE IS NOW UPDATED TO THE FINAL VERSION (April 29), SO MAKE SURE YOU GRAB THE LATEST FILE IF YOU HAVEN'T ALREADY]

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The acclaimed War of the Burning Sky campaign saga comes to 4E!

This FREE 20-page Player's Guide contains information for players about to embark on the War of the Burning Sky campaign saga.

The guide contains a brief history of the Lands, a more detailed look at the starting city of Gate Pass, an overview of the various nations and factions within the campaign saga and new rules material including character races and backgrounds, class variants, feats, powers, rituals, equipment, and magic items,

This guide is designed to be handed to your players before the start of the campaign. You are free to copy and distribute this free file to your heart's content!
 
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Well, this was my first look at War of the Burning Sky. This looks great (although I really don't have much use for it, but it's still an interesting read). It's a cool place, with a cool story, complete with myths and plenty of stuff for new characters/players to start with.

Then I got to "Section Two: New Rules." Most (all?) of the mechanics are interesting and tied to the backgrounds and setting, and it's all very evocative and interesting. However, some of it is totally broken. In fact, some of it is so broken that it actually breaks 4E, causing it to no longer function. I read everything, stopping at the rituals, so there was probably more than this, but I'm just going to flip through the pages and write about what I remember noticing. Also, I'm going to try to leave out stuff that I feel is mostly my designer's opinion, focusing on things that I believe are strictly broken (balance-wise, or in terms of actually not working right).

1) Warlock's curse of flesh power uses an Intelligence attack roll (instead of Charisma or Constitution). In addition, it has an attack roll line, but no Hit line! It has an Effect, but effects don't require an attack roll. Also, I noticed that other powers have a Damage line, so I thought maybe damage would go there and other stuff would go under Effect, but in 4E rules Effect doesn't require a hit, so I really just wasn't sure what this power was even trying to do. That said, curse of flesh really needs to do damage or be way underpowered.

2) Wayfarer's step teleports an enemy or an ally? Or either? What about the burning sky? And why that weird range description (not only on this power)? "Range 10; Area burst 1" should be "Area burst 1 within 10 squares". I don't know why you'd feel the need to change that. Also, why the heck is it an area? It only targets one creature! So, it should just be "Ranged 10".

3) The 'background' feats concept is overpowered. I don't have a problem with that, as it allows a DM to allow his players to be a little stronger and more tied to the setting. But, I figured it was worth mentioning.

4) The Cavalry Errant feat is strictly better than Mounted Combat, which is obvious, as it actually includes that feat. Once again, I don't have a problem with this as it ties the character to the setting, except that you're also potentially giving this feat away for free. I was okay with breaking these rules a little, but this is pushing it.

5) Moral Insight is a very cool feat mechanic. The 'identify alignment' usage should not require a healing surge. Balance-wise, it doesn't need it, plus I'm just not groking it at all. I don't know why this is there.

6) Student of War is crazily sillily overpowered. At least make this a feat bonus.

7) Vow of Healing and West Wind Style don't work. They break the game. The rules do not function while these powers exist. Channel divinity can be used once per encounter, regardless of which divinity power the character uses. Thus, a divinity power that that can be used twice per encounter, or a divinity daily power just doesn't work. These concepts hurt my mind. There is verbiage that could describe how these concepts could work, but as it stands, they don't.

8) Can you really have these whip rules? I'm not sure how the GSL works with DDI content.

9) Potion Bracer lets me use a free action to retrive a potion stored in it. I can then follow the normal rules to drink a potion as a minor action without provoking opportunity attacks. OR I could use the Potion Bracer's ability to drink directly from the bracer as a minor action, but provoking opportunity attacks. Question: Why would I ever choose the latter option, when the former only costs me an extra free action and I don't provoke?

10) The Hat of Exceptional Intelligence has a level 10 version, a level 20 version, and a level 30 version. There are no mechanical differences in them aside from their costs.

End. There were other things that I disagreed with from design perspectives, but not so strongly as what's above.

~ fissionessence
 

Well, this was my first look at War of the Burning Sky. This looks great (although I really don't have much use for it, but it's still an interesting read). It's a cool place, with a cool story, complete with myths and plenty of stuff for new characters/players to start with.

Thanks!

For the rest, I can address some of it:

Warlock's curse of flesh power uses an Intelligence attack roll (instead of Charisma or Constitution). In addition, it has an attack roll line, but no Hit line! It has an Effect, but effects don't require an attack roll. Also, I noticed that other powers have a Damage line, so I thought maybe damage would go there and other stuff would go under Effect, but in 4E rules Effect doesn't require a hit, so I really just wasn't sure what this power was even trying to do. That said, curse of flesh really needs to do damage or be way underpowered.

You are correct in that that should say "Hit" not "Effect". We'll errata that.

However, while it appears underpowered in a regular 4E campaign, in WotBS in is a LOT more useful. I don't know if you're familiar with the story from the 3.5 version, so I'll put this in a spoiler block:

[sblock]The main enemy (aside from Leska) are a group of nightmare creatures called the Trillith. These are all insubstantial, and are weakened considerably when made solid. The players, of course, don't know this at the start of the campaign.[/sblock]

There are a few things which are WotBS specific, and would need tweaking to be viable in another campaign, but there are a lot of plot-based considerations in some of these things whereby something is actually more powerful and weaker than it appears.

2) Wayfarer's step teleports an enemy or an ally? Or either? What about the burning sky?
At the start of the campaign, the burning sky effect still applies. That changes later in the story. Again, spoilers.

And why that weird range description (not only on this power)? "Range 10; Area burst 1" should be "Area burst 1 within 10 squares".
Slight editing gaffe. Easily fixed!

3) The 'background' feats concept is overpowered. I don't have a problem with that, as it allows a DM to allow his players to be a little stronger and more tied to the setting. But, I figured it was worth mentioning.

4) The Cavalry Errant feat is strictly better than Mounted Combat, which is obvious, as it actually includes that feat. Once again, I don't have a problem with this as it ties the character to the setting, except that you're also potentially giving this feat away for free. I was okay with breaking these rules a little, but this is pushing it.
Absolutely. The background bonuses are intended to be "better" than regular options, and be free and in addition to them. The idea is to invest characters in the setting from the get-go. It does, indeed, make a WotBS party ever so slightly more powerful than a regular party, if all else is equal.


8) Can you really have these whip rules? I'm not sure how the GSL works with DDI content.
I didn't see it in the SRD, which is all that matters when it comes to the GSL.

9) Potion Bracer lets me use a free action to retrive a potion stored in it. I can then follow the normal rules to drink a potion as a minor action without provoking opportunity attacks. OR I could use the Potion Bracer's ability to drink directly from the bracer as a minor action, but provoking opportunity attacks. Question: Why would I ever choose the latter option, when the former only costs me an extra free action and I don't provoke?
Normally, no reason. The primary use is to use the former method. The additional use was added because we envisaged a possible situation whereby a character wasn't able to retrieve the potion or item (both hands occupied, for example).

10) The Hat of Exceptional Intelligence has a level 10 version, a level 20 version, and a level 30 version. There are no mechanical differences in them aside from their costs.
I'll check; probably just a gaffe. The great thing about PDFs is that when we find something like that, we cna simply insert the missing text and re-upload the file!

Thanks for the feedback! It's always great when folks tell us what they think.

We've also brought on a new editor for the series, who will be starting with the Campaign Guide - Kevin Kulp. Nothing like an extra layer of insulation!
 
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Well, since someone else started it, Reactive Counterspell should be an immediate interrupt, not a reaction, and from what I see, the feat Spellduelist Counterspell is much stronger than Reactive Counterspell.

But it looks great. I wish we'd had some of this art available when we did the player's guide the first time around.
 

Hey everyone - expect an amended file shortly. You'll be able to download it from RPGNow. I'll post here when it's available.

Thanks for the feedback!
 

The additional use was added because we envisaged a possible situation whereby a character wasn't able to retrieve the potion or item (both hands occupied, for example).

Ooh very nice. I hadn't thought of that; good foresight.


I didn't see it in the SRD, which is all that matters when it comes to the GSL.

Cool.

~
 

You are correct in that that should say "Hit" not "Effect". We'll errata that.

However, while it appears underpowered in a regular 4E campaign, in WotBS in is a LOT more useful. I don't know if you're familiar with the story from the 3.5 version, so I'll put this in a spoiler block:

Morrus, I think a bigger concern is that Warlocks have two primary attack stats (Charisma and Constitution), but this power isn't based on either of them for its attack roll.
 


Maybe I'm missing something, but in practice is this going to be more overpowered the Impliment Expertise feat from PHB2?
Yes it is a little bit more powerful, but not by all that much.

Many people already consider Implement Expertise a mistake, partially (primarily?) because it stacks with everything else. Having this feat stack as well exacerbates the problem. Making it a feat bonus alleviates some of that, but it's still a pretty consistent bonus to attack rolls. Where the expertise feats were considered a 'fix' to the combat math, a feat like this would just skew it in the other direction (albeit only for controllers and swordmages).

~
 


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