Monday, August 31, 2009

Post-Revision Playtest: Success!

Last Sunday night I ran encounters with the doppelganger freak and the updated laughing lambchop lizard. The map was still Dwarven Outpost from the Miniatures Game Starter Set. The party started in the outpost building after their rest.

To showcase the freak I used a simple wolf pack style encounter with two freaks and three goblin warriors (all skirmishers). The group of monsters tried to sneak up on the party but blew a stealth check. We rolled initiative with the monsters creeping up on the side of the outpost away from the water. The warden won initiative and got between the party and the monsters, then got swarmed.

The two freaks spent pretty much all their time trying to get sneak attacks on the warden. Their confusing shift power worked nicely, targeting the warden's weak Will. Once in melee, the combination of confusing shift and combat advantage gave them sneak attack damage on most every hit, and they also used it to simply shift around into flanking positions. The last one almost managed to prolong his pitiful life by hitting the ranger with confusing shapeshift, but the warden just dragged it to its doom when the ranger found herself unable to both move and attack. Overall the freaks felt interesting and threatening without being overwhelming.

For the lizards I used the same sample encounter with the updated stats. They also didn't start the encounter all crammed in the outpost like last time (they started by crawling out of the water and over the bridge as the party came around the building again). Befitting their new status as soldiers, the regular lizards formed a wall around the party while the lightning lizards stood back and threw directed shocks. With the updated stats, a pack of lizards now makes a good double line style encounter.

The lightning lizards never got into a good position to use their lethal shock bursts, but they managed to do a lot of damage one target at a time anyway. Again, I forgot to use cheshire fade when I should have, but that's a minor issue. None of them used sideburn flare, either, but the fight was pretty static once joined so immobilizing party members wouldn't have changed much. I'm not quite as happy with the lizards as I am with the freaks, but they're miles better than they were.

Monday, August 24, 2009

Playtesting the Laughing Lambchop Lizard

I want to say up front that if anyone has used the laughing lambchop lizard sample encounter as written on a low level 4e party, I'm really sorry if I wiped your party out (and I probably did).

During hiatus I'm revisiting the WWtH monsters and trying them out in actual 4e combat encounters. So far I've done a beelion test and a doppelganger freak test. I ran the sample encounter for the laughing lambchop lizard last week (this post is late because I've been dreading how much rework the monster was going to need). The party is still:
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker

The sample encounter for the laughing lambchop lizard is 4 regular lizards and 2 lizards of lightning. Again, the map was Dwarven Outpost from the Miniatures Game Starter Set. This time the monsters were inside the ruined outpost building and the PCs were coming across the bridge toward it. The party heard the lizards and the ranger managed to sneak up and get a look at them without alerting them.

The ranger used her surprise round to fire arrows at the lizards, but then the lizards won initiative and swarmed her. Before I even rolled the first attack I realized that letting each of the six lizards catch her with a lethal shock would result in instant nasty electrical death. So the first change to the lizards, before they rolled their first attack, was to remove the lethal shock power from the plain laughing lambchop lizards. As a result, most of the lizards didn't attack this round, but moved into better positions. The party moved closer and got in a few hits.

In round 2, one lizard of lightning had the ranger and warden in range for a lethal shock, while the other moved into position to catch the entire party. I quickly realized that adding an attack bonus and damage for each lizard in the burst would spell instant TPK, so lethal shock was toned back to only add bonuses for other lizards of lightning in the burst. Even with that nerf, since the ranger was hit by two bursts she was going to die instantly, so the 2d8 damage per lizard was nerfed to 1d8. The ranger went down anyway, but at least wasn't instantly dead.

With lethal shock nerfed and spent, the rest of the fight was pretty dull, mostly because I forgot to use the cheshire fade power so my lizards never pulled back when damaged like they were supposed to. I think I'll make that one "when bloodied" so there's no question of when to use it. I'm also changing the plain lizards from lurkers to soldiers since they no longer have a big boom attack and their job will be to shield the artillery lightning lizards.

Updated stat blocks:
    • Level 1 Soldier
    • Laughing Lambchop Lizard
    • Small natural magical beast
    • XP 100
    • Initiative +5
    • Senses Perception +1
    • HP 29; Bloodied 14
    • AC 17; Fortitude 12, Reflex 14, Will 12
    • Immunities Resist 10 lightning
    • Speed 7, climb 5
    • Bite (standard; at-will)
    • +6 vs. AC; 1d10 damage.
    • Sideburn Flare (move; at-will) • Fear
    • +4 vs. Will; the target is immobilized until the end of the laughing lambchop lizard's next turn.
    • Annoy the Weak
    • The laughing lambchop lizard possesses the cat's abnormal talent for finding out who, in a group, will be most annoyed by its presence and targeting that person. The DM should feel free to use all available knowledge of the party members' weaknesses and defense numbers to decide who will be most vulnerable to its attacks, and attack that PC.
    • Cheshire Fade (free, when first bloodied; encounter)
    • The laughing lambchop lizard disappears except for its grin, shifts 4 squares and turns invisible until it attacks or until the end of its next turn.
    • Align. Unaligned
    • Lang. Common
    • Skills Stealth +8
    • Str 10 (0)
    • Dex 16 (+3)
    • Wis 13 (+1)
    • Con 13 (+1)
    • Int 7 (--2)
    • Cha 12 (+1)
    • Equipment ---
    • Tactics A laughing lambchop lizard will seek out enemies with low Will defenses and exploit their vulnerability to sideburn flare.
      Source Weekly What the Heck
    • Created with DungeonMastering.com's DM Tools

    • Level 2 Artillery
    • Laughing Lambchop Lizard ... of Lightning
    • Small natural magical beast
    • XP 125
    • Initiative +4
    • Senses Perception +3
    • HP 32; Bloodied 16
    • AC 14; Fortitude 14, Reflex 15, Will 14
    • Immunities Resist 10 lightning
    • Speed 7, climb 5
    • Bite (standard; at-will)
    • +9 vs. AC; 1d10 damage.
    • Sideburn Flare (move; at-will) • Fear
    • +6 vs. Will; the target is immobilized (save ends).
    • Directed Shock (standard; at-will) • Lightning
    • Ranged 10; +8 vs. Fortitude; 2d6 + 3 lightning damage.
    • Lethal Shock (standard; recharge 6) • Lightning
    • Close burst 5; laughing lambchop lizards are immune; +1 (+1 for each other laughing lambchop lizard ... of lightning in the burst) vs. Reflex; 1d8 lightning damage (+1d8 for each other laughing lambchop lizard ... of lightning in the burst).
    • Annoy the Weak (standard; at-will)
    • The laughing lambchop lizard possesses the cat's abnormal talent for finding out who, in a group, will be most annoyed by its presence and targeting that person. The DM should feel free to use all available knowledge of the party members' weaknesses and defense numbers to decide who will be most vulnerable to its attacks, and attack that PC.
    • Cheshire Fade (free, when first bloodied; encounter)
    • The laughing lambchop lizard disappears except for its grin, shifts 4 squares and turns invisible until it attacks or until the end of its next turn.
    • Align. Unaligned
    • Lang. Common
    • Skills Stealth +8
    • Str 10 (+1)
    • Dex 17 (+4)
    • Wis 14 (+3)
    • Con 14 (+3)
    • Int 7 (--1)
    • Cha 12 (+2)
    • Equipment ---
    • Tactics A laughing lambchop lizard ... of lightning will target enemies with low Fortitude defenses with directed shock. If forced into close combat it uses the same tactics as a laughing lambchop lizard.
      Source Weekly What the Heck
    • Created with DungeonMastering.com's DM Tools

Friday, August 14, 2009

Testing Out the Doppelganger Freak

During hiatus I'm revisiting the WWtH monsters and trying them out in actual 4e combat encounters. We tested out the beelion earlier in the week. I ran another encounter Wednesday evening. The party is still:
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker

We got through one encounter again: this time the sample encounter for the doppelganger freak. Again, the map was Dwarven Outpost from the Miniatures Game Starter Set. This time the monsters were scattered around on the far side of the water from the PCs.

This starting position was an abject tactical fail for the monsters. Even though they won initiative, only two of the monsters had any ranged attacks, and they started too far away for even those guys to get a good shot without moving closer. The only advantage the monsters had was that since they were spread out the invoker couldn't mow down all the minions in one blast, but that really didn't matter since the minions came trickling in one or two at a time anyway as their initial position allowed.

The goblins managed to nickel and dime the ranger down by concentrating their ranged attacks on her, but the bard got her right back up. By the time the doppelganger even got near the fight it was basically over. The doppelganger tried to daze the ranger with confusing shapeshift but only got its minion ally and spoiled his ability to flank. The doppelganger also missed its sole good shot at a sneak attack due to a well-timed blades of astral fire from the invoker. After that it got pulled into a flank by the warden and beaten like a red-headed stepchild.

As a fight, this gave the party a chance to kick some ass and take some names, and after the tough beelion battle I think they appreciated that. As a playtest for the doppelganger, it wasn't worth much. I'll probably have to throw another doppelganger encounter at them in closer quarters and with more freaks to get a good test.

Thursday, August 13, 2009

Weekly What the Heck Monsters - Now With Playtesting!

I thought during hiatus would be a good time to revisit the WWtH monsters and try them out in actual 4e combat encounters. I've used a few of them before, but probably less than half a dozen out of the over 40 the feature has generated.

So Monday evening the girls whipped up a four-PC party covering the four 4e roles and all four power sources. They brought to the table:
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker

We got through one encounter: the sample encounter I whipped up for the beelion (3 kobold skirmishers and a beelion). The map was Dwarven Outpost from the Miniatures Game Starter Set, with the fight concentrated around one of the corner start areas as the bad guys came at them from ambush. The bad guys won initiative and used all their shifting abilities (the kobolds' shifty and the mounted beelion's guided frenzy) to surround the party and get some hits in on the softer targets (the bard and the ranger).

The gnome used fade away to get clear and the invoker slowly backed off as the warden marked almost all the enemies on the field and pulled the mounted kobold off the beelion. The beelion used lion's frenzy to get another hit on the ranger even while marked. The warden soon managed to mark all four enemies at once and got hit by all four for lots of sneak attack damage for her trouble. Impressively, she was still standing. After that round the PCs' attacks started taking a toll and kobolds started to drop. Unfortunately, the beelion's alluring gaze dazed the warden, leaving her unable to get out of the blast area of the invoker's next attack, and that coupled with more hits from the kobolds managed to take the warden down. After the warden had failed one death save, the last kobold (4 hp left) mounted the beelion (11 hp) and they flew away.

I need to make two small tweaks to the beelion. The alluring gaze is way too powerful to be at-will. I'll make it recharge 5 or 6 and drop the attack bonus by 1. Since I don't want two recharge powers on one monster, and lion's frenzy is only useful in specific circumstances anyway (next to 3 or more foes) I'll make that one at-will. The updated stat block is below:

    • Level 1 Elite Skirmisher
    • Beelion
    • Medium natural magical beast (mount)
    • XP 200
    • Initiative +5
    • Senses Perception +1
    • HP 62; Bloodied 31
    • AC 17; Fortitude 16, Reflex 16, Will 13
    • Saving throws+2
    • Speed 6, fly 8
    • Action points1
    • Bite (standard; at-will)
    • +6 vs. AC; 2d6 + 1 damage.
    • Bee's Frenzy (standard; at-will)
    • The beelion makes two bite attacks.
    • Alluring Gaze (minor 1/round; recharge 5 6) • Gaze, Psychic
    • Close blast 3; targets enemies; +1 vs. Will; the target is pulled 1 square and dazed until the end of the beelion’s next turn.
    • Lion's Frenzy (standard; at-will)
    • Close burst 1; targets enemies; +6 vs. AC; 2d6 + 1 damage.
    • Guided Frenzy (while mounted by a friendly rider of 1st level or higher; at-will) • Mount
    • A beelion with a rider may shift 2 squares between bite attacks when using bee's frenzy.
    • Align. Evil
    • Lang. Common
    • Skills
    • Str 13 (+1)
    • Dex 16 (+3)
    • Wis 13 (+1)
    • Con 15 (+2)
    • Int 6 (--2)
    • Cha 8 (--1)
    • Equipment ---
    • Tactics A beelion prefers to begin a fight in the air, choosing a landing spot that gives it a positional advantage. It tries to stay in a flanking position with its allies while surrounding itself with enemies to target with its lion's frenzy.
      Source Weekly What the Heck
    • Created with DungeonMastering.com's DM Tools

Two other things I took away from this fight:
1) Goliath wardens can soak sick amounts of damage.
2) Maxed-Cha bards make clerics and warlords look like healing amateurs.

Wednesday, August 12, 2009

Jeffs Phrase of the Day

This is a response to Jeff Rients phrase of the day on Jeffs Gameblog on August 6. Here are some "supplementary amounts of wild ass"...
- ChaoticBlackSheep