Tag Archives: 4E

Making the Most of Magic

How to make the most of magic in your fantasy role-playing game. Advice for spellcasters, dungeon masters and writers. Continue reading

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The Dice of Doom Podcast 001: D&D Essentials

In this episode of the Dice of Doom podcast we debate the impending D&D Essentials set, or Red Box as it colloquially known along with some other random stuff as we got a little distracted along the way. Continue reading

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Magic Missile errata – the controversy over changing D&D4e to be more like older editions

Update: We discuss this at some length on our latest (and new) podcast. There has been quite a bit of chatter on the web recently regarding the latest errata for D&D 4e from Wizards of the Coast (WotC). The primary … Continue reading

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Arcane Implement Mastery Guide

The 4E Wizard class feature Arcane Implement Mastery is a powerful ability that can shape the entire career of your character. Be it Orb, Wand, Staff, or Tome, the implement you want to use will influence your race, ability scores, … Continue reading

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D&D 4E Player’s Handbook 3: In-Depth Review

This entry is part 1 of 4 in the series D&D 4e Book Reviews

The Player’s Handbook 3 for 4E D&D adds to the game with a pile of new character options. New races, classes, the Psionic Power Source, Feats, Hybrid classes and more immediately show it’s an interesting read… but how does it measure up? What are the new options like, and what impact will this have on how the game runs? Continue reading

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Understanding the Maths behind D&D4E Combat

Is there something wrong with 4E maths? Some say using 3d6 instead of a d20 improves the system. Should we get inspiration for changing the rules from computer games like World of Warcraft? Continue reading

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The Writer’s From Robot Chicken Caught Playing D&D on Video

These have been out for a little while, however we thought we’d mention it, just in case you had missed it. A few months back Wizards of the Coast set up a game with the writers from Robot Chicken and … Continue reading

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Speeding up D&D 4E Combat: Morale

A large problem many groups have with 4E D&D is that 4E combat takes a very long time. Various methods have been proposed to fix this, such as reducing monster hp, but after some discussion we realised the best way of doing it is simply to revive the Morale system, used in 1st and 2nd Edition, but thrown out in 3rd. The problem with these systems is, like the whole editions themselves, they were overly complicated; I’ve seen an attempt at adding Morale to 4E that mostly just put the 2nd Ed system in… and it looked terrible. So, we decided to do it from the ground up: a complete, effective, and simple Morale system for 4E D&D. Continue reading

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4E Dungeon Master’s Guide 2: In-Depth Review

This entry is part 2 of 4 in the series D&D 4e Book Reviews

Not so long ago, the 4th Edition DMGII came out. With the general high quality of 4E splatbooks so far, this looked promising: but for those out there for whom “promising” isn’t enough, this in-depth review should give you everything … Continue reading

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Powergaming: Understanding Area of Effect in D&D4E

This entry is part 2 of 7 in the series Powergaming

Area of Effect powers, or AoE, are pretty common in 4th Edition D&D. No longer are they limited to Wizards, but can be found in the arsenal of many non-spellcasters, such as Fighters, as well as being used by many … Continue reading

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