Tuesday, March 7, 2017

D&D EXPLAINED: THE 4TH ED CHARACTER SHEET

This bare-bones guide is designed to help a brand new player become more familiar with 4th Edition Dungeons and Dragons. It can be a daunting game to get into; looking at a character sheet it seems like a chaotic scramble of math, and trying to decipher it can be frustrating at first. Really though, a player can learn a lot about the sheet and information by simply understanding the terminology. Ideally, this is the sort of guide that you could refer new players to as an option to help them rationalize the character creation steps.

ATTRIBUTES
There are 6 attributes that represent your character’s basic physical and mental ability. They are CharismaConstitution, DexterityIntelligenceStrength, and Wisdom; these attributes are often abbreviated to CHA, CON, DEX, INT, STR, and WIS. These 6 attributes form the foundation of everything your character does in the world. Their numbers typically vary from 8 to 18, but as you level up, they can increase much higher. 10 is the human average, but your characters in Dungeons and Dragons are above average (they are heroes after all) and so their attribute values reflect that.

Attribute Modifiers serve as a quick way to gauge how much faster, stronger, smarter, etc you are than the average person. To calculate your strength modifier, you look at your strength attribute and subtract 10, then divide that number by 2, rounding down. A character with 15 strength has an attribute modifier of +2. The other attribute modifiers can be calculated the same way. You can use the same basic logic if your attribute is under 10; remember that what you are really calculating is the attribute’s absolute value from 10, halved. A character with 8 wisdom has a wisdom modifier of -1, not -9.

RACE
Every character has a race. Humans, Elves, and Dwarves are all examples of these. Your race is what defines your basic starting attributes, and often will give you other unique benefits. Elves are known for their grace and agility, so they get a bonus to their Dexterity attribute. Dwarves are known for their resilience and durability, so they get a bonus to their Constitution attribute. Other races get similar bonuses to reflect their own strong suites.

Races also grant you unique benefits. Elves are able to move more easily through tangled bushes, for instance, since they have a unique connection to nature. Dragonborn, a noble race of reptiles, can breathe fire.

CLASS
Every character has a class, or discipline, that reflects your general training, goals, and the way others perceive you. Cleric, Fighter, and Wizard are all classes, but there are also many more. Think of your class kind of as your job.

DEFENSES
There are four defenses: AC (Armor class), Fortitude, Reflex, and Will. These numbers all start at 10, the human average.

Your AC is your generic armor rating, and represents how difficult it is for enemies to hit you with an attack. Most attacks are against your AC. To calculate your AC, you start with 10, add half your level, and add your armor’s defense. Heavy armor like plate mail adds a lot more than light armor like cloth and leather. If you are wearing light armor though, you can also add your DEX or INT modifier (whichever is higher). This represents your character's ability to move quickly in light armor, the way they can't in heavy plate mail.

Some attacks, like many poisons, target your Fortitude, or how well you are able to endure the harsh conditions they impose on your body. To calculate your fortitude, you start with 10 and add half your level, then add your STR or CON modifier (whichever is higher).

Other attacks are measured against your Reflex, which is your character’s ability to dodge and react. These are typically surprising attacks, or represent a quick balance-related check. To calculate it, you start with 10 and (you guessed it) add half your level. Then you add your INT or DEX modifier, just like you did with your AC.

Many spells and mental tricks target your Will defense. Will represents your character’s mental stability, self confidence, and bravery. Will uses your CHA or WIS (whichever is higher) but otherwise you can calculate it the same way you would your Fortitude or Reflex defense.

SKILLS
Your skills represent unique training in various tasks. Things like climbing a wall or picking a lock, bluffing a guard or knowing about herbal lore are all skills. Your class will determine how many skills you know, and which ones you have available to you. For instance, a Fighter usually cannot train in Arcana (knowledge of spells and magic). As adventurers gain levels, they have options to gain training in additional skills through feats and multi-classing, but for now, you don't really need to worry about them.

To calculate a skill, first start with the relevant attribute modifier. Add half your level, always rounding down. If you are trained in the skill, add 5 to it. That’s it.

POWERS
Powers are the different attacks and tricks that your character can use in combat. They are determined by which class you are, but there are still a wide variety of powers to choose from. There are three kinds of powers: At-will powers can be used as much as you want, Encounter powers can be used once per fight, and Daily powers can be used once a day.

ATTACKS
Most powers are attacks, so here is how you calculate an attack. Combat in Dungeons and Dragons consists of an attack roll and a damage roll.

The attack roll determines whether your attack hit or not. As with most things in Dungeons and Dragons, it starts with half your level. You also add the relevant modifier (usually strength for melee, or dexterity for ranged attacks). Finally, if you are using a weapon, that weapon will also give you a proficiency bonus (+1 to +3) to your attack.

The damage roll is even simpler. You roll a dice for damage, and add the relevant modifier (usually STR or DEX) to the result. The dice size is determined by the weapon you’re using.

FEATS
Most characters start with a single feat, but you will get more as you gain levels. Feats represent heroic exploits that make your character special. There are over a hundred, so don’t worry too much about picking one. Most feats add a modifier to something somewhere, or give your character a new power.

OTHER STUFF
That’s almost everything, but your character also has a few random bits of information associated with them.
Passive skill checks are skill checks that aren’t rolled. Usually insight or perception, they represent your character’s ability to notice things when you aren’t looking for them. To calculate them, add 10 to the skill.

Speed
determines how fast your character moves. It is determined by your race; most move 6 squares, or 30 feet, on their turn.

Initiative represents how fast your character acts in combat. To calculate it, just use your dexterity modifier.

Tuesday, July 8, 2014

A (RATHER LONG, ACTUALLY) HIATUS

Apologies to both of my readers, but there hasn't been much activity on here for a couple weeks. I was without internet access for a while, and now that I once again have internet access, I don't have time at the moment to write my regular posts. Rather than crank out a sub-standard publishing schedule, I'm going to take a break for a bit. Rest assured, Dicenbuttons will return!

Tuesday, June 24, 2014

DUNGEONS AND DRAGONS DRINKING GAME

RULES:
These are all optional; most are controllable by the character, and most are ‘mistakes’ a character can make. Write up your own list before you start playing so that it is clear which ones you have decided to use. If you're interested in D&D drinking game shenanigans, check out the Crit Juice podcast.

A PLAYER DRINKS WHEN THEIR CHARACTER...
  • Casts Cure Light Wounds, Lay On Hands, Uses Sneak Attack, Casts Magic Missile, Goes Into and Comes Out of a Barbarian Rage, or uses some other suitable class feature agreed upon during character creation.
  • Drinks a Potion (finishes drink)
  • Gains a Negative Status Effect
  • Goes Unconscious
  • Becomes Bloodied (half health)
  • Is Hit by a Trap
  • Rolls a 1
  • Drinks (in character)
  • Breaks Character
THE DM DRINKS WHEN...
  • A Monster Dies (think about this one, it happens a lot)
  • A Character Rolls a 20
  • A Character Finds a Magic Item
  • A Character Disables a Trap
  • An NPC Drinks (in character)
  • A Character Spots an Anachronism
EVERYONE DRINKS WHEN...
  • A Nerdy Media Reference is Made (Leroy Jenkins, Double Rainbow, Attacking the Darkness, etc)
  • A player-character dies.

Friday, June 20, 2014

THIS YEAR'S BEST PRICES IN PC GAMING ON STEAM

The Steam Summer Sale is upon us! Every year the tides of Steam prices sink to new lows, and reveal fantastic games for often only a few dollars. If you buy games on Steam, this a wonderful week for you.This year's summer sale

DEALS! SO MANY DEALS!
There are a few categories for Steam sales. There are Daily Deals, which last 25 hours. As of the posting of this, the first one is still live, and features Farcry 3, XCOM: Enemy Unknown, Don't Starve, and The Witcher 2, each at least 75% off. You could pick up all 4 of them for about 25 dollars. Those prices will expire at 10AM Pacific, 6/20.

There are also Flash sales, which are voted on by you, the buyer. These last 8 hours and feature 4 games each. Generally they have a theme like "Racing Games" or "Indie Platformers".

A CHANCE AT FREE GAMES!
Steam is also running what they call their "Summer Adventure". Basically this is a temporary system that awards buyers with in-game items, unique skins, and a chance at free games based on their activity on Steam during the sale. Spending money, voting on Flash Sales, and other activities earn you points for the game. Full details are available at that Summer Adventure link above, but here is the neat part if you aren't serious about earning In-Game items...

Join a "team" during the Steam Summer Adventure for a chance at some free games during the Summer sale. Based on buying activity and badge crafting, randomly-assigned "teams" are going to be earning points this week. At the end of each day, the 30 members of the winning team will each get 3 free games on their Steam wish lists. The thing is, you don't have to buy anything for a shot at free games. There's no real downside to choosing a team (here) and making sure you have at least 3 games on your wish list.

WHAT DO I SUGGEST?
There are a bunch of great games out there, but here are a few I personally think are worth playing. I don't have the time to update this list with Steam Sale info, so I'm going to just throw out some of my favorites and hope they turn up on Steam.
  • DON'T STARVE - This one is a gothic horror-ish indie survival game that was a big deal at PAX last year. I haven't gotten a chance to play it yet, but not from lack of trying. 
  • SKYRIM - If you haven't played this yet, go play it. Dragons and Vikings and epic music and Bethesda. Wonderful things which I bet will drop to around 15 dollars at some point this week. 
  • BORDERLANDS II - Great first-person shooter in a post-apocalypse wasteland. Play it with a friend. 
  • BIOSHOCK TRIPLE-PACK - Dystopian noir is the flavor of the evening. Bring your steam-powered whatsits and mutagenic plasmids! Bioshock II wasn't the best game ever, but was still pretty great. The other two gems in this pack are well worth the 15 dollars that it's at during this sale. 
  • TERRARIA - This charming little gem is just 4 bucks right now, but I suggest getting a 4-pack and running a LAN adventure with a few friends. Basically think 2D Minecraft with prettier graphics. 
  • GOAT SIMULATOR - This is one I can't in good conscience suggest paying more than a couple bucks for, but as a random open-world game where you play as a goat, I can't fault it. Be prepared for jetpacks, demonic sacrifice, and awful, crippling bugs. Best play while inebriated. 
  • FALLOUT NEW VEGAS - (Fallout anything, really) Post=apocalypse open world wonderfulness. I'm a sucker for Fallout, and in particular, Fallout 2 is perhaps my favorite game of all time. Check these out. 
  • SIR, YOU ARE BEING HUNTED - Who doesn't want to be hunted in the English countryside by Steampunk robots?
  • BALDUR'S GATE II - Turn-based fantasy role-playing at its best. This one is, if Fallout 2 is not, my favorite game of all time. It has aged rather well, and I love it in a way that isn't wholly appropriate. 
  • THE BANNER SAGA - I nearly helped Kickstart this one! Vikings and brilliant story elements wrapped in turn-based goodness. Check it out.\ 
  • BANISHED - Civ V almost made it onto this list, but Banished is probably a better one to try. I haven't played this yet, but I want to. Manage resources carefully and keep your growing town alive. 
  • GONE HOME - I can't wait to play this one. Exploration-driven narrative at its best. Explore an empty house and piece together what happened to the occupants. This one is made of emotion. 
  • FTL - Survive a journey through space in this excellent roguelike. 
  • AMNESIA: THE DARK DESCENT - Horror as horror games should be. Run, hide, and hallucinate your way through puzzles and dark tunnels. 
  • BASTION - This game just makes me smile. Beautiful fantasy with clever narration and a sense of humor. 
  • MASS EFFECT - These games are great. Say what you will about the end of the third game, but the story arc and scope of this series still gives me chills. The second one was may favorite of the three. Sadly, the third installment never made it to Steam.
MY POOR WALLET
Why are you still reading this? Go forth and give them all your money!