One of the things I have been doing in 4e is re-stating up older, 1st Ed, characters of mine to see how well they translate into the new system.
Among the first was one of my first ever characters, a human paladin. There are differences between the 1st Ed version and the 4th Ed version, but all in all I can see far more similarities than differences. Plus since my concept of him was more cleric than paladin it is possible that the 4e version is a much better fit. My witch on the other hand was a different story. I still don't quite have her right. I have generated half-a-dozen characters of her for 4E in the last year or so and none are really close.
Normally I would create a witch class like I did for 2nd Edition and 3rd Edition, but I really didn't want to do that this time. I have mostly settled on a Fey Pact Warlock with some add-ons from Arcane Power. She is not perfect yet, but really, really close. Again, to me it has been more about character concept than anything else. The Warlock seems to work the best, so far. Now before you think "well 4e just can't do it" I will point out that at this point in 3.0 Ed the same character had been a Sorcerer and that was not a good fit at all. At least with 4E I have sorta found an out-of-the-box solution.
But I still have one other character that I have wanted to re-build. Heather.
Heather owns the distinction of being the last 1st Ed character I ever made. Well, the last while I was playing 1st Ed and the last before 2nd Ed came out. She is a half-elf Bard/Wizard/Ranger house ruled to all hell. He character concept is that of a wandering bard that uses magic and song to defeat evil. The 2nd Ed Bard, while easier to use, lost all of what made the Bard cool. The 3rd Ed Bard came close again and with 3rd Ed's multitasking it was really easy to make her IF I figured that she had all the powers I wanted her to start with at 11th level or something. Now 4th Ed originally disappointed me here with the multiclassing rules. Great for most of my multiclassing needs, completely horrible with regards to how I wanted to do Heather. That is till I got the new Hybrid Class Playtest rules from my DM.
The Hybrid rules allow me to do something I used to do all the time in my D&D games, have a character start out as one thing but then later become something else. The Hybrid rules do allow that. So I know Heather is going to be a Bard/Something, but what? Well in 1st ed she was mixed with a Ranger and Wizard. In D&D4 I can get the things I liked about the 1st Ed Ranger in feats and skills (tracking, preferred enemy) so I think my Hybrid here will be Bard and something Arcane. Going to concept Heather originally learned her magic from her mother and the rest on her own. So Wizard, Warlock or Sorcerer. Sorcerer and Warlock complement the Bard's spells much nicer than the Wizard does, though Sorcerer still takes a hit. I am not enamored with the Sorcerer. It has some neat tricks, but nothing in the way of concept I like. The Cosmic and Dragon ones are cool, but if I build those it will be as something/someone else.
Hybrid classes in a sense split the classes in two and then allow you to combine them. Simple enough. Most often you get something that is not quite equal to a dedicated role character, but for a concept I am totally willing to take a performance hit. A Hybrid Bard/Warlock is a combination Arcane Leader/Striker. Since Heather in concept always had a high Charisma (and will here too) this makes her good for being the party face. Both classes have the same key and secondary abilities: CHA, CON and INT. She takes a hit on armor for her warlock half and weapons. Both classes use wands as an implement and both have similar saves. HP at 1st are the same, per level is the same and there are similar skills. The full Bard has more healing surges than that of the Warlock, so they are rounded down. I now need to take a feat to get a class-specific Hybrid talents options. So, in the end, I have a Warlock basically, with Skill Versatility and a per Encounter Majestic Word. On balance not a bad trade. Now for the Hybrid Talent feat, I make take it to gain the Warlock's Fey Pact Boon, it fits the concept well enough, but that seems so little for a feat. Plus I like to think of her as a Bard with some warlock training. So Words of Friendship or Majestic Word are worth the price of the feat. So put all her points into CHA followed by INT, and then either DEX or STR, if I am staying true to the concept then DEX for her bow. Make her Half-Elf and take an At-Will Wizard power as her Dilettante power, most likely Magic Missile, though there is not much to set it apart, fluff wise, from Eldritch Blast. Thunderwave might be better.
Now hybrid characters are verboten in my regular 4E game, so I am going to have to run her in one of my Family Game night games. I'll have to see how she fares. The great thing is that a lot of what I took Ranger for in earlier rules I can get with Warlock now. But only time and gaming will tell me if this is a better way than to do a Bard Multiclassed Warlock. But concept-wise it fits.
Monday, June 8, 2009
Friday, June 5, 2009
Mystoerth: Hyborea / Hyperborea
One of the common links on my Mystoerth world is Hyborea / Hyperborea. Both seem to be about the same thing, that is a pastiche of "the cold lands to the north". Given the roots of D&D in pulp fantasy it seems odd not to have one. With my world the question then is not so much of why to have it, but where to put it?
Mystara's Hyborea is on the continent of Brun far to the north in what would be the Arctic Circle, a rough analogy to Earth would Alaska. Oerth's Hyperborea is also firmly in the Arctic circle, some 30 degree south of the north pole, west of the Dramidj Ocean, north of the Sea of Hyerpborea. Not really an overlap, but close enough for me. On the Mystoerth Map, what would have been Oerth's Hyperborea is now the Empire of Alphatia and the Island of Dawn. So my solution is to go with the Mystara placement of it. Works and helps me fill in that area some.
Now what to do with it? Ah, that is the reason for the post.
Over at Jason Vey's The Wasted Land Blog he has been working on his Hyperborea. Now I respect Jason's opinion when it comes to Old School, anything remotely Conan or Howard related, so if he has something to say about it I listen. Plus he has really cool ideas. I'll import the White Orcs from Mystara to use in place of his orcs. I like the idea of Hyborean Halflings/ Hobbits. This might even help me solve the "problem" of hobbits vs. Halflings and why both hemispheres of my world are populated with the same sorts of creatures. The hobbits of my western world (Mystara) are the Tolkienesque hobbits that like to sit around, be fat and not really adventure. Hyborean hobbits are hardier and more prone to pick up a weapon. The Halflings of the eastern world (Oerth) are more adventure prone and are more like the Halflings of 3e/4e.
Adding Hyborea gives me license to add all sorts of other weirdness. And that is always good.
Thursday, June 4, 2009
Supernatural RPG
Well I have the new Supernatural PDF and I have some thoughts.

- It looks nice! If the printed version is half as nice as the PDF then this will be a damn attractive book. It looks like a "hunters notebook", loved the scribbled notes and pictures "taped" in. In fact it is an order of magnitude greater than their previous best works. Yes BSG and Serenity are nice looking books. This one blows them away.
- Nice introduction. I know exactly what this book is supposed to be about and what I am going to do with it. It lays out the antagonists and the "theatre" very, very nicely.
- As deep and as profound as my love is for the Cine Unisystem modern horror games, Supernatural reminds us that there is more the US than the west coast. But to be fair, this is more to do with the respective source materials rather than the games themselves.
- "Supernatural" fills the hole in my RPG life that was once filled with "Chill". Normal (mostly) people going up against the … well supernatural. This isn't Buffy or Angel where it is difficult to tell who the bad guys are, or even Charmed where both sides had the same firepower. This is closer to Call of Cthulhu. I'll say it now. Supernatural is a better "Hunter" RPG than either "Hunter: The Reckoning" or "Hunter: The Vigil".
- Cortex. Unisystem and Savage Worlds got freaky one night and nine months later Cortex was born. Now keep in mind this is a good thing for me. I REALLY wanted to like Savage Worlds and just couldn't. I LOVE Unisystem, but (and this might sound a bit heretical) a Unisystem based Supernatural game would not have given us much in the way of new. But here the systems tweaks fight the tone of the game. These are normal humans. The Cortex system work great for that. Plus converting to Savage Worlds or Unisystem is really, really simple. There are more skills here than in Cine Unisystem, less than Classic Unisystem.
- Character sheets look really cool. Again, like something you would see in say John Winchester's journal.
- Good equipment lists. A fair number of monsters. I am not worried about there not being enough. I have 1000s of books on monsters and Cortex is simple enough to move things around.
- "Music to Hunt By" is the best addition to any RPG! ;) There should be room on the character sheet to list important thing like what the hunter's personal play list is.
The only thing it is really missing to make it a perfect modern supernatural horror hunting game is a magic system. BUT, given this is "Supernatural" and more about normal humans, it's fine that it is not there and more of a reflection of my play style than the show.
I am not sure how it compares to other Cortex books in terms of mechanics. It's looks most similar to Demon Hunters and the Cortext Core, but there are changes to reflect the world a bit better (no super science, no flashy magic, lot more gear). Though while Demon Hunters is very tongue and cheek and the Core is very dry, this book is neither.
Who Should Buy This Game?
- Anyone that is a fan of the show
- Anyone that is a fan of Cortext
- Anyone that likes supernatural/modern horror games, but is not interested in playing a vampire, fae, ghost, demon (half or otherwise) or a "chosen one" human. This is a game of normal people doing what they can to stop evil.
Now to get that full on Supernatural / Demon Hunters crossover going.

- It looks nice! If the printed version is half as nice as the PDF then this will be a damn attractive book. It looks like a "hunters notebook", loved the scribbled notes and pictures "taped" in. In fact it is an order of magnitude greater than their previous best works. Yes BSG and Serenity are nice looking books. This one blows them away.
- Nice introduction. I know exactly what this book is supposed to be about and what I am going to do with it. It lays out the antagonists and the "theatre" very, very nicely.
- As deep and as profound as my love is for the Cine Unisystem modern horror games, Supernatural reminds us that there is more the US than the west coast. But to be fair, this is more to do with the respective source materials rather than the games themselves.
- "Supernatural" fills the hole in my RPG life that was once filled with "Chill". Normal (mostly) people going up against the … well supernatural. This isn't Buffy or Angel where it is difficult to tell who the bad guys are, or even Charmed where both sides had the same firepower. This is closer to Call of Cthulhu. I'll say it now. Supernatural is a better "Hunter" RPG than either "Hunter: The Reckoning" or "Hunter: The Vigil".
- Cortex. Unisystem and Savage Worlds got freaky one night and nine months later Cortex was born. Now keep in mind this is a good thing for me. I REALLY wanted to like Savage Worlds and just couldn't. I LOVE Unisystem, but (and this might sound a bit heretical) a Unisystem based Supernatural game would not have given us much in the way of new. But here the systems tweaks fight the tone of the game. These are normal humans. The Cortex system work great for that. Plus converting to Savage Worlds or Unisystem is really, really simple. There are more skills here than in Cine Unisystem, less than Classic Unisystem.
- Character sheets look really cool. Again, like something you would see in say John Winchester's journal.
- Good equipment lists. A fair number of monsters. I am not worried about there not being enough. I have 1000s of books on monsters and Cortex is simple enough to move things around.
- "Music to Hunt By" is the best addition to any RPG! ;) There should be room on the character sheet to list important thing like what the hunter's personal play list is.
The only thing it is really missing to make it a perfect modern supernatural horror hunting game is a magic system. BUT, given this is "Supernatural" and more about normal humans, it's fine that it is not there and more of a reflection of my play style than the show.
I am not sure how it compares to other Cortex books in terms of mechanics. It's looks most similar to Demon Hunters and the Cortext Core, but there are changes to reflect the world a bit better (no super science, no flashy magic, lot more gear). Though while Demon Hunters is very tongue and cheek and the Core is very dry, this book is neither.
Who Should Buy This Game?
- Anyone that is a fan of the show
- Anyone that is a fan of Cortext
- Anyone that likes supernatural/modern horror games, but is not interested in playing a vampire, fae, ghost, demon (half or otherwise) or a "chosen one" human. This is a game of normal people doing what they can to stop evil.
Now to get that full on Supernatural / Demon Hunters crossover going.
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