Thirty-five Improvements D&D Fourth Edition Made to the Game

Diplomacy, it's not just a nickname for your axe

I’ve played a lot of D&D. I had my first taste of it in the final days of AD&D2e. It was ok, but I never really understood how it worked, that always had to be handled by my DM. And when 3rd came out, we switched. I’m one of the few people who actually bothered converting an AD&D2e character to 3e. When 3e came out I liked it. The game system was revised. Things like certain races only being able to get to certain levels of a class were gone, the rate of XP gain was unified, and it introduced the modifier system for stats which replaced so many copious tables and was one of the best things to happen to D&D since the d20. In short, 3e was good. I played many a great games of 3e, and I had many great adventures dealing with the Coryani Emperor’s mad plans in Onara, navigating the twisted intrigues of Sharn in Eberron, and driving out giant hordes from Geoff in Greyhawk.

But at the same time I was enjoying 3e I heard the wails and the gnashing of teeth of people who hated the change. 3e is an abomination. They’re taking all the flavor out of the game. They’re dumbing it down. All the role-playing flavor is gone. 3e is a money-grab. Why can’t they just stick with AD&D2e. 3e is a horrible flop and they’ll have to go back to AD&D2e. I remember hearing all those arguments back in 2001 and well on into 2003. I remember being berated for even mentioning that 3e was D&D.

So when 2008 rolled around I suppose I shouldn’t have been terribly surprised when history repeated itself and I hear the same sorts of arguments when the 4th edition of D&D saw the light of day. And you know what, I get why someone wouldn’t like any sort of new version of their favorite game. There are plenty of changes. Some you’re not going to like, nevermind the fact that most of us are pre-disposed to dislike changes of any kind. Toss in the fact that a new edition is a request for you to buy new product, and I completely understand how that could be a deal-breaker of sorts.

What I have never gotten though is the need to heap abuse upon anything about the new version or anyone who uses it. I mean “Gabe” from Penny-arcade had “4e is an abomination, you should play X, that’s the real version” as one of the top things he’d been emailed about his D&D campaign. Is that really the kind of message to send to someone brand new to the game? Then again, I never really understood “system fanboys” and “Mac or PC fanboys” and it seems to be pretty much the same phenomenon, and let’s not even get into “real-life” issues that delve into the same territory.

Back to the matter at hand, sometimes I am foolish enough to get into this “discussion”. Though it’s never really a discussion so much as an opportunity for people to sling hate at each other. On one of these occasions I was told, in classic hyperbolic fashion, that there was nothing good about 4e. So rather than being smart and not getting involved, I instead decided to write-up a list of everything off the top of my head that I thought was an improvement that 4e made to the game. Then my list was 32 items long. I have since added three more.

Even though getting into an argument which is probably nothing more than an exercise in misplaced  anger wasn’t the wise thing to do, I still think the list that was written up was an interesting thing to look at, and so it deserves to be shared here with anyone willing to take a look at it. I don’t think I imagined the list would get so long when I began writing it.

A few disclaimers before the list begins, however. I imagine someone is going to say something about how one edition promotes role-playing more than another, and you won’t see that on this list. I decided to keep this list about the game design itself, which keeps other external things like book layout out of the list too. For the record though I don’t think either game by its nature encourages role-playing more or less than the other. Look for a future article where I explain why. Also 4e is not perfect. I could make a list of things I don’t like about 4e too. It’s not perfect, and with any luck when 2015 or so rolls around at 5e comes maybe some of those things will be addressed.

So without further ado here is my list of 35 improvements I think 4e brought to the game.

  1. Cone and Burst templates replaced with easy to follow Burst and Blast squares which do the same thing but do not require memorizing the square pattern or having a template, such as the ones by steel squire. No more groans from Entangle being cast. Wire coat hangers everywhere breathe a sigh of relief.
  2.  

  3. Skill system was redesigned so similar skills were combined into groups, eliminating the need for skill synergy as synergistic activities are now part of the same skill. All classes tend to have skills that are often relevant in every adventure.
  4.  

  5. Skill point system replaced with / untrained / trained / skill focus setup. Generally in this game and 3e what happens is players will max out certain skills and just continually put a point into it each level to keep it maxed. Now this simply happens automatically as training and skill focus are flat bonuses that can be given to skills and all characters get a half their level as a bonus to skill checks. This also has a side effect of ensuring your character improves overall at skill related tasks to represent experience gained as an adventurer, rather than eternally being pathetic at a number of tasks like what would happen in the earlier system.
  6.  

  7. Large Base Attack Bonus, Fort, Reflex, Will tables replaced with static bonuses at level 1 based on class and defenses, attack bonus, ability checks and skill checks increase by 1 every other level (IE: Half level). I’m never going to forget what a pain it was leveling up my Fighter/Wizard/Spellsword at level 10 having to references three different charts.
  8.  

  9. Game is stable and consistent through levels 1-30, where as 3rd has a “sweet spot” of 5-12. Before level 5 characters are rather weak, after level 12 the game breaks down.
  10.  

  11. Vancian spell casting is gone. Spells now use a unified easy to understand implementation that is shared by all powers regardless of the power source while still keeping their flavor due to the properties available to the powers themselves. Fireballs still explode and need good reflex to avoid and roast your party members if you’re not careful, while divine casters often need not worry about this as their offensive prayers usually only hurt enemies, but they tend to have less offense in comparison. Martial characters still primarily deal in AC. Players do not need to learn whole new systems to understand spell casters or psionic characters.
  12.  

  13. Powers system allows for all classes to shine in their own way and emulate the feats of heroism that players are accustomed to in legends, stories, books, movies, and yes, sometimes video games. Large number of powers to choose from allows characters to make their character different from others of the same class by the selections they make. Power selections also allow martial characters to differentiate themselves from other martial characters more so than in earlier editions, where before only spell-casters got that kind attention. Rogues in combat are no longer just a defined by their sneak attack, but their ability to blind, cripple, slip through defenses, etc.
  14.  

  15. Races strengthened and made more unique. Races are more important throughout a character’s career thanks to more feats and class options related to race. Had side effect of no longer requiring ECL for many classic D&D races.
  16.  

  17. Combat rules streamlined and unneeded complexity removed from key areas.
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  19. Roles for Monsters and Character Classes make it easier for the DM or Players to narrow down their search for what they want to play or what monsters to include and careful choose which entries they want to read fully.
  20.  

  21. 3rd edition followed a “battle of attrition” model of balance, where upon players would face a large number of easy challenges that would spend their resources and player’s mistakes would come out most of all in later encounters where resources they spent in the beginning encounters cause their downfall. This lead to the “30 minute day” where players would get up, fight something huge, then goto bed. (The length of time it takes to run encounters encouraged this as well.) This lead to DM’s often having to pump things up for the one big fight to work correctly. 4th edition centers more upon each encounter being dangerous and less on attrition between encounters, encouraging parties to continue adventuring.
  22.  

  23. Encounters are now easier to create. Monster types make it easy for DM’s to get ideas how a group of monsters interact with each other, avoiding game-breaking combinations. The effects of traps in an encounter with monsters are now easier to determine. As a result, traps are more often parts of combats and not “That thing that happens between combats”.
  24.  

  25. Skill challenges give a framework for DM’s to visualize and create a variety of non-combat based encounters. (Previously you just kind of winged it.) Skill challenge system is flexible and abstract so it is not confining.
  26.  

  27. DC’s and Damage table in DMG makes it easier for DMs to calculate original or unexpected things, such as terrain not thought as such being used as a weapon
  28.  

  29. Fantastic terrain added, effects of natural terrain more clearly defined.
  30.  

  31. Disease system is more robust, with variable effects dependant on the stage of the disease on the affected character.
  32.  

  33. Sizes of creatures adjusted and consolidated. No more piles of tiny sizes most people don’t remember and no more colossal size that filled up most people’s game mats. Have you seen that Colossal Red Dragon mini in person? It’s huge. It’s a statue, not a mini.
  34.  

  35. Classes always gain something each level. No “dead levels”.
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  37. Epic levels (21-30) no longer need a separate system to use and are part of the core game. Note that Level’s 13-30 in 3rd are past the sweet spot of 5-12 and game mechanics break down in those levels.
  38.  

  39. Epic destinies get players to think about how they want to exit the game when it’s over. Epic destinies have many important world-changing events in them which can spur on future campaigns.
  40.  

  41. Paragon Paths are easier to use than Prestige Classes and serve the purpose of specializing a character better than prestige classes
  42.  

  43. System is written from the ground up to accommodate future books and expansion without breaking the core system.
  44.  

  45. Weapon groups with their feats and the magic items eligible for those groups allows for lots of flavor to be tied to a weapon type, with the added benefit that newly created weapons do not need new rules added to use these feats / magic items
  46.  

  47. Encounters are generally based upon groups of monsters opposed to 3rd ed being largely based on “The one big thing”. This makes movement and tactics more important, making combat more interesting. 4th edition however can still easily do “the one big thing” very well, where as third has lots of difficulty with groups of monsters, especially if you’re talking about more than a pair of the same monster.
  48.  

  49. Monster stat blocks are easier to read and are written with running them at the table in mind. Running monsters is vastly easier as a result.
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  51. Death and dying rules allow for the character’s health to be taken into effect (Death at -Bloodied instead of -10), while at the same time making it so the dying state is more dramatic, yet simpler to manager. The three failed death saves per encounter and you’re dead is simpler and more effective than the -1 hit point or 10% stabilization a round. The unneeded 0 hit point condition of disabled has been removed.
  52.  

  53. Magic item slots consolidated. With three primary slots, weapon, armor, and neck, and the rest being supplemental. Stat boosters items that were required for progression removed.
  54.  

  55. Encumbrance rules simplified. No more unwieldly chart that just gets ignored.
  56.  

  57. Rest and recovery simplified. No more need to play the cleric-rest healing game
  58.  

  59. Swimming and flying simplified and made easier to understand and run creatures with those abilities or adventures in those settings.
  60.  

  61. Frustrating grapple rules eliminated. Monsters that were grapple-centric now have abilities to represent this, making them simpler to run while keeping their flavor.
  62.  

  63. Healing surges take much of the need to manage healing resources off of the cleric. Healing surges encourage the encounter-centric game balance and de-emphasize attrition-based challenges.
  64.  

  65. Fort, Reflex, and Will saves turned into defenses just like AC. This streamlined attacking because the die rolling is all on the attacker’s side and not the defender’s side. This also tends to make things easier on the DM.
  66.  

  67. Spells with durations longer than a round have been replaced with effects that can be sustained by the caster or effects that need the target to make a saving through (10+ on a d20) every round to escape the effects of the spell. This makes it so you do not end up having to keep track of the duration of several spells cast on you like in previous editions, and you simply have to remember if something is cast on you or not. Once again, this tends to make things easier on DMs.
  68.  

  69. Recharge system replaces effects that were often “recharges in 1d4 rounds”. Recharge powers now instead list what numbers on a d6 that must be rolled to get the ability back. The monster rolls a 1d6 each round and if one of those numbers come back up the ability returns. Instead of “ticking off” rounds for the ability the DM only has to keep track if the ability has been used or not, and remember to roll recharge each round to see if it comes back.
  70.  

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Dungeons and Dragons and the Microsoft Surface

This has been posted a whole lot.  I think the first time this has been mentioned the most was this article from Gizmodo. In any case I am a sharing man, and so I will share what is quite possibly one of the coolest videos for something D&D related I’ve ever seen. In it the microsoft touch surface is used as a board to play D&D. Enjoy

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Let Free-dom Ring: Getting the most out of DDO Free to Play

So after reading my previous article on the subject of free to play, or Premium accounts, in DDO you’ve decided that you want to go the free to play route or premium account route in DDO. However you’re not sure what is available, what there is to do, and how to make your free to play experience better. That’s where this article comes in. Today we’ll be discussing which quests are free to play, what sort of favor you can get out of them, and how you can roll that favor over into Turbine Points using Free Player and Premium accounts in game.

To begin with here is a chart detailing exactly what quests are available to you for free. Next to each quest is the amount of favor you can gain on the quest by completing it on elite difficulty.

Free to Play Quest Index with Favor Listing

Quest Favor Quest Favor
Level 1 Level 5
The Store House’s Secret 6 The Lair of Summoning 9
Stopping the Sahuagin 9 The Depths of Doom 9
Sacrifices 9 The Depths of Discord 9
Redemption 9 Archer Point Defense 9
Necromancer’s Doom 6 Taming the Flame 15
Heyton’s Rest 6 Level 6
The Collaborator 12 Ruined Halls 12
The Cannith Crystal 6 Redwillow’s Ruins 15
Level 2 Purge the Heretics 12
Walk the Butcher’s Path 12 Mirra’s Sleepless Nights 12
The Sunken Sewer 9 Gladewatch Outpost Defense 12
Stop Hazadill’s Shipment 6 The Forgotten Caverns 12
Stealthy Repossession 9 Dead Predators 12
The Smuggler’s Warehouse 9 Caged Trolls 12
Retrieve the Stolen Goods 9 The Bounty Hunter 15
Recover the Lost Tomb 9 Level 7
Protect Baudry’s Interests 6 The Tear of Dhakaan 21
Missing in Action 9 The Pit 27
Misery’s Peak 12 Gwylan’s Stand 18
The Miller’s Debt 2 The Graverobbers 15
The Kobold’s New Ringleader 12 Level 8
Information is Key 12 The Xorian Cipher 21
Garrison’s Missing Pack 12 Stromvauld’s Mine 15
Durk’s Got a Secret 12 Stormcleave Outpost 18
Defend Haverdasher 2 The Paths to Madness 9
Bring the Light 6 Haunted Library 15
Arachnophobia 2 Faithful Departed 12
Level 3 Caverns of Korromar 15
Where there is Smoke 9 Level 9
The Swiped Signet 12 The Church of the Cult 15
Redfang The Unruled 9 Level 10
The Kobold’s Den: Clan Gnashtooth 12 Tempest Spine 18
The Kobold’s Den: Rescuing Arlos 12 Sykro’s Jewel 15
Kobold Assault 9 Reclamation 15
Home Sweet Sewer 2 Level 11
The Captives 9 The Spawn of Whisperdoom 18
An Explosive Situation 2 Made to Order 18
Ven’s Trail: Ven’s Fate 9 The Enemy Within 24
Ven’s Trail: Clan Tunnelworm 12 Dreams of Insanity 18
Rest for the Restless 9 Level 12
Level 4 Invaders! 21
Proof is in the Poison 15 A Relic of the Sovereign Past 21
Irestone Inlet 12
Freshen the Air 9
The Depths of Despair 9
The Depths of Darkness 9
The Camber of Insanity 9
Number of Quests 79 Total Favor Possible 916
Quest Favor Quest Favor
Level 1 Level 5
The Store House’s Secret 6 The Lair of Summoning 9
Stopping the Sahuagin 9 The Depths of Doom 9
Sacrifices 9 The Depths of Discord 9
Redemption 9 Archer Point Defense 9
Necromancer’s Doom 6 Taming the Flame 15
Heyton’s Rest 6 Level 6
The Collaborator 12 Ruined Halls 12
The Cannith Crystal 6 Redwillow’s Ruins 15
Level 2 Purge the Heretics 12
Walk the Butcher’s Path 12 Mirra’s Sleepless Nights 12
The Sunken Sewer 9 Gladewatch Outpost Defense 12
Stop Hazadill’s Shipment 6 The Forgotten Caverns 12
Stealthy Repossession 9 Dead Predators 12
The Smuggler’s Warehouse 9 Caged Trolls 12
Retrieve the Stolen Goods 9 The Bounty Hunter 15
Recover the Lost Tomb 9 Level 7
Protect Baudry’s Interests 6 The Tear of Dhakaan 21
Missing in Action 9 The Pit 27
Misery’s Peak 12 Gwylan’s Stand 18
The Miller’s Debt 2 The Graverobbers 15
The Kobold’s New Ringleader 12 Level 8
Information is Key 12 The Xorian Cipher 21
Garrison’s Missing Pack 12 Stromvauld’s Mine 15
Durk’s Got a Secret 12 Stormcleave Outpost 18
Defend Haverdasher 2 The Paths to Madness 9
Bring the Light 6 Haunted Library 15
Arachnophobia 2 Faithful Departed 12
Level 3 Caverns of Korromar 15
Where there is Smoke 9 Level 9
The Swiped Signet 12 The Church of the Cult 15
Redfang The Unruled 9 Level 10
The Kobold’s Den: Clan Gnashtooth 12 Tempest Spine 18
The Kobold’s Den: Rescuing Arlos 12 Sykro’s Jewel 15
Kobold Assault 9 Reclamation 15
Home Sweet Sewer 2 Level 11
The Captives 9 The Spawn of Whisperdoom 18
An Explosive Situation 2 Made to Order 18
Ven’s Trail: Ven’s Fate 9 The Enemy Within 24
Ven’s Trail: Clan Tunnelworm 12 Dreams of Insanity 18
Rest for the Restless 9 Level 12
Level 4 Invaders! 21
Proof is in the Poison 15 A Relic of the Sovereign Past 21
Irestone Inlet 12
Freshen the Air 9
The Depths of Despair 9
The Depths of Darkness 9
The Camber of Insanity 9
Number of Quests 79 Total Favor Possible 916

In general these quests are those that ae “Standalone”, meaning they’re usually not part of a large series or they aren’t tied to a large area outside Stormreach. (EX: Sorrowdusk Isle, Threnal Ruins, etc.) To those new to DDO you might not be familiar with what favor is, and why this is important to you. Favor is a lot like faction standing in other games. Each quest in the game is being presented by one of the factions within Stormreach. Completing a quest for them gives you a certain amount of favor with that faction and when you reach certain milestones of favor with each faction you get certain benefits, and when you reach certain milestones of total favor you receive some benefits as well, like Drow Access, 32 Point builds for new characters, and Favored Soul access. But favor now provides more than just those benefits. Now in module 9 favor is also the mechanic that awards player free Turbine Points in the DDO store. This is important because, as a free to play player, unless you intended to buy adventure packs with your own money you are going to need favor to get free Tubine Points to take any quests over level 12, not to mention you may need to buy leveling sigils if they haven’t dropped as quest rewards for you in time.

There are two kinds of awards that are given out for favor. The first award is for reaching a total favor milestone with one character on a server. Once you’ve reached the milestone with one character on that server you cannot earn that reward again with another character on that server. The second award is a per-character award that is granted for every 100 total favor reached with every character you create.

Favor Milestone Turbine Point Rewards

Once Per Server
Total Favor Turbine Points
5 50
25 25
50 25
500 50
1000 100
2000 100
3000 100
Once Per Character
Total Favor Turbine Points
Every 100 25

As you can see from this chart, if you plan to earn as many favor points as possible what you’ll need to plan to do is to make characters on all of the available servers in the game. As you can see from the first chart you can only earn a total of 915 points of favor from free quests. Doing that with one character on one server is going to earn you 150 Turbine Points in Once Per Server awards and 225 Turbine Points in once per character awards for a total of 375 points, though you would be earning points faster if you stopped at 500 favor and moved on to the next sever, at least until you ran out of new servers to make characters on. How much is 375 points? Well The Vale of Twilight, a good area to goto when you are level 12, costs 700 turbine points, and VIP subscriptions get 500 a Turbine Point stipend a month. There are a total of 6 servers available. Let’s say you have a free player account instead of a premium one. That means you have 2 slots per server. If you completely maximize your favor on all six servers  on each of your two slots you’ll gain a total of 3,600 Turbine Points. That’s enough to purchase The Vale of Twilight, The Devils of Shavarath, The Ruins of Gianthold, The Reaver’s Reach, and The Restless Isles to give you all the quests you need to reach 20. If you at one point spent money on the game, giving you a premium account, you would gain four slots total meaning using only free quests you could gain a maximum of 6,300 favor, just 4,345 points shy of being able to buy all the adventure packs. Also remember, any adventure packs you purchase are going to give you more quests which mean more possible favor for you to access.

What is all comes down to is how much time you have to spend to actually gain this favor to get the turbine points. To reach that maximum of 6,300 favor you’d have to level up 24 characters to level 12 across all six servers, or by finding high level players willing to run you through all 79 quests, on elite, for each of those 24 characters. If on the other hand you’re happy sticking to the selection of free quests above only intend to buy items to allow you to gain more quests past twelve then you may find a happy medium. Picking up The Vale of Twilight and The Devils of Shavarath will give you quests to get you to 20, and picking up The Reaver’s Reach and The Ruins of Gianthold will expand that quest selection. Just don’t forget to plan to buy some leveling sigils along the way.

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The True Price of DDO Unlimited Free to Play

D&D and cost/benefit analysis: a match made in geek heaven

D&D and cost/benefit analysis: a match made in geek heaven

With Dungeons and Dragons Online Eberron Unlimited now in the world of free to play there has been a lot of talk about how the benefit of each price structure stands up to the other. For those of you unfamiliar with the Free to Play model for DDO Unlimited the way it works is that there are three types of accounts, VIP, Premium, and Free. In this article when we talk about free to play we’ll be referring to Premium accounts, which are those accounts that were at one point subscribers or any account which has purchased Turbine points. Here’s the quick rundown on how those accounts types compare to each other.

DDO VIP Premium Player Free Player
Turbine Points 500/month free Buy Buy
Classes All included free* Basic, can purchase more Basic, can purchase more
Races All included free* Basic, can purchase more Basic, can purchase more
Adventure Packs All included free Some free, can purchase others Some free, can purchase others
Character Slots 10 free, can purchase more 4 free, can purchase more 2 free, can purchase more
Shared Bank Slot Included free Can purchase Can purchase
Login Queue Priority High Standard
Chat Unlimited Unlimited Limited
Auctions Unlimited Unlimited Limited
Mail Unlimited Unlimited Limited
Gold Storage Unlimited Unlimited Limited
Customer Service Full Full for 45 days Self-service online
Compendium Read/Post Read/Post Read-only
Official Forums Read/Post Read/Post Read/Limited posting
Beta Priority High Normal Normal

* Select races and classes may still require the use of game mechanics to unlock for free

Got all that? Good. Now in this article we’re going to assume that to a player with a free to play, or premium, account the main cost to them is going to be purchasing adventure packs, leveling sigils, classes, races, and extras like the shared bank tab. Character Slots aren’t going to be considered a primary concern for price because the number of character slots a player would want to have is highly subjective. We are going to assume that being able to reach level 20, and being able to join any party’s quest, regardless of were it is, being able to try all the races and classes, and having the bank tab are something that most players are going to find worthwhile to have. We’re also going to assume that US Dollars is the unit currency that you will be using to make any purchases. Before we begin, let’s review the VIP subscription prices as a basis for comparison.

VIP Subscription Prices

Months Price Price / Month
1 $14.99 $14.99
3 $41.85 $13.95
6 $77.70 $12.95
12 $143.40 $11.95

Now free to play players aren’t going to be making their purchases directly in USD, but instead in Turbine Points, or just points for short. Now while it is possible to acquire points by earning favor, we’re going to assume that points spent throughout this article are points that have been purchased in the DDO store. That makes our first task to determine the exchange rates of points to $1 USD. Below is a chart detailing the point packages available and how many points per dollar spent  is actually received in the purchase. Included in the chart are two 5000 point packages that are not noted as being standard, and at the time of this writing cannot be purchased in the DDO store. To explain their presence on 9/12/09 Turbine sent out an email with the statement, “Limited Time Only! Get 5,000 points for $49.99. This would normally be priced at $54.99. Best. Deal. Ever.” In their DDO Store Guide the 5000 point package replaced the 3300 point package and was listed as being on sale for $49.99 and that package was listed as having a regular price of $54.99. This package was avilable only on 9/12/09 and 9/13/09. On 9/14/09 the 5000 point package was removed from the DDO Store and the 3300 point package returned, and the DDO Store Guide was later edited that day to have the 3300 point package replace the 5000 point package once again. As you’ll see in this chart, the 5000 point package has a better exchange rate, even at $54.99, than the 3300 point package at $38.99. It’s currently unknown if the 5000 point package is intended to return frequently, though sales in the DDO store are fairly common, something we’ll get to later. Either way, these packages are included in this chart and later charts for players who may have stocked up on points during this weekend sale, and as a point of reference in case the 5000 point packages make a return.

Turbine Point to USD Exchange Rate Analysis

Turbine Points USD Price Points / $1 Notes
400 $6.25 64 Standard Package
900 $11.99 75.06255 Standard Package
1500 $18.99 78.98894 Standard Package
3300 $38.99 84.63709 Standard Package
5000 $54.99 90.92562 Price reported as “regular price” for 9/12/09 Weekend Sale, disappeared on 9/14/09
5000 $49.99 100.02 Sale price of pack for 9/12/09 Weekend Sale, disappeared on 9/14/09

So now that we know what $1 is worth in points for each pack we can begin to convert the Turbine point prices you see in game into what their actual cost in USD is. Now first we will analyze what I consider to be the biggest sink of points, adventure packs. Adventure packs are a big sink of points because typically parties don’t make a party based upon if the pack is free to play or not. Now the “Grouping” listing under the social panel is supposed to tell free to play players if a quest is in a pack they havent’ purchased by replacing the listing of classes needed with a large “BUY NOW” sign, but this hasn’t been working consistently. It also requires the party leader posting the looking for members listing to enter the right quest in the looking for members listing, just putting the quest series in the comments won’t work. Needless to say spending time getting ready for a quest only to realize you can’t go is embarrassing and frustrating. Below we have two tables showing the cost of all the adventure packs currently available  and their price in USD depending on which package of points you decided to get your Turbine points from. The first table shows the adventure packs at their regular price. The second table shows those same adventure packs at their sale price. Sales in DDO are generally %25 off the regular point price of any item, and with any decimals dropped. The current sales at any given time can be found in the “Today’s Deals” section of the DDO Store. Obviously Turbine can, and has, offered sales at different values, such as 20% for XP Boost Potions for the 9/12/09 weekend sale, but for this article we’ll assume any sale is the common 25% discount. The adventure packs are listed from low-level to high-level in the order they appear in the DDO Store with lower brackets given preference if the adventure pack is listed in more than one bracket. Once an adventure pack is bought it is applied to every character on that subscription and never needs to be purchased again. Owning an adventure pack allows a free to play player to purchase guest passes for that adventure pack also.

Adventure Pack Costs – Regular Price

Adventure Pack Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Shan-to-Kor 250 $3.91 $3.33 $3.17 $2.95 $2.75 $2.50
The Sharn Syndicate 350 $5.47 $4.66 $4.43 $4.14 $3.85 $3.50
The Catacombs 250 $3.91 $3.33 $3.17 $2.95 $2.75 $2.50
Tangleroot Gorge 550 $8.59 $7.33 $6.96 $6.50 $6.05 $5.50
The Necropolis Part 1 250 $3.91 $3.33 $3.17 $2.95 $2.75 $2.50
Three-Barrel Cove 650 $10.16 $8.66 $8.23 $7.68 $7.15 $6.50
Delara’s Tomb 750 $11.72 $9.99 $9.50 $8.86 $8.25 $7.50
Sorrowdusk Isle 400 $6.25 $5.33 $5.06 $4.73 $4.40 $4.00
Dungeon: Devil Assault 150 $2.34 $2.00 $1.90 $1.77 $1.65 $1.50
The Ruins of Gianthold 995 $15.55 $13.26 $12.60 $11.76 $10.94 $9.95
The Demon Sands 850 $13.28 $11.32 $10.76 $10.04 $9.35 $8.50
The Necropolis Part 2 350 $5.47 $4.66 $4.43 $4.14 $3.85 $3.50
The Ruins of Threnal 550 $8.59 $7.33 $6.96 $6.50 $6.05 $5.50
The Vault of Night 800 $12.50 $10.66 $10.13 $9.45 $8.80 $8.00
The Restless Isles 600 $9.38 $7.99 $7.60 $7.09 $6.60 $6.00
The Necropolis Part 3 350 $5.47 $4.66 $4.43 $4.14 $3.85 $3.50
The Vale of Twilight 700 $10.94 $9.33 $8.86 $8.27 $7.70 $7.00
The Devils of Shavarath 650 $10.16 $8.66 $8.23 $7.68 $7.15 $6.50
The Reaver’s Reach 350 $5.47 $4.66 $4.43 $4.14 $3.85 $3.50
The Necropolis Part 4 850 $13.28 $11.32 $10.76 $10.04 $9.35 $8.50
Total Cost 10645 $166.33 $141.82 $134.77 $125.77 $117.07 $106.43

Adventure Pack Costs – 25% Discount

Adventure Pack Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Shan-to-Kor 187 $2.92 $2.49 $2.37 $2.21 $2.06 $1.87
The Sharn Syndicate 262 $4.09 $3.49 $3.32 $3.10 $2.88 $2.62
The Catacombs 187 $2.92 $2.49 $2.37 $2.21 $2.06 $1.87
Tangleroot Gorge 412 $6.44 $5.49 $5.22 $4.87 $4.53 $4.12
The Necropolis Part 1 187 $2.92 $2.49 $2.37 $2.21 $2.06 $1.87
Three-Barrel Cove 487 $7.61 $6.49 $6.17 $5.75 $5.36 $4.87
Delara’s Tomb 562 $8.78 $7.49 $7.11 $6.64 $6.18 $5.62
Sorrowdusk Isle 300 $4.69 $4.00 $3.80 $3.54 $3.30 $3.00
Dungeon: Devil Assault 112 $1.75 $1.49 $1.42 $1.32 $1.23 $1.12
The Ruins of Gianthold 746 $11.66 $9.94 $9.44 $8.81 $8.20 $7.46
The Demon Sands 637 $9.95 $8.49 $8.06 $7.53 $7.01 $6.37
The Necropolis Part 2 262 $4.09 $3.49 $3.32 $3.10 $2.88 $2.62
The Ruins of Threnal 412 $6.44 $5.49 $5.22 $4.87 $4.53 $4.12
The Vault of Night 600 $9.38 $7.99 $7.60 $7.09 $6.60 $6.00
The Restless Isles 450 $7.03 $6.00 $5.70 $5.32 $4.95 $4.50
The Necropolis Part 3 262 $4.09 $3.49 $3.32 $3.10 $2.88 $2.62
The Vale of Twilight 525 $8.20 $6.99 $6.65 $6.20 $5.77 $5.25
The Devils of Shavarath 487 $7.61 $6.49 $6.17 $5.75 $5.36 $4.87
The Reaver’s Reach 262 $4.09 $3.49 $3.32 $3.10 $2.88 $2.62
The Necropolis Part 4 637 $9.95 $8.49 $8.06 $7.53 $7.01 $6.37
Total Cost 7976 $124.63 $106.26 $100.98 $94.24 $87.72 $79.74

As you can see the price of all the modules isn’t too out there. Assuming you bought all your points from the 3300 point package you could buy every single adventure pack in the game at $125.77, a little less than a 1 year VIP subscription, and only $94.24 if you were willing to wait for those module to come on sale. And if you had stocked up on points during the weekend sale and bought the adventure packs on sale you could get them all for $79.74, slightly more than a 6 month VIP subscription.

Now adventure packs aren’t the only cost the free to play player is going to incur. Each character a free to play player has starts out only being able to access levels 1 to 4 instead of 1 to 20. To be able to reach levels 5 to 8 they need a copper leveling sigil, 9 to 12 a silver one, 13 to 16 a gold one, and 17 to 20 a platinum one. Unlike adventure packs which the free to play player will only need to purchase once ever each character the free to play player has is going to need leveling sigils to advance so these can often be considered a fee for having a character above and beyond actually having the character slot.  Leveling sigils may be received for free in the course of playing as quest rewards. The lesser value the sigil the easier it will be to find with copper sigils easy to acquire and platinum sigils very difficult to acquire. Below are the tables for the leveling sigil costs.

Leveling Sigil Costs – Regular Price

Leveling Sigil Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Copper Leveling Sigil 120 $1.88 $1.60 $1.52 $1.42 $1.32 $1.20
Silver Leveling Sigil 180 $2.81 $2.40 $2.28 $2.13 $1.98 $1.80
Gold Leveling Sigil 240 $3.75 $3.20 $3.04 $2.84 $2.64 $2.40
Platinum Leveling Sigil 300 $4.69 $4.00 $3.80 $3.54 $3.30 $3.00
Total Cost 840 $13.13 $11.19 $10.63 $9.92 $9.24 $8.40

Leveling Sigil Costs – 25% Discount

Leveling Sigil Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Copper Leveling Sigil 90 $1.41 $1.20 $1.14 $1.06 $0.99 $0.90
Silver Leveling Sigil 135 $2.11 $1.80 $1.71 $1.60 $1.48 $1.35
Gold Leveling Sigil 180 $2.81 $2.40 $2.28 $2.13 $1.98 $1.80
Platinum Leveling Sigil 225 $3.52 $3.00 $2.85 $2.66 $2.47 $2.25
Total Cost 630 $9.84 $8.39 $7.98 $7.44 $6.93 $6.30

So in conclusion the free to play player can basically be expected to be charged a fee of $9.92 for each character they create, or $16.95 if that player needed to purchase a character slot for that character. (See below for character slot pricing.) That’s over a month of VIP subscription! Also remember, if you delete a character and re-create them you’ll need to pay the $9.92 for new sigils for the new character all over again. For some people this isn’t going to be much of a big deal, but for anyone who plans to create a lot of characters this is going to be a big problem. One more thing to note, if you have a VIP subscription and level your character to say, level 8 on it, and then let your account go back to a premium account that character wouldn’t need to purchase a Copper Leveling Sigil. Leveling sigils only stop you from going to a trainer and training up your level. Once you have that level the game is at least nice enough not to take it away from you.

Finally there’s one section of fees that I consider to be a big part of the cost of getting your free to play account “up to snuff” as it were, and that’s those little extras like the Drow and Warforged races. Now in the interests of being fair remember that you can still get the Drow race as a free to play player by getting 400 total favor, and the favored soul class by getting 2500 total favor.  Also important to note is that additional character slots increase the number of slots you have across all six severs, not just one. As with the previous entires these are going to be posted with a regular price and 25% discount price. A small disclaimer though, none of the items on this table have yet to be discounted at all so there is no way of knowing if they ever will, or at what discount they will be offered at.

Account Options – Regular Price

Account Option Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Character Slot 595 $9.30 $7.93 $7.53 $7.03 $6.54 $5.95
Shared Bank Tab 1495 $23.36 $19.92 $18.93 $17.66 $16.44 $14.95
Warforged Rage 595 $9.30 $7.93 $7.53 $7.03 $6.54 $5.95
Drow Race 795 $12.42 $10.59 $10.06 $9.39 $8.74 $7.95
Favored Soul Class 795 $12.42 $10.59 $10.06 $9.39 $8.74 $7.95
Monk Class 795 $12.42 $10.59 $10.06 $9.39 $8.74 $7.95
Total Cost 5070 $79.22 $67.54 $64.19 $59.90 $55.76 $50.69

Account Options – 25% Discount

Account Option Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Character Slot 446 $6.97 $5.94 $5.65 $5.27 $4.91 $4.46
Shared Bank Tab 1121 $17.52 $14.93 $14.19 $13.24 $12.33 $11.21
Warforged Rage 446 $6.97 $5.94 $5.65 $5.27 $4.91 $4.46
Drow Race 596 $9.31 $7.94 $7.55 $7.04 $6.55 $5.96
Favored Soul Class 596 $9.31 $7.94 $7.55 $7.04 $6.55 $5.96
Monk Class 596 $9.31 $7.94 $7.55 $7.04 $6.55 $5.96
Total Cost 3801 $59.39 $50.64 $48.12 $44.91 $41.80 $38.00

As you can see, some of these are pretty expensive, with the shared bank tab running a whopping $17.66 all by itself with the second biggest purchases being the Drow, Favored Soul, and Monk classes at $9.39 each.

Now then what does all this mean? Well if you’ve been paying attention there’s been a number totals on each chart. So now we come to the time to add everything to reach the true cost of what it costs to get the entire DDO package through Turbine points. Note that in the tables below Account Options does not include Character Slots, which is accounted for in it’s own entry.

Grand Total using only the 1-4 Character Slots granted for a Premium Account

Item Name Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Adventure Packs and Account Options 15120 $236.25 $201.44 $191.42 $178.64 $166.29 $151.17
Sigils for Character Slots 1-4 3360 $52.52 $44.76 $42.52 $39.68 $36.96 $33.60
Grand Total 18480 $288.77 $246.20 $233.94 $218.32 $203.25 $184.77

Grand Total with slots 5-10 purchased to be equal to the VIP Account

Item Name Points 400 Std 900 Std 1500 Std 3300 Std 5000 Std 5000 Sale
Adventure Packs, Account Options, and Sigils for Characters 1-4 18480 $288.77 $246.20 $233.94 $218.32 $203.25 $184.77
Character Slots 5-10 3570 $55.80 $47.58 $45.18 $42.18 $39.24 $35.70
Sigils for Character Slots 5-10 5040 $78.78 $67.14 $63.78 $59.52 $55.44 $50.40
Grand Total 27090 $423.35 $360.92 $342.90 $320.02 $297.93 $270.87

As you can see from the Grand Total charts if you’re happy with slots 1-4 you’ll be looking at a total of $218.32, which is about equivalent to 1.5 years of VIP subscription. And if you want slots 5-10 you are looking at a total of $320.02, or 2.2 years of VIP subscription. Remember that this is only taking into account one server. You’d still have to buy more sigils for characters on new servers, though luckily the character slots apply to all servers. Also remember that the VIP subscription is going to give you 500 points every month just for subscribing, which can be used for the purchase of adventure packs, items, etc. that the free to play player is going to generally have to pay for out of their own pocket. Note however that to actually buy something the VIP subscription gives you access to you need let the subscription run out since the store won’t let you buy anything you already have access to from the VIP subscription.

So there you have the actual cost of what the free to play, or Premium Account, option in DDO is really going to cost you. Needless to say after I did this analysis I decided to stop buying adventure packs and instead switch to the subscription model as there is no guarantee the game will even be open long enough to justify the cost of purchasing everything a la carte, and I’ve become used to having a diverse quest selectiion and all the account options. For those of you who want to stick with the free to play options, check out the article following this one where I tell you how to get the most out of your Free Player or Premium account in DDO.

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Dungeons & Dragons Online Unlimited Arrives

Dungeons & Dragons Online, or DDO,  goes Free to Play today. This is a game that I’ve enjoyed in the past and now that it’s become a free to play game I’m enjoying it once again. I was part of beta and have been playing since the first as part of the head start. And while I enjoy the game for being filled with hand-crafted plot-driven dungeons filled with traps and diabolical enemies rather than the random collection of enemies that fill most MMOs, the shortcomings of game have always been some glaring obvious, making this a game you have to willing to forgive the rough spots to enjoy.

First, after playing 4th edition for over a year the problems with 3.5, which DDO is based on, are even more orbvious than they were in the past. DDO has had to do some major tweaking to get the system to work, especially at higher levels, but the troubled core still shows. The biggest problem is that you’re enslaved to requiring a cleric. Thankfully there is some effort to try and alleviate this with the Favored Soul class from the Miniatures Handbook, but it’s still a major problem. In contrast in 4th edition the cleric is also part of the class role of leader. All the classes with the leader role have different strengths and features but they all have some things in common, some healing and abilities that largely benefit the party as a whole being one of them. It’s designed so that a party can do well with any of the leader classes, be they Bard, Shaman, Artificer, Warlord, or yes, even Cleric. In DDO you can’t just say, “We’re good, we’ve got a bard,” because bards aren’t made to cover the leader function like they are in 4th edition. So that means if you want to go adventuring you must find a cleric for your party. (Or maybe a favored soul, but the class is brand new.) This is a real drag on trying to get anything done, and generally all this seems to do is make it so clerics are tired of being hounded to join teams and make themselves anonymous. Goody.

The other problem is that your classic problems with some of the martial classes are alive and well in DDO. Unlike 4th edition where your Fighters, Barbarians, and Paladins all play very differently from each other in DDO they’ve got a lot in common. Now DDO does a lot to fix this by using their enhancement system, a system of which some of it’s ideas seem to have made their way into 4th edition, such as all the racial themed feats we see in 4th edition. So the problem isn’t as bad as straight 3.5 would be, but it’s still there. My 4e Paladin definitely feels like more of a Paladin than my DDO paladin feels.

My other big problem with DDO is that the idea of “Free to Play” seems to be pretty subjective. Now granted Turbine isn’t totally out of line here. But leveling sigils per character? I mean it’s nice they added them as in-game loot but was that really needed? And paying for modules is pretty damn expensive. If you buy all of them you’ll have bought a few years worth of subscription time for a game that probably doesn’t have many more years left. Still, I’m glad it’s in the way that it is, but I don’t think this model is going to appeal to people looking for a free to play game. I think it’s only going to appeal to old players like me who play occasionally, allowing us to come back on when we feel like it without turning subscriptions on and off.

So that’s pretty much my take on the warts on DDO. There’s other problems too, like the visual design is pretty un-inspired and doesn’t use the Eberron source material to it’s full potential. Compared to LOTR it’s clear DDO got shorted when it came to development, though I can’t say why. Maybe Turbine didn’t think having the license to make a D&D MMO was too profitable. Still the game does posses a great gauntlet-style combat system that makes battle fun and exciting, and adventures feel exactly like that, adventures. Add in voice chat and you’ve got a great recipe for some fun. I just wish it got the polish it needed.

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Horatio Harpell

Ello. My name's Horatio Harpell, but my friends call me HH. Would you like to be my friend?

Ello. My name's Horatio, Horatio Harpell, but my friends call me HH. Would you like to be my friend?

Horatio Harpell is the name of my Wizard Character in the RPGA Living Forgotten Realms campaign. Horatio is a fun, light-hearted character that lends himself well to a wide variety of jokes and 4th-wall-breaking jokes. Horatio is based in the themes of the Harpells as described by R. A. Salvatore and described in “The North” book for Forgotten Realms written for AD&D. So are these Harpell fellows and why is this important? Here’s what “The North” has to say about the Harpells.

Because of the ranching trade, the ranchers would control Longsaddle, were it not for the capricious, magically mighty Harpell clan. For generations, the Harpells have brought Longsaddle an importance in the North far greater than its size and purpose would warrant. The Harpells are mages and members of the Lord’s Alliance. This tradition began with mighty Authrar Harpell, who was famous in the North an age ago for single-handedly destroying an onrushing orc horde with spells. More recently, Malchor Harpell, along with his Company of Crazed Venturers, supposedly fought off a demigod. On another occasion, fighting alone, he destroyed two Red Wizards of Thay and the undead beholders under their command. … Folk who travel the North think Longsaddle is a place where extra care must be taken because magic is hurled about everywhere.

Longsaddle is dominated by the crazily chaotic bulk of the Ivy Mansion. The ancestral home of the Harpells perches on Harpell Hill in the center of town. The Mansion is a collection of three buildings.

The first is a constantly expanding building of ongoing tumults of experimental spells going awry, incorrectly mixed potions exploding, magical pranks, and a carefree collage of ideas and experiments added to by each successive Harpell. The hodgepodge construction of the Ivy Mansion results in innumerable strange angles in the walls and roof, dozens of spires with no two alike, and thousands of windows.from tiny slits to huge openings. Inside are a dozen alchemy shops, scrying rooms, meditations chambers, and conjuring rooms. Few are allowed to visit the mansion, and fewer see more than the central dining and meeting room. This room is a domed, circular hall, known as the Fuzzy Quarterstaff. Here, there’s a central hearth and chimney surrounded by feasting tables and a bar with an animated orchestra.

Two buildings seem to be ordinary low farm buildings, but that’s hardly the case. The smaller serves as a stable of miniaturized animals kept in cages stacked to the ceiling. The second is an experimental farm where other reduced animals graze in an open central area.

A fence appears to surround the hillock compound, but in fact it is an invisible wall with the fence painted on its surface. Only the third post left of what appears to be a gate is real, and the actual gate is found there. To reach the stable, one must pass along the mansion and cross the strange stream climbing the hill, which becomes momentarily invisible, and flows down the other side. A bridge with a reverse gravity beneath it provides a path to the farm buildings via the “underbridge,” returning via the “overbridge.”

All of this is of course written before the infamous “Spellplauge” event that effects 4th Edition Dungeons and Dragons and advances the story 100 years. As of now nothing has been written as far as the fate of Longsaddle, so Horatio is based out of the Lurar region. He is easily identified by his capricious, almost childlike and naive nature, his (poorly rendered) british accent, and his habit of greeting everyone new he meets with the phrase, “‘Ello. My name’s Horatio Harpell, but my friends call me HH. Would you like to be my friend?” In game mechanics terms he is a staff wizard with a stupidly high armor class which now has no other purpose but to make other players balk at it’s absurdity

You may have noticed that Horatio has a small sheep on his shoulder. The sheep is Horatio’s familiar named Doris. Doris is a “minimal” as described in “The North”

The Harpell family is experimenting with shrinking animals to miniature sizes. They hope to breed them as stable species at the smaller size, to allow for maximum food use and minimal feed consumption, enlarging them shortly before the slaughter. A furious private debate is currently raging within the family over the morality of such tampering with natural forces, but the research continues. To this date, few of the results, known as minimals, have been released onto the market.

As a familiar though, Doris is more than simply a teeny-weeny sheep. She has been enhanced been uplifted by magical spells and has the ability to think intelligently, to be understood by Horatio, and to teleport to a demiplane, filled with rolling pastures, fences, and other sheep preoccupied with jumping, when attacked. In game Doris has been used to scout ahead, wow people with her color-changing wool, and generally make players and NPCs alike wonder why a giant talking cotton ball is on the wizard’s shoulder.

Fun events from modules, quips, phrases, and other odds and ends about Horatio that have happened in game.

  • Because of his high AC (27 as of level 8 ) the defenders in the group joke that he should be in front, to which he replies in his (poorly rendered) british accent, “Noat ah Tahnk!”
  • Horatio often refers to his staff as his “Thump’in Stick”
  • Horatio yells out “Cracka-boom!” when letting loose a particularly flash spell
  • Horatio’s magic missiles look like white “screamer” fireworks, complete with spiraling path and sound
  • Horatio typically styles issues to look like sheep when possible.
  • When infiltrating the prison city of Wheloon Horatio went by the alias of “Woolybeard, scourge of Steam Lake!”
  • He wore an eyepatch while doing this but he had no beard
  • 3 PCs so far have tried to eat Doris
  • Horatio’s campaign long quest is “to become a main character”.
  • Another campaign long goal is to have Horatio say his catch phrase to Orcus. I’ll post here if Orcus becomes Horatio’s friend.

View Horatio Harpell’s character sheet courtesy of iplay4e.com


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