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11:08 PM on 06.24.2009

SimToid: Perhaps You Should Invest In Locks



Welcome back. When we last left, Sim Kacie drank until she was tired and headed to bed. Let's see what happened after that.



Croc broke a toilet, and thought it was funny.



Hey, let's all watch Psycho have an adventure.



It appears that Kacie and myself stole Psycho and Naia's room.



Psycho decided to share the room with Aerox. Oh hey, Bunny is taking a bath.



Naia is apparently very artistic.



Bunny really likes checking himself out.




He seriously went from mirror to mirror in the house.



And then he went jogging in a tux.



Kacie's up. Is it just me, or is she looking lovingly at me?



Oh wow, she's making actual food.



She actually burned the crap out of them, so she had Naia's left over burnt to crap waffles instead. Along with Bunny, when is he going to go to sleep anyways?



Other people are waking up now, so Kacie decides to start drinking.



Croc prepares for another day of not wearing pants while Bunny searches for a place to sleep undisturbed.



Oh hey, its Croc's turn to burn waffles.



Naia continues her artistic pursuits. She finishes off the painting before going off to work on her guitar skills.



Aerox found Croc mess from the day before and decided to clean it up.



Bunny had a funk cloud coming off him, so he attempted to take a bath. Psycho wanted to talk to him though and just walked right in, causing Bunny to flee.



Oh wait... she just wanted to steal the bathtub. Bunny spent the rest of the day trying to find an unoccupied bathroom.



This seemed to be a theme for the day though, as later, Aerox walked right in on Naia as she bathed.



Oh hey, everyone's gaming.



Bed time. Am I watching Kacie sleep before I go to bed? Is something going to happen here?



It looks like Croc and Psycho are sharing a room now. This confuses Aerox, so he heads into the next room to sleep.



Wait .. what's going on here? Apparently Naia forgave Aerox for the peeping incident, as she got into bed with him rather than take one of the two available beds.



And we leave the sims today after observing a triumphant Bunny as he finally got his bath now that everone is in bed.

Stay tuned kids. We'll be back at my earliest convenience.   read


11:39 PM on 06.23.2009

SimToid: Its 5 o'clock Somewhere



Welcome back. When we last left our Sims they were just settling in.


Let's check in and see how they are doing.



It seems Aerox found a device in the corner and decided to give it a try. The activity bubble claimed he was "having an adventure," based on the noises he was making, it was probably not rated PG.



After looking long and hard in the mirror, Bunny kicked back and thought about what to do next.



Which apparently was workout shirtless in front of the TV.



Kacie continued to drink her "juice."



Psycho told Naia a story.



Which apparently inspired Naia to make some Mac and Cheese.



And people sat down to eat. Don't be fooled though, Kacie is not eating that Mac and Cheese, that's mine. She stole my spot while I was distracted. She's drinking her dinner.



Psycho was the first to head to bed. She shared a room with Naia. There are many rooms in the house, Bunny, Croc, and Kacie got their own rooms. I shared a room with Aerox.



But before he went to bed, Bunny was sure to yell at himself in the mirror.



Being the first to bed, Psycho was the first to rise. She was quite hungry and decided to have some mac and cheese... which had been left out over night!



Naia got up and started playing the guitar. She was unaware that her stalker, Aerox, was watching from the corner.



I got up and used the computer for some quick chatting.



What's this? Could Kacie be thinking of having some day old mac and cheese?



Nope. I guess it has to be 5 o'clock somewhere.



Oh hey, Croc is up.



And so is Bunny. Wait, did he sleep in his formal wear?



The two go to the living room, Croc on the computer, Bunny watching TV. Psycho found Aerox's device and had an adventure of her own.



Naia is making waffles. She is apparently not the best cook, as she burned the waffles. No one complained, and ate the waffles anyways. Except Kacie, she's apparently on a liquid diet.



She did eventually stop drinking to take a bath though.



Bathed and fully clothed, Kacie made way to her favorite part of the house. Apparently, she's a happy drunk.



Croc and Aerox played tag in their evening wear. I have no idea what is going on anymore. Would they just get dressed already?



Christ! What is with Naia and that guitar?



It was apparently a funny song, as Bunny and Psycho are giggling in the corner.



Uh-oh, someone's been playing the guitar too long.



There was a spill here, but its gone now. Also, Croc is still not wearing pants.



And as we leave our sims, we see Kacie have one last drink before attempting to go to bed... at 6:30 pm.

Will she make it? Stay tuned!

Also, I plan on introducing new sims to the community on Monday. So if you are interested, get a hold of me and give me references if you want to sim to look anything like you.   read


1:48 AM on 06.23.2009

SimToid: The Begining



Earlier today, I noticed the podcastle Sims 3 house. I thought it was a great idea, but why should those jerks have all the fun. And so, SimToid was born.

I talked with a few community members in IRC to see who was interested. The response was greater than I had expected. I limited the test bed for the virtual community to seven members. These members would live, eat, and sleep together in one house over the course of however long it takes me to lose interest. More community members can be added to the city, but D-Toid house is full, for now.

Anyways, the members who joined in the little experiment are PsychoSoldier, Naia the Gamer, Kaciesaurus, CrocBox, BunnyRabbit2, and Aerox (aka Jonathan Ross). I attempted to make them as real to life as possible, maybe a little less mean, who knows.

All characters are set to very high levels of free will and I do not interfere with any thing they wish to do.



Here we all are, outside the mansion. Many sims started to walk around the house. Psycho and Croc had a brief conversation before exploring. Naia went straight to the video games.



Since the only TV was taken by Naia playing video games, the members of the household found other activities to take place in. Kacie read a book. Croc trolled people on the internet.



Here we see Bunny chatting up Psycho.



Soon enough, Naia's reign over the tv ended, as Psycho came and switched to the cable. Naia was upset by this, but no one seemed to mind. They were all too busy watching TV.



Needing a way to vent, Naia went off to play some guitar. It was not long before Aerox went and watched her play. That's not stalking at all. Also, why Naia dragged the guitar all the way out there I have no idea.



It was then that tragedy struck. Kacie found the bar and started drinking her "juice" shortly there after...



... all alone.



Meanwhile, Psycho was so proud of her conquest of the television, that she began playing a game of her own.

Also, it turns out that the person who Croc was IMing was none other than local sleeze bag Douche Lightning (who Croc now wishes to become friends with).



After finishing up with Douche, Croc sat down for a good read. Tired of Psycho's cursing over her game, Bunny decided to take a good long look in the mirror.



As my time in the sim world came to a close, I noticed Kacie going up for her third "juice."



Psycho is about to rage quit. I finally got on the computer.



Naia continued to practice her guitar skills.



And finally, we see Bunny checking himself out.

So, if you are interested in joining the community, contact me either in IRC or through PM on the forums. Kacie seems to be thinking of throwing a party, and with how much she drinks, it could be fun.   read


4:45 PM on 10.01.2008

The Fear: The Return of Ganon



I was once an imaginative child, filled with glossy eyed wonder at the splendor all around me. It was for that very reason that I loved The Legend of Zelda. Being able to explore a vast world filled with dangers and treasure was right up my alley. That is why I had to have Zelda 2: The Adventure of Link when I saw it at the store. I didn't even have to rent it, it had to be good, right?

Given the title of the article, I am sure you can see where this is going.

My first thoughts while playing the game were ones of utter confusion. Why was I side scrolling? Monsters randomly attack me when I leave the road? Where am I supposed to go? What's this experience thing I keep getting? What's going on?




It was not long before I got in a random battle that was a bit too much for me and I quickly met an inglorious end and was further confused by what happened next. A Zelda game with lives? How could this be?

I was very careful after that first defeat, making sure I stuck to the roads as well as possible until I got the hang of the game. Caves and dungeons I knew to be unavoidable, but I would have to take extreme care to level Link up so that I would not meet another terrible fate.



I also thought towns would be a safe place, only to have villagers turn into bats! Those villagers who did not turn into bats often offered me cryptic clues, prostitution services (What are we doing those houses to refill my health and magic meters? hmm?), and the occasional magic spell or item. If I were to replay the game now, these clues would make more sense, but to my seven or eight year old mind had no idea what these people where talking about. I thought that the people of Hyrule were incurably insane and that I alone stood as the last sane man in the troubled kingdom.

Given that I was playing this game before the internet, and before I could find a Nintendo Power Guide, I was lost and hopeless. This entire game made me nervous as hell. Every time I played it, I feared for Link's life as I attempted to guide him through caves and dungeons where one bad move spelled certain doom. You may think I am silly for caring so much about my avatar's life, but his dying is not was I was afraid of. No, not by a long shot. What truly terrified me was this...

[embed]105880:14862[/embed]
The Return of Ganon

That laugh. That hideous laugh as Ganon's shadow loomed over me in my dark, silent room. His piercing white, soulless eyes staring down on me with terrible malice. The Kingdom of Hyrule was doomed, the true Princess Zelda would slumber for eternity, I had failed. The laugh haunted my nightmares, made me clutch the blankets to my restless body even tighter. I was terrified of that game over screen. It made no sense, but it chilled me to the very core.

My once innocent childhood fantasy of adventure had been warped into a fear of failure by one game over screen. No longer did I rush in headlong with no fear of defeat. I hesitated at every turn and suddenly the game became even harder. To make matters worse, every time I failed, my experience counter reset, making me go through it all again. Worse still... I had to hear that laugh again.

So there you have it, the most significant memory I have of experiencing fear through a video game. It did not take me long, upon seeing the topic, to decide what to write about. I knew it all along. The one thing I feared in video games more than anything else was the return of Ganon.   read


5:10 PM on 09.17.2008

Large Hadron Collider renamed, I /facepalm.

Aaron Borges of Rhode Island is the winner of the contest to rename the collider with the name of Halo.


Everyone, do it with me now.

  read


1:21 PM on 09.13.2008

RSC Asks for new names for the LHC, I step up. (Game related after a fashion)

http://www.rsc.org/AboutUs/News/PressReleases/2008/RenameLHC.asp

So for those of you too lazy to read, the Royal Society of Chemistry (RSC) is seeking new names for the Large Hadron Collider(LHC) with the chosen name to be announced next Wednesday and the sender receiving a bounty of £500.

Now, one might ask, "Brian, how is this video game related at all?"

Well dear reader, I'll tell you how. Better yet, I'll show you! Behold, my name for the LHC!



That's right boys and girls, I did indeed suggest the name "Mammon Machine."

That is all.   read


8:39 PM on 09.02.2008

Feel the Hatred: The Direction of the Industry as a Whole.



Okay, bear with me. I know that this is a rather broad topic, but as a person who's been playing games since he was 5 (giving me 20 years experience), I have a lot I feel bitter about. Since about 2004 or 2003(I am honestly not sure which) to the present, watching the video game industry has left me a bit sour. I'm not saying that nothing good happened in this time span, but for the most part, I am left disappointed by the direction the industry has taken.

Now, this seems like a difficult topic to discuss, and by all rights it is, so I am going to focus on three things I feel have been the chief offenders to me, personally. The list may be different for you, but this is not your c-blog, so feel free to argue what you hate there. Any rational discussion on my points, I will welcome. That being said, here are the sources of my hate; shooters, multi-player focus, and the need for “innovation.”



Shooters can be fun, interesting games that can keep you occupied for hours at a time. However, if there is one thing I learned from gaming in the 90's, there can be too much of a good thing. Back then, a little game called Street Fighter II came out and shook things up. It was not long before other companies tried to cash in with various degrees of success. I love fighting games, and for a while there, they looked like a dying breed. Once the 16-bit era ended and the focus shifted mostly onto the Playstation, the 2D fighter became some kind of horrid fossil that people didn't want to talk about. That, and the limited RAM on the Playstation made it hard to port arcade hits like the Marvel vs Street Fighter series to home. 3D fighters were lack luster and felt clunky to me. It wasn't until Soul Calibur on the Dreamcast that I felt like someone had got it right finally. Now there are good fighters again and the market is seeing less and less crap fighters.



I bring this up, because the market seems to be flooded with first and third person shooters currently. Most of them follow a similar formula; create a gritty, often foul mouth protagonist who borders on being an anti-hero, have him face off against legions upon legions of bullet fodder, use the same weapons every other game uses with one or two original ones thrown in, and always leave the game open for the possibility of a sequel. Toss in some muted, gritty colors (the grayer/browner the better), lots of pretty explosions, and a barely there plot and you've got yourself a game. Not necessarily a good one, but a game people will buy none the less because they are uninformed and the box art looked cool, or they just wanted to shoot something. To me, this is more than disappointing. Has the industry forgotten about its past mistakes, or are they too busy trying to one up each other that they can't see that eventually the bubble will burst and all these high budget shooters will be recognized as derivative drivel?

I can't say for certain, but eventually the bubble will burst and true fans of shooters will be left aching for a good one.



Of course, lately a game is not a game with out an online multi-player mode. Now I can understand the appeal of this. Many of us had at least one or two friends we would play 2 player games with growing up and long for that feeling. Many of us no longer have that near by friend to back us up, so online gaming seems like a wonderful solution. In many ways, I agree, but there are two major problems with it. The first being that people as a whole are complete assholes online.

[embed]102179:14193[/embed]

Let's face it, its hard to schedule an adult life so that you and a friend in another time zone will regularly have time to play a game with each other. Things come up, people forget, and a lack of physical presence can get in the way of committing to a regular schedule. You are then left to play with the hostile hordes of the internet. Obi-Wan was wrong about Mos Eisley Cantina, as you will never find a more wretched hive of scum and villainy than the internet (yes, I realize I am posting this online, smart ass). Its doesn't take long while playing an online game for you to find someone who makes you lose whatever shreds of hope for humanity and the future of our world, especially with the advent of voice chat in games. Given enough time you will hear some of the most racist, sexist, ignorant things you will ever hear that will have nothing to do with the game you are actually playing. I really don't have a way to end this particular rant other than by saying some parents need to put their kids into therapy.



As for the other aspect of the multi-player focus that bothers me is the fact that many games are looked down upon for having little or no multi-player experience. This greatly confuses me, because there used to be a large market for single player games. You don't need anyone else to play with, you don't need the internet, and you don't have a twelve year old spouting racial slurs at you. This push for multi-player gaming is so bad that is a console game that are nothing but multi-player (in the form of Shadowrun). Even games with deep stories and heavy focus on gameplay have been criticized for lacking multi-player (BioShock, for example). I find it ridiculous, as someone who would very much like to view games as an art form that multi-player should be such a selling point.



Finally, I move to the one thing that I feel is utterly ridiculous. Innovation has become the buzz word to use when selling games and asking for more out of them. I've heard the word so many times lately that I want to vomit. Granted, some games are truly innovative. Take Protal for example; it's a quirky, stylish first person puzzle game that many people would think is a first person shooter at first glance. Aside from that, off the top of my head, I cannot think of a single game that actually is innovative that has used this buzz word. I see it a lot when people attempt to describe Mirror's Edge, but to me, it looks like a 3D platformer with the camera lodged in the character's head (which for many third person platformers, happens if you get too close to a wall) and some pretty graphics (let me add, thank GOD there is color. The gameplay footage I have seen looks like someone really wanted a Prince of Persia game with out all the complicated fighting, puzzle solving, and teen angst. Granted, I say this as someone who has not tried the game, so if I got my hands on it it could blow my mind. As it stands right now, however, the only innovative feature I can see in this game is that for the first time in the history of first person gaming, the protagonist will be able to climb walls and hang onto ledges. Of course, its only a matter of time before someone sees things and tries the through a grunting hulk with guns into the mix.

So there you have it. I feel I have wasted enough of your time, as well as my own, ranting about how the industry has got me angry. I welcome serious discussion on these points, and look forward to reading your own little letters of hate. See you in the comments.   read


11:19 PM on 09.01.2008

Now more bitter about missing PAX

[embed]102025:14177[/embed]

Aw man... Felicia Day? Really? I really wish I could have been there.   read


2:35 PM on 08.31.2008

(NVGR) The Pen is Mightier: Meet the Party


A while back I made a post in which I reexamined my view on Dungeons & Dragons 4th edition and promised to make updates on the game I would take part in. After three sessions, we finally have a stable group of players and I feel confident I can now tell you about our first level experience. I'll start by introducing the player characters and work my way into what actually happened.

I'll start off with my character briefly. In the previous write up, I went through the character creation process when making my half-elf cleric, but I thought I would use this space to describe how the game mechanics worked out. At first, I attempted to use my melee powers to confront enemies. The powers themselves are not too shabby, however since I did not place strength highly on my ability score priorities, I would miss more often than not and soak up a considerable amount of damage. That is when I switched up my tactics a bit. I decided to rely on my ranged attack power that has a secondary effect of allowing my allies to hit my target better, and battle flowed more smoothly after that. Also, since I am the main source of HP recovery, I am more often than not burning through my healing powers in order to keep my group up. The down side to this is my "best" healing power requires me to hit a target with a melee attack, so I often leave that as a last resort. Over all though, it is pretty fun playing a cleric and directing the targeting of enemies by granting other characters bonuses.



Next I will move on to our half-elf ranger. The player is completely new to D&D, so often we have to remind her of the mechanics of the game. Its no real big deal, but we had to help her figure out how to use her powers. She's a "twin-blade" ranger, since she specialized in the use of two melee weapons rather than the more traditional bow ranger. She can be pretty effective when she is not missing, but her low AC often leads to me having to heal her. Though her powers seem to have rather limited use other than allowing her to make two attacks in one round. Also, her hunter's quarry ability is really nice for the extra damage.

Now on to the tiefling fighter. She's got some experience, but often forgets to utilize her class abilities to the fullest. I am often whispering over the table for her to mark (a condition that grants a penalty to the marked creature when it tries to attack someone other than her) her targets. She also often forgets her role of defender and sits back going through crossbow bolts like its fashionable. When she is in melee combat, however, she has a number of powers that prove useful, such as a strike that deals one damage even if it misses.

On to our dragonborn paladin. He is by far the most useful member of our little party. He has a multitude of abilities that help keep targets on him, including his Divine Challenge power, that marks a target and causes it to take damage should it attack anyone other than him. He is limited to melee combat, but that is typically not a problem. He works well with my powers that grant attack bonuses, and between the two of use, we usually take down the toughest of our opponents while the others keep things off of our backs. His powers also focus more on inflicting penalties to his opponent so they have a harder time succeeding on attacks, which has saved our party a number of times. Also, with the most HP, he benefits the most from my healing abilities since he is often taking the bulk of the damage.



Now that I have finished describing the original members of the party, I will briefly describe how combat works. Much like 3rd edition, the encounters start with everyone rolling initiative. On tied rolls, the character with the highest initiative modifier acts first. Each character gets three actions in a round: move, standard, and minor. A standard action can be swapped for a move or minor, and a move action can be swapped for a minor action. Movement is now handled by squares rather than by feet. A major change from 3rd edition rules is that a diagonal movement is always one square in size, so characters are now more mobile than before. This leads to some interesting mechanics since blasts and bursts now act the same way (any area effect is now square, in other words). Character powers all have their action type labeled in its description, so you can know exactly what you can do in one round. There is now only one saving throw, so if you get hit by something that a save ends, you simply have to roll a 10 or higher to end it at the end of your turn. Powers can target one of four defenses: AC, Reflex, Fortitude, and Will. AC tends to the the higher value for most creatures, so having a balanced selection of attacks is highly recommended. Rolls to hit are still done with a d20, so there is no change there. Overall, battle flows a lot faster than in 3rd edition.

Our party was plagued by bad roll and almost died on several occasions, often saved by a luck critical hit or a max roll on my healing skills. Criticals, it should be noted, are handled differently. Unless there is a critical modifier, the attack simply does the maximum damage it can if you roll a 20 and if the resulting total (20 + attack mods) would over come the targets defense. If the roll can't over come the defense, the attack still hits, but does normal damage. It should be noted that we have yet to fight a creature that we did not crit with a roll of a 20. If there are critical modifiers, you would add the rolls for them to the maximum damage the attack normally does.

We have reached level 2 with our character now and are in the process of leveling up. This was accomplished after fighting many a best that seemed almost too difficult to over come. In my next update on Dungeons and Dragons 4th Edition, I plan on discussing how monsters have changed and how it makes combat all the more brutal.

Also, I need to find better images to break up text.   read


12:12 AM on 08.31.2008

Full Metal Alchemist: FFVI Edition?

[embed]101819:14157[/embed]

This is really well done.... wtf?   read


4:33 PM on 08.15.2008

Another example of parents failing when it comes to gaming.

http://www.newsobserver.com/2766/story/1155589.html

For those of you too lazy to read, the kid's parents let him drop out from high school so he can stay at home and play Guitar Hero. I cannot find the words to express my disgust.   read


4:39 PM on 07.21.2008

(NVGR) The Pen is Mightier: Brian Reexamins His Views on 4th Edition


A while back, I was quite upset about the announcement of Dungeons and Dragons 4th edition. Understandably so, since Wizards of the Coast boasted that it would play significantly different from 3rd (or 3.5) edition. I had really liked that version of the game, despite many people's complaints about it causing massive slowdown (I never really experienced it), and was a little upset that they would overhaul the whole system again.

Well, that was a while ago, and now I have copies of the latest book and I have to say that I am surprised. Reading some of the teaser content they revealed before the release, I kept my pessimistic outlook, but when seeing everything, this edition is pretty solid. To help explain what I mean, I will go through the process of character creation (which I am doing for an adventure my friend will be running).


The new edition suggests that you start by determining your race. In this edition, they have significantly changed the core player character races. While the traditional Elf, Half-Elf, Human, Halfling, and Dwarf are still present, the Players Handbook replaces the Half-Orc and Gnome of the previous edition with three "new" races, Dragonborn, Eladrin, and Tiefling. Each race has their own distinguishing features and racial skill bonuses and powers (more on powers later). Dragonborn are what they sound like, tailless humanoid dragons that have a the traditional breath weapon as a power. The Eladrin are Fey creatures that can basically be summed up as super elves. Tieflings are a lesser known race that are humanoid descendants of demons and devils. The Monster's Manual offers an appendix with other race choices similar to the 3rd Edition counter-part. However, the races are balanced so there is no longer any need for the "effective character level" system from 3rd edition.


For my character, I am choosing half-elf as my race. The reason behind this is that they are painted as natural leaders. Since the group I will be playing with will be mostly new to D&D in general, my friend wants me to try to take a leadership role. The half-elves also have a unique racial power in that they can take a level 1 at-will power from another a character class and use it as an encounter power (again, bear with me, power explanation to come). This is what helped me choose half-elf over human (who are more focused on being better with feats and skills).

Next I am to choose a character class. The classes this time around are a bit different from the usual D&D affair. Returning classes are Cleric, Fighter, Paladin, Ranger, Rogue, and Wizard. Each class is slightly changed to fit better in the new rules set, for example a Paladin's alignment is determined by deity alignment (meaning they don't have to be Lawful Good). The new additions are Warlock and Warlord, which play more like an offensive arcane caster and a strategic fighter, respectively. Each class eventually branches off to paragon paths, which are enhanced versions of the base class focusing on some aspect of it. Each class also has an assigned role in the party: defender, controller, striker, and leader. Since I am being cast as the leader, I have chosen the Cleric class. While the other leader class, warlord, sounds appealing, but the cleric's healing abilities won out.

But what is a Cleric without a deity. The Player's Handbook offers a limited choice of deities, which came along with another massive change in the alignment system. I'll touch upon that first.

Gone is the law-chaos, good-evil system. It is replaced with a simplified version of the alignments in the form of Good, Lawful Good, Unaligned, Evil, and Chaotic Evil. This removes people from playing obscure alignments like chaotic neutral and neutral evil. For the sake of being a somewhat flexible hero, I chose Good as my alignment. That way I can go about my business helping those in need without having to be a tool of any specific civilization.

Which is really helpful since the god I chose was Avandra, Goddess of change, trade, travel, freedom, and luck. Envisioning my character as a free spirited wanderer, this works out well, since Avandra's faith is based around roadside shrines.

The book next suggests that I assign ability scores. I would do this now, but my friend has not specified how he wants that done yet. So will skip that part for now. The book offers a number of ways of doing it, but they are all pretty typical.


Skills are now only trained once, and grow along with your character. You choose a small number initially, and are presented a chance to train others as you level. Since you only have to train a skill once, you don't have to worry about upgrading your skills. My cleric will have Diplomacy, Heal, Insight, and Religion trained. He will receive racial bonuses to both diplomacy and insight.

Feats remain largely unchanged. So they barely warrant mentioning. I will be taking Group Insight, which will enhance my allies.

Now on to powers (finally). Powers are effectively actions your character can take. They come in three varieties; at-will, encounter, and daily. At-will powers are actions your character can take in combat in place of your basic weapon attacks. This is a big change in spell casters, since they will not run their resources dry, making them as big of a liability in combat as they are an aid. Encounter powers are usually only available once per encounter (fight) and require a small five minute rest to recover. Daily powers are much more powerful and can only be used once a day, requiring a 6 hour rest to recharge. This system makes characters a little more interesting and lessens the difference between spellcaster and melee fighter. Utility powers are a mix of encounter and daily powers that various effects from buffing, hindering, healing, and harming that come into play at higher levels. My character will handle healing, so the majority of his powers will be chosen as such.

Equipment is slightly different. Any character can use any weapon, but gain an attack bonus if they are trained in its use. Wearing armor requires training, and the types of armor are pretty much the same. For my gear, I have selected leather armor, a dagger, a quarterstaff, and a crossbow. I could have selected heaver armor and more traditional weapons, but I felt these better fit my characters personality. He also has a backpack full of typical adventuring supplies.


All that is left now is to fill out the numbers. I am going to go more into that when I have ability scores settled. For now, I would like to conclude by saying I really am looking forward to exploring this new edition, and I will try to keep track of my feelings about it here. I am also sorry for any incoherence in this entry, but I had numerous interruptions and am quickly developing a headache. I hope you all enjoyed my scatterbrained look at 4th Edition D&D.   read





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