Monthly Archives: July 2011

Vampire: The Classquerade

Mearls made the big reveal on Monday that the vampire class was deliberately designed, as is, to try and provide a class option that could closely emulate one or more vampire entries in the Monster Manual. This is a reasonable goal that I tried to attain with my homebrew red […]

Read More

Red Sails in the Fallout Review

My judgement might be skewed in light of having just come away from Under the Crimson Sun, but I found this heartwarming tale of two anthropomorphic female animals literally playing grab-ass across the desert–along with a swarm of insects, racist human, and carnivorous plant–to be pretty a entertaining read that […]

Read More

The Ease of Essentials

Designing a class or sub-class with pre-specified class features and/or powers, aka “Essentials-style”, is easier than one without because there are often fewer choices to make throughout your career. For example a fighter gets to pick at least four exploits at 1st-level, one at 2nd, and so on and so forth […]

Read More

Playtest: Wizard

Wizard playtest is up. Most of the changes entail giving encounter attacks miss effects of one kind or another, changing zone effects so that the damage occurs at the end of their turn instead of the start (and only happens once), and adding spell school keywords to spells to help […]

Read More