The Ubiquitous Sunrod
Many posts have been written about the single most common magic item in D&D 4e: the sunrod. Now it's my turn.
I was recently writing up the last area in Chapter One of my campaign The Coming Dark, and it involved rain. The atmospheric effects were somewhat inspired by the conditions in and around the setting in the Last Breath of Ashenport published in Dungeon #156, July 2008.
In that module there are very specific conditions in every outdoor encounter:
Rain (within Ashenport): Rain reduces visibility. All creatures more than 1 square distant have concealment (-2 to attack rolls). Perception checks take a -2 penalty. The rain automatically extinguishes any unprotected flames. At the end of every full minute (1o rounds), characters carrying protected flames, such as lanterns, should roll a saving throw. If they fail, those flames are extinguished as well.
Thunderstorms (outside Ashenport): The combined effects of precipitation and wind reduce visibility dramatically. Adjacent creatures have concealment, while creatures more than 1 square distant have total concealment (-5 to attack rolls). Perception checks take a -5 penalty. The storm automatically extinguishes any unprotected flames. At the end of every round, characters carrying protected flames, such as lanterns, should roll a saving throw. If they fail, those flames are extinguished as well.
The important issue above is the concept of "unprotected flame". First of all, it doesn't make a distinction between natural flame and magical flame. But is a sunrod a "flame"?
I assumed that it wasn't, as do most others on Twitter... but I have a tendency to be thorough, so I decided to look it up and see for myself.
For an item that every character has (two of them are included in every Adventurer's Kit), there isn't a whole lot of information about it. I couldn't find it physically described anywhere within the D&D 4e core manuals.
It's first appearance in 4e is in the Player's Handbook, under the section "Adventuring Gear" on page 221:
Sunrod: This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out.
That's it?!? The single most common magic item in the entire game and it only gets a non-descriptive, one line blurb? You don't know if it looks like a torch, a glowstick, a candelabra, a human bone... Nothing. The only thing we know is that it's a "rod" that sheds light. For the record, the Compendium entry says the same thing, adding that you buy them in sets of two for 4 gp.
The only other mention in the core manuals that I know of is in the Dungeon Master's Guide under the "Fantastic Terrain" entry of Ember Moss (page 67):
Ember Moss
This strange Underdark moss is a useful ingredient in creating everburning torches and sunrods. It is highly flammable and burns bright. A character in a square with ember moss takes an extra 5 damage from all fire attacks and takes a -4 penalty to saving throws to end ongoing fire damage.
By that description alone, one would think that sunrods are fire-based, but again: nowhere is it mentioned that sunrods are actual flame.
So I decided to try and go a little farther back. In the D&D 3.5e Player's Handbook, it appears under the "Special Substances and Items" section (page 128):
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
It also appears, described as such, in the d20 SRD and in the "Goods and Services" and "Exploration" sections.
That description is significantly better - it sounds like a road flare - and one has to wonder why that text was left out of 4e. Also, it is worth noting that not only is the 4e description open for interpretation in many ways, but it is also arguably much more powerful: it illuminates an area 200' wide - over six times the width of the 3.5e sunrod - with bright light for four hours.
I'm having a hard time thinking of a modern day equivalent that could illuminate that much. To put it in perspective, here are other light sources listed in the 4e Dungeon Master's Guide on page 67:
Candle: Dim light in a Radius 2 (10'), 1 hour duration
Torch: Bright light in a Radius 5 (25'), 1 hour duration
Fireplace: Bright light in a Radius 5 (25'), 8 hour duration per load of fuel
Lantern: Bright light in a Radius 10 (50'), 8 hour duration per pint
Campfire or Sacrificial Brazier: Bright light in a Radius 10 (50'), 8 hour duration
Small fire creature: Bright light in a Radius 5 (25')
Medium fire creature: Bright light in a Radius 10 (50')
Large fire creature: Bright light in a Radius 20 (100')
Sunrod: Bright light in a Radius 20 (100')
Magma: Bright light in a Radius 40 (200')
Huge/Gargantuan fire creature: Bright light in a Radius 40 (200')
So in comparison, the common torch only illuminates an area 50' wide for one hour and a campfire only illuminates an area 100'. There are only two things listed in the DMG that outshine a sunrod: a volcano and "large/huge/gargantuan fire creature".
A sunrod must be like a signal flare; an area 200' wide is over half a football field. That's a lot!
Also, theoretically, sunrods cannot be extinguished by normal means; although I cannot find any place where it is discussed, many of the people I've asked online have stated that sunrods could conceivably work in high winds, pouring rain and even underwater.
With all that, why would anyone ever use a torch? You don't even need it to light things on fire: the Adventurer's Kit comes with flint and steel. And, if that doesn't work, there's always things like the wizard's Prestidigitation power (which explicitly states it can be used to light torches) or any other spell with the word "fire" in it that the resident sorcerer is just dying to cast.
Furthermore, even the Everburning Torch seems like a waste at this point. For the price of one Everburning Torch (50gp), you can buy twenty-five sunrods and get 100 hours of uninterrupted illumination in an area four times as wide as the torch. Does the torch seem practical at this point, especially considering you have to carry it around with a free hand?
So there's this magic item that is dirt cheap and far superior to all the other items that have similar function within the same price range. And from the moment every PC straps on their armor and weapon they already have two of them in their possession. And... There's no description? It's existance is glazed over as if these things would never be used by anyone. What happened?
When I brought up the subject of sunrods online, the DMs of the world pretty much agreed on the same opinion: they hate sunrods. And, when you think about it, you do have to agree with them; sunrods subvert pretty much everything:
- There is no need to worry about having one hand free to hold them. You can fasten them to your shield or tape them to your own body if you like. You can put one in your hair for all we know; without any guidelines on how they work, there's no way to determine what risk they may have (after reading the "Dangers" section on glow sticks in Wikipedia, it sure is tempting to come up with something).
- There is nothing you can do to plunge the party in to darkness. Lighting of the area becomes a null issue (although it might upset the drow in the party).
- With such a massive area of illumination, there's little chance of a monster hiding in some shadowy corner. Then again, some will argue that using a sunrod is telegraphing the party's position, as if to say "Hey, monsters! Yoo hoo! We're OVER HERE!!!"
As a result, I've heard many DMs effectively ban the use of sunrods, or at least make them extremely rare.
Me personally? I don't give lighting much consideration. Sure, if a room is dark I'll let the drow in the party have his fun and sneak around, but once the encounter begins I don't concern myself on whether the humans can see well in dim light or not. I have enough things to keep track of in combat.
But back to the issue at hand... Nothing indicates that sunrods are fire, so rather than have a very heated debate with the players I have no choice but to exclude them from the effects of the weather. I'll have to find some other way to make them miserable.
I have decided I really don't like sunrods in the manner they are presented (or lack thereof). I am tempted to take the advice of the people on Twitter and make sunrods extremely rare in my campaign setting.
Fear of Change
Not long ago The Id DM posted a great write-up about errata in general - Et tu, Errata? - that discusses the nature of errata without going in to a line by line analysis of the Templar/Cleric changes by Wizards of the Coast.
I was going to chime in with an analysis, but I figured I'd take a similar angle and speak as a developer and game designer. In his post he discusses how errata is similar to software patches, and I've decided to elaborate on that a little further and use an example that he says he's never played: MMORPGs.
I've never played World of Warcraft, but for a time I was a rather heavy player in Everquest 2, and it has had its share of updates over the years. In addition to the times new add-ons were pushed (there have been five so far, I think), on several occasions they have introduced major changes in order to "fix" things. Although a majority of changes were in fact fixes to stop things such as exploits, some of those changes were quite radical: common items changed stats, mitigation (the equivalent of damage resistance in D&D) changed drastically, damage-per-second rates changed radically, some powers got "nerfed" or a got a serious boost, new items were made available that made the old ones obsolete, etc... Since it was an online game and a living, breathing server, you didn't have a choice in the matter. Changes went live on a fixed date and you had to either accept them or not play the game.
A lot of changes of this kind might not make sense to some players, but as a designer I know what it takes to even consider these changes. The developers didn't make a change just because they felt like it or because they were bored one day; each change had a reason or intention, and a painstaking amount of testing - internal developer testing, validation testing to ensure the feature was implemented correctly, internal QA testing for several weeks to ensure the change doesn't unbalance the game, public beta testing (or "user acceptance" testing, if you will) for several months, etc... - went in to every update to ensure that it did not change the game for the worse.
Every single update has a reason for being, and at the time SOE (Sony Online Entertainment, which owns and operates the EQ2 servers) was very good about providing a detailed explanation of why the changes were made.
But compared to WotC's errata, there are two major differences with how they do things:
- They announced the intended changes months before they went live. "Hey, these changes are coming... Get ready!" When the changes went to production, players weren't surprised and adapted quickly.
- They listened to player commentary, from the public beta testers actually using the changes to players that can only imagine how their game will change, well before the changes made it to production. In some cases that feedback allowed the developers to make further modifications before the change went live, pushing them to their test servers for even more feedback. And I can recall several planned changes that were ultimately scrapped because of user outcry.
Regardless, the changes eventually came and in some cases altered the game dramatically. I had several characters in EQ2, and on more than one occasion I found that the patches they made changed my style of play and how the group worked together. But I considered it a challenge and adapted, and it wasn't long before I learned the "new" way of playing and forgot everything about the old one.
As a customer of Wizards of the Coast, I have a certain degree of faith in the company to do some research and planning before making such radical changes. I may be personally bitter about how they ravaged my favorite character class, but in the back of my mind I understand that they must have done it for a reason. The original design was probably flawed and I simply accepted it because I didn't know of any other way to go. Put simply, I was using it wrong and didn't know it.
In seeing the recent backlash over the changes, I noticed something: almost all of the people complaining are complaining because of the nature of change itself. It doesn't matter what the cleric was before or what it is now... It's a problem because it's different, and extremely different if you count the changes compared to other treatments (such as the fighter weaponmaster). They're not complaining that Turn Undead only does 3d8 damage now; they're complaining because it use to do 6d10 damage.
Let's think about that for a second and go back to the above example: if you walked in to a GameStop today and purchased Everquest 2 (or World of Warcraft; I assume it has had the same issue when Cataclysm was released), went home to install it... would you be aware of all the changes that have occurred since the game first hit the shelf? Would you care how the game was originally?
I haven't done this myself - primarily because I've never played a cleric - but I ask some of you out there to try this: when the changes are live in the online Character Builder (they weren't last time I checked), go and try to create a cleric. But, before you do, clear your mind of everything that the cleric once was. Look at it as if it were a new class and weigh its pros and cons not on what it no longer is but rather how it compares to other classes. Play test it as if you've never been a cleric in your life. Consider yourself a newcomer to D&D 4e, oblivious to the history of changes the game has experienced as of late... Would the Templar bother you so much then?
Hazard/Monster: The Black Obelisk
WARNING: Possible campaign spoilers.
I've recently been having a bit of a mental dilemma with certain traps in my campaign.
My previous post talked about a specific hazard that has both positive and detrimental effects, and issues that come up as it relates to forced movement. Now I'm dealing with a solo trap that... well... I'm not sure if it should be a "trap" in the first place, at least in terms of how a "trap" is defined by the 4e rulebooks.
NOTE: In order to avoid spoilers, I will be talking in a general sense and have created a radically different object that has the same issues: the Black Obelisk.
You see, there's this object that is extremely powerful. One could argue that it's also intelligent, in the same manner that artifacts are but at a much more powerful scale. And it has friends, creatures that want to protect it and the area ahead.
One could argue that that's a trap or hazard, but I have some issues with that:
- The object's mechanics are beyond the scope of the traditional trap's statistic block. Most traps have a single attack or action they take; this object would have more options.
- The object provides an aura that protects its allies, so it technically functions as a controller. If it were to have healing or regenerative properties, it could also be considered a "leader".
- The object has multiple attack types, and some of those attacks or actions are not as intense as its bigger hits, so it has Minor and Standard actions. It could also conceivably have interrupt actions and make opportunity attacks.
- The object is powerful enough that it can't simply be dispelled by a few rolls (such as the traditional Arcana-/Religion/Thievery-based skill challenge, for example), and there's no chance of it being defeated by a single Thievery roll. It should take significantly more work to disable it, so much so that it's probably easier to destroy than to disable.
With that in mind, a thought occurred to me: what if this was a creature? That also has some issues:
- It is an object, and as such falls under certain guidelines in terms of defenses and durability (see "Object Properties" in the Dungeon Master's Guide). Granted, those defenses will probably be boosted because of the nature of the object, but it's still an object nonetheless.
- It has no brain or mind of its own (one could argue its attacks are by design or due to some sort of programming), so it doesn't have a Will defense. It would also be immune to other mind-affecting keywords and specific attack types: disease, poison, gaze, psychic, charm, fear and so on.
- It's anchored to the ground, which means it can't be force moved and probably cannot fall prone.
- It doesn't provoke opportunity attacks because its physical state never changes; it cannot "let its guard down" (see the definition of "Opportunity Actions" in the Player's Handbook) because it really doesn't have a dynamic guard like a living creature would. It also doesn't have eyes, so it qualifies as having "all around vision" and blindsight.
- Unless one of the creatures in the encounter is a mason, it can't heal. For that matter, it doesn't know what it is to be "bloodied" either. When it drops to 0 hit points, it is destroyed.
So I decided to make my object a "object monster", treating it as an Elite monster with a somewhat modified stat block.
As an example, I have created the Black Obelisk "creature" below. I admit I threw this one together rather quickly (I even had to make post-production changes to the image in Photoshop to remove spoilers) and only made it for this blog post to give you an idea of the sort of thing I had in mind.
As you may notice, the important differences are in the top section (hit points) and in the "Traits" section, where the obvious differences between a monster and a common trap are. Beyond that, it's a monster. I hesitated including the attributes at the bottom since they don't apply and are hardly used, but whatever.
Now this "creature" is not meant to be alone; it comes with any number of other guys. Those guys in turn draw power from the obelisk, regenerating their wounds and gaining protection from the obelisk's own attacks.
Now that I've decided on this hybrid, I might end up using it in multiple places. I don't know... I somehow prefer creature mechanics compared to trap mechanics, at least for the simpler non-deathtrap traps.
Hazard: Calming Waters
WARNING: If you're one of my players, this might contain spoilerific material!
I have a bit of a quandary, and figured this was as good a place as any to talk about it... Well, at least here you can speak in blurbs larger than 140 characters anyway.
As part of my campaign, I have one room that in addition to a lot of bad guys and a few other traps there is a stream of shallow water. This water - what I refer to as a Calming Waters hazard - heals the creature that touches them quite a bit (gain a used healing surge or recover your surge value in hit points, +5 temporary hit points, make an immediate save versus an effect), but that wave of healing energy is so powerful and overwhelming that it has a nasty side effect: it knocks you unconscious for at least one full turn.
In a non-combat situation that's all well and good; if a player chooses to drink from the water, well, that's his prerogative. And if he falls asleep because of it he can wake up (eventually). But what if this is a combat situation?
In the same room I have some bad guys, guys that may not even know themselves the power of the water, so they do not know how much of a tactical advantage it would be if their enemy would simply keel over and fall asleep if they so much as touched it. But they will enter combat the same way they would against any other foe, using the powers that come naturally to them. In this case, they have powers that perform forced movement (Thunderwave, for example), so it is conceivable that they could push their enemies in to the water without intending to do that in the first place.
Question: If someone is force moved in to this hazard, do they get a saving throw?
There are some factors to consider here...
First off, if you force move an enemy in to "hindering terrain", they get a saving throw; that rule is pretty cut and dry. For the record, here's the text from "Forced Movement" in the original Dungeon Master's Guide:
Hindering Terrain: Forced movement can force targets into hindering terrain. Targets forced into hindering terrain receive a saving throw immediately before entering the unsafe square they are forced into. Success leaves the target prone at the edge of the square before entering the unsafe square.
...and the text for "Hindering Terrain" from the Rules Compendium:
A type of terrain that hinders creatures, usually by damaging them. Examples: Pits, lava, and deep water. A creature can make a saving throw when it is pulled, pushed, slid, or teleported into hindering terrain.
But is it really hindering terrain? I can't help but think that the concept of whether a patch of land is "unsafe" is up to interpretation by the creature. The enemy may not know it's hindering terrain or that it poses a threat, choosing simply to walk safely around it and not get their feet wet. "Pits, lava and deep water" are pretty clearly dangerous, so an enemy would have it in his best interests to avoid them, but the calm waters are visually nothing more than a shallow (no more than a foot deep), crystal clear pool of water. To the naked eye, it's only difficult terrain until something comes in contact with it.
So if I were a player who got pushed in to the water and the DM tells me "make a saving throw", my first question would be "why?" The act of making the saving throw indicates to me that the water *is* dangerous, something that I probably didn't have any idea of beforehand. It immediately ruins the illusion that the water is either harmless or can have a positive effect.
My issue isn't about saving throws during the entire encounter... My issue is with the first saving throw, when a blissfully unaware creature finds themselves ankle deep in really soothing water until they black out.
The way I handled it before is that the first time it happened that person would not get a saving throw, and the hazard would attack normally. If it missed, they would still not know it is "unsafe", so others that went in wouldn't get a save either. But from the first time it hits and knocks out a target, everyone gets a save.
If this were "fourthcore", there wouldn't be a doubt: you're going in whether you like it or not. Actually, the waters probably wouldn't even get an attack roll and knock you on your ass instantly, but that's not quite the case here. 😉
What do you think?
Preview: The Ethereal Bard
The fiolliowing is an element from Chapter 2 of my campaign, The Coming Dark. If you are one of my players and have not reached Chapter 3, you may not want to read this.
D&D 4e has very specific rules on how certain powers affect "allies" and "enemies", but those rules always make the assumption that there are two sides to every conflict. What if there's a third party that's laying down effects that change every round?
For one of my favorites scenes in my campaign I created a thing I call the "Ethereal Bard". Imagine walking in to an inn and, instead of seeing a band on stage or a sole minstrel playing music, there's a semi-transparent illusion of a bard playing music, and that magical construct reacts to requests from patrons, plays songs according to the situation or mood in the main area, or simply plays songs at random. And, when violent action ensues, it doesn't quite know how to react to everything that's going on, so it starts to play random songs more frequently.
Furthermore, each song is similar to a bard's power, treating *everyone* within range of the music as either an ally or as a friend depending on the power.
Here is my official write-up of it:
THE ETHEREAL BARD
The “Ethereal Bard” is a magical device that appears as a humanoid musician with any number of different instruments in hand. The musician himself is an illusion, powered by the magically infused pedestal it stands upon. There is a tip jar near the pedestal at its feet that contains mixed silver and copper pieces.
The bard plays music appropriate to what is going on in the lobby, or will play a completely random song. It will also take requests, giving preference to any creature that adds coins in to its tip jar.
When combat in the lobby begins, the Ethereal Bard floods the room with inspirational music. At the start of each round, it will begin to play one random song that has a magical effect on everyone that can hear it in the lobby.
At the start of each combat round, roll a d6 against the table below to determine the effect. The effect applies to every non-deafened creatures in the lobby until the end of the round, when the device will choose another song.
1) Song of Courage: The device plays an uplifting song that includes shouts of encouragement, making it seem as if a large crowd was cheering.
Effect: Any creatures that hears the song gains a +1 power bonus to attack rolls.
2) Song of Defense: The device intones a battle hymn, bolstering your abilities to resist attack.
Effect: Any creature that hears the song gains a +1 power bonus to AC.
3) Song of Conquest: The device begins to play a bolstering song that makes everyone fight with renewed vigor.
Effect: Any creature that hears the song and hits an enemy with an attack gains +3 THP.
4) Song of Recovery: The device begins to play an inspiring song that instills a sense of perseverance.
Effect: Any creature that hears the song gains a +2 power bonus to saving throws.
5) Savior’s Song: The device begins to play a song inspiring determination and focus, with hopeful verses of battles won despite daunting odds.
Effect: Any creature that hears the song can reroll one saving throw that he or she fails during the turn.
6) Song of Speed: The device begins to play a rousing refrain, imbuing everyone with increased speed and agility.
Effect: Any creature in earshot gains +4 power bonus to speed and can shift 1 extra square whenever he or she shifts.
I mean, just imagine it... Our heroes and the bad guys are duking it out in the lobby, upending tables and throwing chairs at each other, all the time while music from an illusionary bard plays in the background and boosts their abilities.
I considered giving this device an XP weight, but since both the allies and enemies could take advantage of it I decided not to. Just another zone effect to add to the excitement of the encounter.
So what do you think? Anyone out there used something similar?
-=O=-
On a semi-related note, Chapter 1 of my campaign is pretty much complete and being reviewed by a few people. Soon it will be released to the public, and I hope you enjoy it!
And there is a little over a day left in our contest to win "Heroes of Shadow"! Get those submissions in quick!