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	<title>Wednesday Knights Blog &#187; Reviews</title>
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		<title>4th Edition: Potions and Scrolls</title>
		<link>http://wednesdayknights.com/archives/224</link>
		<comments>http://wednesdayknights.com/archives/224#comments</comments>
		<pubDate>Sun, 31 Aug 2008 23:07:17 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=224</guid>
		<description><![CDATA[So Chuck asked:
so does this mean scroll have gone away?  What about potions that duplicate spell affects?
The short answer is no. First, with respect to potions, the PH lists four different potions: healing, vitality, recovery, and life. These are the only potions listed, however. Also, (once again hearkening back to Earthdawn), every class receives [...]]]></description>
			<content:encoded><![CDATA[<p>So <a title="4E Review" href="http://wednesdayknights.com/archives/220" target="_blank">Chuck asked</a>:</p>
<blockquote><p>so does this mean scroll have gone away?  What about potions that duplicate spell affects?</p></blockquote>
<p>The short answer is no. First, with respect to potions, the PH lists four different potions: healing, vitality, recovery, and life. These are the only potions listed, however. Also, (once again hearkening back to <a title="Earthdawn" href="http://www.earthdawn.com/" target="_blank">Earthdawn</a>), every class receives a certain number of healing surges every day, that the character can use to heal himself. These potions (for the most part) allow you to spend healing surges and regain a certain number of hit points.</p>
<p>With respect to scrolls, they still exist as well. However, rather than for spells, they exist for what are called rituals. Rituals are essentially 3E spells or feats (comprehend language, Tenser&#8217;s floating disk, brew potion, knock, enchant magic items, etc.) that are converted to a ritual, which is a spell that takes and extended period of tiime to cast. Just flipping through them, 10 minutes, 30 minutes, and an hour seem to be popular casting times.</p>
<p>Anyone can cast a ritual, as long as they have access to it and have spent the time to learn it (by studying it for eight hours). You can cast a ritual from a scroll, however, it still takes one half the time it takes to cast the ritual normally. Thus, these are clearly not useful for most combat situations. The PH also contains 30+ pages detailing various available magic items, including armor, weapons, holy symbols, orbs, rods, staves, wands, rings, etc.</p>
<p>The one thing that I do like about clerics is that can get a magical holy symbol that will allow them to perform their powers more effectively. Wizards can do the same with orbs, rods, or staves.</p>
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		<title>D&amp;D 4th Edition: The Rules</title>
		<link>http://wednesdayknights.com/archives/220</link>
		<comments>http://wednesdayknights.com/archives/220#comments</comments>
		<pubDate>Sun, 31 Aug 2008 20:33:01 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/?p=220</guid>
		<description><![CDATA[In reading the 4E PH for the first time, changes with three four components jumped out at me: (1) Skills; (2) Movement; (3) Hit Points; and (4) Powers. The biggest of these changes deals with the powers and hit points.
Skills: As I explained in my review of Star Wars Saga Edition, the skills have been [...]]]></description>
			<content:encoded><![CDATA[<p>In reading the 4E PH for the first time, changes with three four components jumped out at me: (1) Skills; (2) Movement; (3) Hit Points; and (4) Powers. The biggest of these changes deals with the powers and hit points.</p>
<p><strong>Skills:</strong> As I explained in <a title="WK Star Wars Saga" href="http://wednesdayknights.com/archives/140" target="_blank">my review</a> of Star Wars Saga Edition, the skills have been changed significantly. The list of skills has been reduced to 17 different skills. Some of these make perfect sense. For example, you no longer have hide and move silently. You have stealth. This is something that my group moved to long ago. Similarly, you no longer have spot, listen, and search. Instead, you have perception. This is another great improvement. On the other hand, Thievery seems to be a bit all encompassing in that it includes disable trap, open lock, pick pocket, and sleight of hand.</p>
<p>Additionally, you no longer have ranks in skills. You are either trained in a skill or you aren&#8217;t. If you are trained, you receive a +5 on your skill check. Your skill check is d20 + 1/2 your level + your ability score modifier + 5 (if trained). Also, unless you take a feat, you get no more skills than the ones you start with at character generation.</p>
<p>In sum, for the most part, I like the combing of the skills. However, I am not crazy about the +5 or +0. one of the things I liked about the 3E system is the ability to customize your character based upon the skills that you chose as you advance in levels.</p>
<p><strong>Movement:</strong> The change with movement that I do not like is that the system has changed from movement in feet to movement in squares. Sure you can do the conversion of 5 feet per square, but changing it to squares really ties you to a map board. We typically use a map board for combat scenes. However, the new system pretty much requires the use of a map board.</p>
<p>From my perspective, this just seems to be a bit of the dumbing down of the system, so that you need only count squares.</p>
<p><strong>Hit Points:</strong> You will have significantly more hit points in this system that you had before. For example, at first level, a cleric starts with 12 + constitution score, a fighter starts with 15 + constitution score, and a wizard starts with 10 + constitution score. This means that you will actually have the ability to fight things at first level. Similarly, when you advance in levels, you gain a set number of hit points, rather than rolling a hit die. For example, cleric gets 5 hit points per level, a fighter gets 6 hits points per level, and a wizard gets 4 hit points per level.</p>
<p><a title="Hack Slash" href="http://www.hackslash.net" target="_blank">Hack/</a> did a interesting study on the <a title="Evolution of the Fighter" href="http://www.hackslash.net/?p=220" target="_blank">evolution of the fighter</a> in the various editions of D&amp;D. He <a title="Evolution of a Fighter" href="http://www.hackslash.net/?p=212" target="_blank">describes his experiment as follows</a>:</p>
<blockquote><p>The ground rules followed for this comparison were: Human Fighter with the stats that would be expected from using the standard stat generation method for a given edition. Equipment would be long sword, shield, and the best armor that average starting money would allow. After generating the fighters for each edition, they would then be paired up against an unending stream of Goblins (also from that edition), one at a time, to see how effective they were. These combats were run at least 1,000 times each by a Javascript simulator program.</p></blockquote>
<p>Based upon these simulations, in the original D&amp;D, a fighter could kill 2.7 goblins. In 3E he could kill 10.1, In 4E he can kill 23.4. Check out <a title="Evolution of a Fighter" href="http://www.hackslash.net/?p=220" target="_blank">this chart</a> to see all of the results.</p>
<p>I think a larger part of this change is a result of the additional hit points at first level. I am certainly in favor of having a few more hit points at first level. I just question whether these amounts are a little too much.</p>
<p><strong>Powers:</strong> This is where the real change comes in. Every class gains certain powers that can be used. Some powers (at will powers) can be used any number of times. Others, such as encounter powers (used only once per encounter) and daily powers (used once per day) have more limited uses.</p>
<p>Rather than having spells, the magical classes just have powers that act like spells did in prior versions. In addition, all classes have special powers. No longer will a fighter just hit someone with a sword. Instead, he will strike with a Tide of Iron, which allows him to push his opponent back with each hit, or he will cleave, which means that if he hits, he also does damage equal to his strenght modified to an adjacent enemy.</p>
<p>If you have ever played <a title="Earthdawn" href="http://www.earthdawn.com/" target="_blank">Earthdawn</a>, the concept of powers in 4E reminds me a lot of Earthdawn talents. Significantly, anyone can swing a sword, but special heroes have advantages that ordinary people do not.</p>
<p>I am reserving judgment on how this works out until I have an opportunity to actually play the game a little. However, I will say that I am not crazy with what has been done to spellcasters. It seems, at least to me, that wizards aren&#8217;t as powerful or useful as they were in 3E.</p>
<p><strong>Other Thoughts:</strong> Another thing that jumped out at me when I was reading the book was the fact that multiclassing is essentially nonexistent. You can take a feat that allows you to take a power from a different class. However, the multiclassing that was available in 3E is simply not available under these rules. I definately don&#8217;t like this.</p>
<p>Additionally, these rules have essentially done away with prestige classes. Again, this is not something that I like. I think the prestige classes went a long way toward allowing people to customize their characters. I am sure that the argument is that you can now customize your character by using the powers rather than using prestige classes. I think I prefer the prestige class route, however.</p>
<p>I like what has been done to the various races in that all of the demihumans get bonuses to two attributes. Also, the demihumans have a racial power.</p>
<p>Finally, I like the fact that the fortitutde, reflex, and will defenses are based upon the better of two attributes. For example, fortitude is based upon strength or constitution, reflex is based upon dexterity or intelligence, and will is based upon wisdom or charisma.</p>
<p>In sum, based upon reading through the book, it seems like there are some good and bad things about 4E. I am looking forward to playing it once to see how it works out in actual play.</p>
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		<title>D&amp;D 4th Edition: My Initial Thoughts</title>
		<link>http://wednesdayknights.com/archives/216</link>
		<comments>http://wednesdayknights.com/archives/216#comments</comments>
		<pubDate>Sun, 31 Aug 2008 13:50:52 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[4th edition]]></category>
		<category><![CDATA[D&D]]></category>
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		<guid isPermaLink="false">http://wednesdayknights.com/?p=216</guid>
		<description><![CDATA[Last year when WOTC announced that they would soon be releasing D&#38;D 4E, I was amazed at the backlash that they endured. From my perspective I figured, &#8220;so what.&#8221; If 4E was good, that would be awesome. If it wasn&#8217;t what I wanted, there were plenty of other games out there to play. Plus, our [...]]]></description>
			<content:encoded><![CDATA[<p>Last year when <a title="WOTC" href="http://www.wizards.com/" target="_blank">WOTC</a> announced that they would soon be releasing <a title="D&amp;D 4E" href="http://www.wizards.com/default.asp?x=products/dndacc/222127600" target="_blank">D&amp;D 4E</a>, I was amazed at the backlash that they endured. From my perspective I figured, &#8220;so what.&#8221; If 4E was good, that would be awesome. If it wasn&#8217;t what I wanted, there were plenty of other games out there to play. Plus, our group had been playing 3.0/3.5 since it came out. Although there are certainly some issues with the rules that I take issue with, for the most part, we have been quite happy playing it. I figured that if 4E sucked, there was enough published 3.5 material to keep us playing well into retirement years. Thus, I sort of responded to the 4E announcement with a shrug of the shoulders and a &#8220;that&#8217;s nice.&#8221;</p>
<p>After reading the PH for the same time, my reaction has not changed. It&#8217;s nice. I don&#8217;t have a great desire to start playing it right now. On the other hand, I wouldn&#8217;t be opposed to trying it on for size.</p>
<p>Before addressing some of the particular rule changes, mechanics, etc., I wanted to make a note on my overall impressions of the book. First, it has very nice production quality. It is well bound and well put together. It has lots of color art. Plus the table of contents and the index appear to be accurate and useful. Also, the title of any particular section appears on the top of the right hand side margin of each page. This makes it very easy to flip through the book to find a particular section.</p>
<p>Second, this game is not 3.0/3.5. Although there are some terms that are the same, and some of the concepts are similar (e.g. move action, standard action), you are better off just forgetting anything you know and start afresh.</p>
<p>Third, the book is put together very consistently. By that, I mean that there was clearly a concerted effort to make sure that feats, powers, skills, etc., all work in the same way. Also, all of the classes and their powers work in the same way. Clerics are the same as fighters, which are the same as wizards, etc. Sure their powers are different, but conceptually, they all work the same way. I think that this is a great attribute for the game.</p>
<p>Fourth, the authors did a great job of explaining things at the beginning of each chapter. For example, on the chapter dealing with the classes and their powers, there are several pages devoted to explaining how to read a power description and explaining what the various terms means. I think that this is a great addition.</p>
<p>Related to this, is the fact that the different powers are color-coded. Characters can have three different types of powers: at will powers, encounter powers, and daily powers. In the book, the theme name is color coded. Thus, making it easy to tell, at a glance, what type of power you are looking at.</p>
<p>On the whole, I think that the game and system are put together nicely and that there was clearly a coherent theme guiding the production of the system. From my perspective these are all good things. That, however, does not mean that the game will be a great game. Instead, it just ensures that the rules will be consistent.</p>
<p>With respect to my overall thoughts on the production of the book and the consistancy, I could not give this book higher marks. In my next post, I will deal with the rules system and see how well it turned out.</p>
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		<item>
		<title>Review: Star Wars Saga Edition, Part 2</title>
		<link>http://wednesdayknights.com/archives/144</link>
		<comments>http://wednesdayknights.com/archives/144#comments</comments>
		<pubDate>Sat, 06 Oct 2007 20:47:17 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Star Wars]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/144</guid>
		<description><![CDATA[In part 1 of my review, I addressed some of the changes made to the skill system. In this part of the review, I will address some of the changes made to the combat system. Just as with the skills, there are a couple of the changes thatÂ  I like. For the most part, however, [...]]]></description>
			<content:encoded><![CDATA[<p>In <a title="Reviw Part 1 Star Wars Saga Edition" href="http://wednesdayknights.com/archives/140">part 1 of my review</a>, I addressed some of the changes made to the skill system. In this part of the review, I will address some of the changes made to the combat system. Just as with the skills, there are a couple of the changes thatÂ  I like. For the most part, however, I do not like the direction that the changes are taking us.</p>
<p><strong>Hit Points:</strong> Here, they have actually changed things in a positive way. At a first level, each character gets a number of hit points equal to 3 times his hit die. Thus, characters with a d6 for a hit die start with hit points of 18 plus their constitution modifier. Soldiers, with their d10, start at 20 plus their constitution modifier. This is similar to what <a title="Kenzer Co." href="http://www.kenzerco.com/">Kenzer</a> does in <a title="Hackmaster" href="http://www.kenzerco.com/index.php?cPath=25_26">Hackmaster</a> and I think it is a great idea. This allows first level characters to get involved in combat without worrying about falling over dead at the first sign of combat. I hope that this is something that is incorporated into 4th edition.</p>
<p>Related to hit points, they have finally done away with the stupid damage system that they had in the first two versions of the Star Wars rules in which your hits points did not relate to damage that you actually took, but instead reflected damage that you just managed to avoid taking. I always thought that was absolutely stupid. I am glad to see they have gone back to hit points.</p>
<p><strong>Actions:</strong> In addition to your normal standard and move actions, you now also have a swift action. A swift action is something between a move action and a free action. The examples they give in the book for a swift action are switching a weapon&#8217;s mode and dropping a held item. You get one swift action per turn. You can take additional swift actions by giving up your move action and/or your standard action.</p>
<p><strong>Attacks:</strong> Your attack roll has not changed. However, a roll of a 20 is now an automatic critical success that deals double damage. There is no more threat range or rolling to confirm a critical. The threat range was something I really liked about 3rd Edition. I am sorry to see this go.</p>
<p>Damage rolls have change in that you now also get to add 1/2 your character level (rounded down) as damage to any attack. I think I like this idea in that as you advance in levels, you naturally become more adept at inflicting additional damage. Also, using a melee weapon two handed allows you to add two times your strength modifier, not just 1 1/2 times.</p>
<p>The other significant change to the attacks is that you do not automatically get additional attacks at higher levels. If you want additional attacks, you must buy the proper feat for it.</p>
<p><strong>Defenses:</strong> Gone is your basic defense score (or AC as most of us thought of it). Instead, you now have three defenses Reflex, Fortitude, and Will. These correspond in concept to the saves of similar name in 3rd edition.</p>
<p>Your <em>Reflex Defense</em> is 10 + character level or armor bonus + dexterity modifier + class bonus + natural armor bonus + size modifier.</p>
<p>Your <em>Fortitude Defense</em> is 10 + character level + constitution modifier + class bonus + equipment bonus.</p>
<p>Your <em>Will Defense</em> is 10 + character level + wisdom modifier + class bonus.</p>
<p>You use your reflex defense to keep from being hit in combat. You use your other defenses to resist the effects of poison, etc. You use your will defense to resist force powers and other attacks on the mind.</p>
<p>I do not think that I like the idea that you no longer roll for any of these defenses. It will be interesting to see how this plays out in an actual game.</p>
<p><strong>Speed:</strong> This really annoys me. Speed in this game is not given in feet or meters. Instead, it is given in &#8220;squares.&#8221; First of all, squares are an inferior method of marking a map. Hexes are much better. Second, this is not a miniatures game. You do not need a map board to play a ROLEPLAYING game. You should not measure movement in squares. It should be measured in feet or meters. I know, I can do the backward conversion. Why should I? Convert the other way if you want. This is, IMHO, just a stupid change.</p>
<p><strong>Damage:</strong> One change they made that I do like is something called Second Wind. Anytime you are reduced to 1/2 your hit points or less, you can use a swift action to take a second wind. You regain a number of hit points equal to 1/4 of your hit point total. You can do this only once per day.</p>
<p>You also have a damage threshold equal to your fortitude defense plus your size modifier. If a single attack causes damage equal to or greater than your damage threshold, you move one step worse on the condition track. The condition track is a six step track that keeps track of side effects caused by things such as massive damage, the effects of a stun grenade, forced marching, etc. This simulates the decreased effectiveness you have despite the fact that you still have hit points. Basically, the further down the track you go, the more penalties you take to your attacks, skill checks, and defenses. Eventually your speed will decrease by 1/2. Finally you fall unconscious. Although I have yet to use this in play, I think that the condition track will be something that I like.</p>
<p>In sum, I like the changes to the hit points as well as the addition of the condition track. I also like the fact that your character level affects the amount of damage that you do as well as your attempts to hit. With respect to most of the other changes, however, I do not think I will like them. I find reprehensible the idea that movement is given in squares.</p>
<p>Next up, in part 3 of my review, I will review the changes to the force users.</p>
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		<title>Review: The Age of Discovery Series by Michael A. Stackpole</title>
		<link>http://wednesdayknights.com/archives/143</link>
		<comments>http://wednesdayknights.com/archives/143#comments</comments>
		<pubDate>Sat, 06 Oct 2007 19:50:01 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/143</guid>
		<description><![CDATA[Over the last few months I have read the three books that comprise the Age of Discovery Series by Michael A. Stackpole: A Secret Atlas, Cartomancy, and The New World. These books comprise an epic story centered around a family who had a magical skill in making maps.When I use the word epic to describe [...]]]></description>
			<content:encoded><![CDATA[<p><a title="A Secret Atlas" href="http://www.amazon.com/Secret-Atlas-Age-Discovery-Book/dp/0553382373/ref=pd_bbs_sr_2/102-2225261-9975330?ie=UTF8&#038;s=books&#038;qid=1191697024&#038;sr=8-2"><img width="189" height="189" align="left" title="A Secret Atlas" alt="A Secret Atlas" src="http://wednesdayknights.com/wp-content/photos/ASecretAtlas.jpg" /></a>Over the last few months I have read the three books that comprise the <a title="Age of Discovery Series" href="http://www.michaelastackpole.com/?cat=17">Age of Discovery Series</a> by <a title="Michael A. Stackpole Stormwolf.com" href="http://www.stormwolf.com/">Michael A. Stackpole</a>: <a title="A Secret Atlas" target="_blank" href="http://www.amazon.com/Secret-Atlas-Age-Discovery-Book/dp/0553382373/ref=pd_bbs_sr_2/102-2225261-9975330?ie=UTF8&#038;s=books&#038;qid=1191697024&#038;sr=8-2">A Secret Atlas</a>, <a title="Cartomancy" target="_blank" href="http://www.amazon.com/Cartomancy-Book-Two-Age-Discovery/dp/0553382381/ref=pd_sim_b_1/102-2225261-9975330">Cartomancy</a>, and <a title="The New World" href="http://www.amazon.com/New-World-Three-Discovery-Trilogy/dp/055338239X/ref=pd_bbs_sr_1/102-2225261-9975330?ie=UTF8&#038;s=books&#038;qid=1191697024&#038;sr=8-1">The New World</a>. These books comprise an epic story centered around a family who had a magical skill in making maps.When I use the word epic to describe this series, I do not use it lightly. These books are truly epic. They span different times, a variety of locations in the known and unknown world, the nine hells as well as the realm of the gods. The characters vary from the most important people in the world, to a high class prostitute, to a young boy with a withered arm. Each of the characters plays an important role in molding the future of the world (sometimes literally).</p>
<p>One thing that I loved about this series was that it got stronger as it went along. Book 1 (A Secret Atlas) mainly set the stage and got everything in place for the conflict that was coming.</p>
<p>I thought that book 2 (Cartomancy) had some great character development. Further, two<a title="Cartomancy" href="http://www.amazon.com/Cartomancy-Book-Two-Age-Discovery/dp/0553382381/ref=pd_sim_b_1/102-2225261-9975330"><img width="197" height="197" align="right" title="Cartomancy" alt="Cartomancy" src="http://wednesdayknights.com/wp-content/photos/Cartomancy.jpg" /></a> revelations at the end of book 2 are both unexpected and fantastic. Finally, book 3, while also filled with significant character development, was a great action book as well. The series leads toward a climactic battle between good and evil.</p>
<p>Stackpole has handled this battle brilliantly by showing it as a series of battles, with lots of twists, turns, successes, and defeats.</p>
<p>Stackpole has also created a complicated suite of characters who are anything but one dimensional. The characters have flaws and fall victim to them. Further, just as in real life, some people are deceptive and are not quite who they appear to be. I for one will admit that a couple of the characters had me completely fooled until their aspects were revealed.</p>
<p>If you look epic sweeping fantasy, with interesting and unusual creatures (but no elves), great character development, complex story lines,  and some great story telling, I cannot recommend these books highly enough.</p>
<p><a title="The New World" href="http://www.amazon.com/New-World-Three-Discovery-Trilogy/dp/055338239X/ref=pd_bbs_sr_1/102-2225261-9975330?ie=UTF8&#038;s=books&#038;qid=1191697024&#038;sr=8-1"><img width="224" height="224" align="left" title="The New World" alt="The New World" src="http://wednesdayknights.com/wp-content/photos/TheNewWorld.jpg" /></a>The only reservation that I have about the books is that sometimes it was difficult to keep the names of some of the people straight. Stackpole has a <a title="Michael Stackpole" href="http://www.michaelastackpole.com/?p=36">list on his website</a> in which he provides pronunciations for the various unusual names. I suggest printing this list and keeping notes for yourself about who the people are.</p>
<p>In terms of the complex nature of this work and keeping everything straight, I can compare it only to my experience reading <a title="Cryptonomican" href="http://www.amazon.com/Cryptonomicon-Neal-Stephenson/dp/0060512806/ref=pd_bbs_1/102-2225261-9975330?ie=UTF8&#038;s=books&#038;qid=1191699825&#038;sr=8-1">Cryptonomican</a> by Neal Stephenson. Although the books have no story features that are similar, to me they seem similar in terms of their sweeping epic nature.</p>
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		<title>Review: Star Wars Saga Edition, Part 1</title>
		<link>http://wednesdayknights.com/archives/140</link>
		<comments>http://wednesdayknights.com/archives/140#comments</comments>
		<pubDate>Sun, 30 Sep 2007 13:00:14 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[d20]]></category>

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		<description><![CDATA[I finally picked up a copy of the new Star Wars Saga Edition. I have not played it yet. However, I have read through it. Based upon my reading of it and my understanding (through various sources) that this version is a preview of 4th Edition, I can&#8217;t say that I am thrilled with all [...]]]></description>
			<content:encoded><![CDATA[<p>I finally picked up a copy of the new Star Wars Saga Edition. I have not played it yet. However, I have read through it. Based upon my reading of it and my understanding (through various sources) that this version is a preview of 4th Edition, I can&#8217;t say that I am thrilled with all of the changes that have been made. Some of the changes I like a lot. This includes the changes to the force abilities. Other changes, I am not particularly thrilled about.</p>
<p>Below, in no particular order, I address some of the changes in the system. The system is quite similar to the d20 system. The comments below generally deal with the differences between the d20 system and the Saga Edition.</p>
<p><a title="Star Wars Saga Edition" href="http://www.wizards.com/default.asp?x=starwars/article/rpgsagaed"><img width="196" height="200" alt="Star Wars Saga Edition" class="alignright" src="http://wednesdayknights.com/wp-content/photos/SWSE.jpg" /></a></p>
<p><strong>Size/Shape: </strong>I know that this has nothing to do with the actual system itself, however, if you have not yet seen the book, it is square, like a coffee table book rather than a normal gaming book. There is nothing about its size/shape that makes it more or less difficult to use. On the other hand, I have several shelves full of books that are all basically the same size and shape. Why make this one oddball book? I really just don&#8217;t get it.</p>
<p><span style="font-weight: bold">Non Proficiency:</span> A change that I just don&#8217;t understand is that they have changed the penalty for using a weapon that you are not proficient with from -4 to -5. Why? It&#8217;s not as though there is a significant difference between the two penalties. Plus we have spent the last 7 years working under the old modifier. Why change this?</p>
<p><span style="font-weight: bold">Skills<span style="font-weight: bold">:</span></span> I will admit up front that I am a fan of skills. I think that skills are one mechanical (as in game mechanics) way in which players can easily differentiate their characters and figure out what their character&#8217;s strengths and weaknesses are.</p>
<p>This edition changes skills significantly from before. Instead of buying ranks in a skill, you either are trained in a skill or you are not trained in a skill. If you are trained in a skill, you get a +5 to your skill check roll. If you are not trained, you do not. Also, you do not get more skills as you advance in levels. The only way that you add additional skills to your repertoire is by taking the Skill Training Feat. The only way to improve a skill is to take the Skill Focus feat, which allows you to add an additional +5.</p>
<p>A skill check roll is 1d20+ 1/2 your character level + ability modifier + 5 (if trained) + any miscellaneous modifiers.</p>
<p>Like with d20, the different classes receive differing numbers of skills. For example, a scout gets to choose 5 skills (plus intelligence modifier), while a soldier receives 3 (plus intelligence modifier).</p>
<p>One thing I do like about the skills is that the skill list has been shortened. There are now only 19 skills. Things that before were separate skills, such as spot, listen, and search, are now one skill: Perception. Stealth includes what was move silently, hide, and sleight of hand. All in all, I like this change.</p>
<p>One other significant skill change is that initiative is now a skill. I am not sure how I feel about this. One thing that is likely for sure is that this change will result in higher initiative rolls for most people (especially those who are trained in it). Given that initiative is now a skill, armor check penalties apply to it. Also, however, you can take 10.</p>
<p>I think I have rambled enough for now. In the next installment I will talk about the changes to the combat system.</p>
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		<title>Review: Book of Lost Things</title>
		<link>http://wednesdayknights.com/archives/67</link>
		<comments>http://wednesdayknights.com/archives/67#comments</comments>
		<pubDate>Thu, 15 Mar 2007 16:00:31 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Reviews]]></category>

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		<description><![CDATA[Since Every Dead Thing, I have been a fan of John Connolly. His Charlie Parker books are great detective/thriller novels with just a twist or hint of the supernatural. In fact, Connolly has specifically said that he leaves it to the reader to determine whether Parker&#8217;s &#8220;psychic abilities&#8221; are real or whether they are Parker&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Amazon BoLT" target="_blank" href="http://www.amazon.com/Book-Lost-Things-Novel/dp/0743298853/ref=pd_bbs_sr_1/002-6649976-6048813?ie=UTF8&#038;s=books&#038;qid=1173895060&#038;sr=8-1"><img width="150" height="150" align="left" title="Book of Lost Things" alt="Book of Lost Things" src="http://wednesdayknights.com/wp-content/uploads/LostThings.jpg" /></a>Since <a title="Every Dead Thing" target="_blank" href="http://www.johnconnollybooks.com/novels_edt.html">Every Dead Thing</a>, I have been a fan of <a title="John Connolly" target="_blank" href="http://www.johnconnollybooks.com/meet.html">John Connolly</a>. His <a title="John Commolly" target="_blank" href="http://www.johnconnollybooks.com/novels.html">Charlie Parker books</a> are great detective/thriller novels with just a twist or hint of the supernatural. In fact, Connolly has specifically said that he leaves it to the reader to determine whether Parker&#8217;s &#8220;psychic abilities&#8221; are real or whether they are Parker&#8217;s mind getting away from him. With <a title="Book of Lost Things" target="_blank" href="http://www.johnconnollybooks.com/novels_lost.html">The Book of Lost Things</a>, Connolly steps outside of his previous mythos and takes us on fairy tale about a boy (David) who gets transported from his world (England during a world war) to an alternative world.</p>
<p>Unlike most fairy tales, however, this alternative world is not bright and cheery. It is dark, depressing, full of monsters, and ruled by a king that has less and less power. Much of the book concerns David&#8217;s travels throughout the land to reach the king. He does this with the hope that the king will be able to help him return to the real world. In the meantime, David is shadowed and, at times, protected by The Crooked Man, who needs David&#8217;s help in order to live.</p>
<p>Connolly is a great storyteller and that shines through in this book. On his trip to find the king, the boy encounters several people from familiar fairy tales. However, those fairy tales have been twisted. For example, Little Red Riding Hood is willingly responsible for the half human, half wolf creatures that spend most of the book chasing the boy.</p>
<p>Despite the darkness of the world, Connolly manages to inject some humor into the scenes in which the boy meets Snow White and the dwarves. In Connolly&#8217;s world, Snow White is a lazy, overbearing, taskmaster that is hated by the dwarves and who scares off any potential prince who might marry her. In fact that best exchange of the book occurs when the boy is leaving the dwarves. The dwarves are retelling the Goldilocks story and they volunteer the information that the bears ate Goldilocks. David says that Goldilocks just ran away. The dwarves then say:</p>
<blockquote><p>&#8220;That&#8217;s what &#8216;ran away and was never seen again&#8217; means in these parts. It means &#8216;eaten.&#8217; &#8221;</p>
<p>&#8220;Um, and what about &#8216;happily ever after&#8217;?&#8221; asked David, a little uncertainly. &#8220;What does that mean?&#8221;</p>
<p>&#8220;Eaten quickly,&#8221; said Brother Number One.</p></blockquote>
<p>As with his other books, Connolly takes what we know or what is normal and then twists it in a demented or unexpected way to keep his story fresh and interesting.</p>
<p>Although this book is different from Connolly&#8217;s others, I would not hesitate to recommend it.</p>
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		<title>Review: One Fish, two fish, red fish, blue fish</title>
		<link>http://wednesdayknights.com/archives/63</link>
		<comments>http://wednesdayknights.com/archives/63#comments</comments>
		<pubDate>Sun, 11 Mar 2007 14:50:07 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Reviews]]></category>

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		<description><![CDATA[I found this to be one of the most enlightening of Dr. Seuss&#8217; books.  His grasp of the Gibberish language and the rhyming schemes thereof are the most profound in all his literary works.  I find it hard to believe that it is considered a &#8220;beginner book&#8221; for all of its&#8217; poetic imagery. [...]]]></description>
			<content:encoded><![CDATA[<p>I found this to be one of the most enlightening of Dr. Seuss&#8217; books.  His grasp of the Gibberish language and the rhyming schemes thereof are the most profound in all his literary works.  I find it hard to believe that it is considered a &#8220;beginner book&#8221; for all of its&#8217; poetic imagery.  First of all, for those who have not gotten a chance to read this book, it is not just about fish.  Do not let the title fool you.  Dr. Seuss delves deep into the wilder side of make-believe animals and the reader is not dissappointed for it.  I must confess that the Hello! Hello! passages left me in quite a state of suspense.  That rascally mouse.  I do not wish to spoil the ending for all you new readers but let me assure you the children at the end are completely safe with the giant, furry creature.  I highly encourage everyone to find a copy as soon as possible so that you, too, can enjoy the brilliance of this classic tale.</p>
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		<title>Review: Night at the Museum</title>
		<link>http://wednesdayknights.com/archives/59</link>
		<comments>http://wednesdayknights.com/archives/59#comments</comments>
		<pubDate>Tue, 06 Mar 2007 16:00:26 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Movies]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://wednesdayknights.com/archives/59</guid>
		<description><![CDATA[I saw Night at the Museum over the weekend. When this movie first came out I was not terribly interested in seeing it. However, it was playing on IMAX near us, and my wife wanted to see it. It is clearly not going to make it onto the list of the 100 best movies ever.
Nevertheless, [...]]]></description>
			<content:encoded><![CDATA[<p>I saw <a title="Night at the Museum" target="_blank" href="http://www.imdb.com/title/tt0477347/">Night at the Museum</a> over the weekend. When this movie first came out I was not terribly interested in seeing it. However, it was playing on IMAX near us, and my wife wanted to see it. It is clearly not going to make it onto the list of the 100 best movies ever.</p>
<p>Nevertheless, I really enjoyed the movie. It was fun and had plenty of laughs. I thought<img align="right" alt="Night at the Museum" title="Night at the Museum" style="width: 181px; height: 247px" src="http://wednesdayknights.com/wp-content/uploads/Night.jpg" /> that <a title="Dick Van Dyke" href="http://www.imdb.com/name/nm0001813/">Dick Van Dyke</a>, <a title="Mickey Rooney" target="_blank" href="http://www.imdb.com/name/nm0001682/">Mickey Rooney</a>, and <a title="Bill Cobbs" target="_blank" href="http://www.imdb.com/name/nm0167850/">Bill Cobbs</a> did a great job as the three old night guards that were being downsized.</p>
<p>I thought that the best scenes in the movie were those involving <a title="Steve Coogan" target="_blank" href="http://www.imdb.com/name/nm0176869/">Steve Coogan</a> as Octavius and <a title="Owen Wilson" target="_blank" href="http://www.imdb.com/name/nm0005562/">Owen Wilson</a> as Jedediah. Their fights were quite fun. The scenes at the end where they are trying to flatten the tires on the van, and they are chasing the bad guy through the park are both entertaining.</p>
<p>I would never have thought to cast <a title="Robin Williams" target="_blank" href="http://www.imdb.com/name/nm0000245/">Robin Williams</a> as Theodore Roosevelt, however, he does a great job in the role. The contrast between his giving advice to Larry Daley (<a title="Ben Stiller" target="_blank" href="http://www.imdb.com/name/nm0001774/">Ben Stiller</a>) and his unrequited love for Sacajawea (<a title="Mizuo Peck" target="_blank" href="http://www.imdb.com/name/nm0669693/">Mizuo Peck</a>) was fantastic.</p>
<p>There are also several times where the Huns come charging full speed and screaming at the top of their lungs. Every time I saw this, I kept waiting for someone to pop up and ask &#8220;What&#8217;s in Your Wallet?&#8221; Sadly, this never happened.</p>
<p>In sum, if you want to see a movie just to have some fun, this is a good choice.</p>
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		<title>A Mini Review: Now +n, Now -n by Robert Silverberg</title>
		<link>http://wednesdayknights.com/archives/56</link>
		<comments>http://wednesdayknights.com/archives/56#comments</comments>
		<pubDate>Sat, 03 Mar 2007 16:50:56 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Science Fiction]]></category>

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		<description><![CDATA[I have talked about Escape Pod before. As I said before, if you are not listening to it, you should be. Episode 93 has a story from Robert Silverberg called Now +n, Now -n.
Although I typically do not like stories involving any sort of time travel, I really enjoyed this story. I guess that&#8217;s not [...]]]></description>
			<content:encoded><![CDATA[<p>I have talked about <a title="Escape Pod" target="_blank" href="http://www.escapepod.org">Escape Pod</a> <a title="Escape Pod WK mention" target="_blank" href="http://wednesdayknights.com/archives/39">before</a>. As I said before, if you are not listening to it, you should be. <a title="EP 93" target="_blank" href="http://www.escapepod.org/2007/02/15/ep093-now-n-now-n/">Episode 93</a> has a story from <a title="Wiki Robert Silverberg" target="_blank" href="http://en.wikipedia.org/wiki/Robert_Silverberg">Robert Silverberg</a> called Now +n, Now -n.</p>
<p>Although I typically do not like stories involving any sort of time travel, I really enjoyed this story. I guess that&#8217;s not too surprising given that it was written by someone who won his <strong>first </strong><a title="Hugo Award" target="_blank" href="http://en.wikipedia.org/wiki/Hugo_Award">Hugo Award</a> at the age of 20.</p>
<p>I think that the story is best described as the story <a title="O. Henry" target="_blank" href="http://en.wikipedia.org/wiki/O_Henry">O. Henry</a> would write if he wrote science fiction.</p>
<p>This is a great story that you should check. Given that Escape Pod is free, you have no excuse not to.</p>
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