Posts Tagged ‘dungeons and dragons’

PAX East Stuff

March 31st, 2010 by phneri

I was at PAX East over the weekend and good times were had by all. MC Wilson has some delightful pajamas, and I may or may not have made out with some of the L4D2 crew. Conjecture abounds.

All of that aside, there were a number of games and tabletop insanity going on at the Boston Convention Center. Here’s some stuff I played and what I thought about it:

Shank: If I was going to pick a game of show, I think this might be it. You’ve got knives, guns, a chainsaw, and some grenades. Your goal is to make a whole bunch of dudes real real dead. That’s pretty much all you need to know going into the game. The combo system is surprisingly deep, and I really hope the game gives you an opportunity to master it. Also, chainsawing dudes is really, really fun.

Breach: Ok, let’s just pretend that the ten minute speech about how this game is “real warfare” didn’t happen. Breach is a team-based multiplayer shooter with persistent experience rewards, fully splodable environments, and some pretty environments. It’s also coming to XBLA for $15. For that price I’ll definitely go for a moderny 1943.

Monday Night Combat: Hey, remember DOTA (Defense of the Ancients)? What if it had a love child with Unreal Tournament? You’d get this thing. Playtime was limited for me, but it looks like something that I’d enjoy. It has a fantastic cartoony feel and plays crazy arcadey. I’ll be interested to see more stuff about this.


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D&D November Supplements

November 21st, 2008 by Hilden

Wizards of the Coast grace us with a couple more books this month and that sound you hear is the money being sucked from your wallet. Here they are, straight from the source:


Martial Power

Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters. This tome focuses on the martial heroes: characters that rely on their combat talents and keen wits for survival.

This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.

While I appreciate the steady stream of supplemental books, anyone else feeling like these class editions are simply a bunch of things they could have easily fit into the Player’s Handbook? I’m sure I’m preaching to the choir here, but come on.


Draconomicon I: Chromatic Dragons

Draconomicon I: Chromatic Dragons describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three new chromatic dragons.

This sourcebook gives details of each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.

While I’m sure this is just as much of a money grab as the Martial Power book, dragons are at least way cooler. Anything regarding these powerful creatures is cool. I guess if I have to get one of these, this would be the one. But again, all this information could have been in the Monster Manual.

Not sure if these are worth the price, but they’re available now and in all the hardcover splendor you’d expect from Wizards of the Coast. Have at it, my friends.