Archive for Dungeons and Dragons

D&D Review: Homebrewing Your 3.5 Game

With all the 4e Dungeons and Dragons resources littering bookstores, gaming suppliers and the interwebs, it can get hard to keep a 3.5 game’s head above water. While there are online resources for the budding 3.5 gamer, most players turn to their vast libraries collected from 3.5′s golden age. But what if you’re looking for something a little different for your next adventure?

Fortunately, there’s a wealth of 3.5 homebrew, from player-created character options to DM-crafted monsters!

What’s Homebrew?3.5 Dungeons and Dragons

“Homebrew” is slang for rules created by fans, rather than official publishers. More often than not, homebrew rules are custom-tailored for a campaign—but this doesn’t stop ideas from leaking onto Internet communities, then into your next session! They’re a fan-based spin-off of alternative rules, dating back to the first years of Dungeons and Dragons.

Alternate rules are such a popular facet of the game, in fact, that Wizards of the Coast released an official book of options for 3.5, the Unearthed Arcana. While these aren’t “homebrewed,” it’s the same concept of modifying the basic ruleset with additional or overruling ideas. And don’t forget the Dragon Compendium, filled with options from the Dragon magazine team!

The Places to Go for Premade Homebrew

The D&D Wiki has a section for 3.5 homebrew. Also check out EN World for some great 3.5 homebrew rules, but only if you’re willing to navigate through the forum trenches.

The truly brave can Google what they’re looking for (i.e., homebrew 3.5e NPC) and see what they scrounge up. The trick is that many of these treasures are found on websites dedicated to a specific 3.5 campaign—yet they’re open for the masses to read! I blogged for my previous 3.5 setting and found the occasional Internet hunter perusing my posts. The more 3.5 sharing the merrier.

Here’s a great little bugger I found while searching for a unique NPC: 3.5 Phage, the Untouchable, an instant win for Magic: the Gathering fans.

How to Make Your Own Homebrew

There are several ways to approach making your homebrew rules.

  1. If you have a 3.5 Dungeon Master’s Guide and/or Monster Manual handy, reference their guidelines on creating new prestige classes, NPCs and monsters. The DMG also has a detailed system on creating custom magic items in the back of the book.
  2. Another, more courageous approach is to take something that already exists and modify it to fit your campaign. There’s nothing wrong with taking a prestige class with fire resistance and changing it to cold resistance to reflect the Frost Giant Slayer—although such a prestige class would have other unique qualities too! And if there’s a Frost Giant Slayer, your campaign must have an over-abundance of frost giants. You want to always make sure there’s purpose behind the additions and changes you’re making to the rules.
  3. Borrowing ideas from other systems is one way to bring a breath of fresh air to the table. For example, one of our DMs tried implementing a wounded penalty system, similar to the health levels in White Wolf and World of Darkness.
  4. Brainstorm with others! Take advantage of the ideas and suggestions your players and/or 3.5 forums have to offer.

Ideas for homebrewed and custom-designed additions come from anywhere; I get inspiration from books, movies, comics, video games and, occasionally, the abysmal bowels in my head. Try making a new, original concept for every facet of your game!

  • Monsters
  • Races
  • Prestige classes [or even a base class]—and organizations that support them!
  • Mundane and magical items
  • One-of-a-kind artifacts
  • Gods and domains
  • Spells and powers [or a whole new magic system!]
  • Feats

If you get stumped, turn to resources designed for making fantasy worlds. They’ll give a rules-free perspective that will get your imagination going. Then, when you got your ideas hashed out, turn to your 3.5 rules to work your concept into a gaming gem. I find The Guide to Writing Fantasy and Science Fiction and excellent starting point.

100-Card Review: EDH Budget Cards

Please bear in mind this article is from March 2011. Prices may change in the future!

The Elder Dragon Highlander [or Commander] format is ripe with fantastic cards for under 50 cents. These 100 EDH budget cards are no sweat for your wallet—but lots of win for your deck! Next time you’re thinking about dropping $4 on a pack, consider picking up eight of these bad boys instead.

Artifacts

  1. Crystal BallFarsight Mask: A more affordable Sensei’s Divining Top, plus you can opt to put cards on the bottom of your library.
  2. Expedition Map: Most land tutors stick to basics, but this artifact finds anything. Yes, that includes your maze.
  3. Farsight Mask: The 5 mana makes it steep to get into play, but once it’s out there, it’s reliable card draw.
  4. Fellwar Stone: Affordable mana ramp.
  5. Library of Leng: If you have any card of card draw acceleration—or just some twerp that makes you discard all the time—then why not pick up an ol’ 50-cent classic?
  6. Paradise Plume: A mana generator that also gives life.
  7. Scuttlemutt: This artifact creature produces one mana of any color. He can also change a creature’s color, in case someone tries to pull a cheap fear or protection trick.
  8. Spectal Searchlight: Mana acceleration, plus a diplomatic tool—what more can you ask for? This card’s also featured as one of the staples in GAWR!‘s EDH Mana Acceleration: Artifacts list.
  9. Veilstone Amulet: Nothing like a card that triggers shroud for all your creatures, for the mere casting of a spell. This is most efficient in a deck with a handful of instants, in case your opponent’s targeting your preciouses during their turn.
  10. Whispersilk Cloak: Unblockable, shrouded general? Why not? Or you can plop this onto your favorite big baddies.

Green

  1. Acidic SlimeSoul's Majesty: This ooze comes with everything; deathtouch, removal and a sprinkling of chump blockage.
  2. Aspect of the Mongoose: The neat thing about this green shroud enchant is if the creature hits the graveyard, the enchant comes back to your hand.
  3. Bellowing Tanglewurm: Most wurms fail, but not this guy; he gives all your green creatures intimidate!
  4. Canopy Cover: Gives a creature troll shroud and reach.
  5. Nature’s Spiral: Reliable recursion for less than a quarter.
  6. Overwhelming Instinct: Whenever you attack with three or more creatures, draw a card. Not a hard thing to pull off with most green decks.
  7. Predatory Hunger: Every spell an opponent casts gives the enchanted creature a +1/+1 counter. Adds up fast!
  8. Skyshroud Claim: This gets two forests in play right away. Excellent mana ramp, and part of GAWR!’s EDH Mana Acceleration: Green list.
  9. Soul’s Majesty: Since big baddies show up everywhere in EDH, why not draw cards equal to your baddest one’s power?
  10. Utopian Sprawl: It’s Wild Growth, ‘cept the additional mana is of any color. This ramp card is cheap on your mana and wallet. Plus, it’s part of GAWR!’s EDH Mana Acceleration: Green list.

Red

  1. AnarchistViashino Heretic: If you’re running sorceries, this will allow you to grab one back from the graveyard.
  2. Destructive Urge: Whenever a creature with this enchant hits a player, they lose a land. Great stuff when paired with a creature they’d normally let through, like Anger.
  3. Dwarven Miner: He destroys nonbasic lands. Over and over. It’s pretty tight. There’s also Dwarven Blastminer and Dwarven Driller.
  4. Price of Glory: If a player uses a land out of turn, it’s destroyed. Perfect response to counterspells.
  5. Rage Reflection: While it’s six mana to get into play, double-strike on all your creatures is pwnage. Worth considering, if your red deck’s sporting lots of critters.
  6. Recoup: Play a sorcery in your graveyard.
  7. Turn to Slag: For those players that like to stack equipment on their generals, this is gold.
  8. Viashino Heretic: Recurring artifact destruction on a stick.
  9. Word of Seizing: Steal a permanent temporarily, split second. Pop a planeswalker’s ultimate, or something else equally infuriating.

Black

  1. Ambition’s CostMagus of the Mirror: Draw three cards for a mere three life.
  2. Ashes to Ashes: At the mere expensive of 3 mana and 5 life, remove two nonartifact creatures from the game. You have 40 life, so you’ve got plenty to spare.
  3. Caustic Rain: Remove a land from the game.
  4. Corrupt: Deal damage to a player equal to the swamps in play, then gain that much life. Mono-black goodness.
  5. Curse of Wizardry: Whenever a player casts a spell of a chosen color, they lose 1 life. Talk about a nuisance for those mono-color opponents.
  6. Diabolic Tutor: While it’s not as handy as Demonic Tutor, the price tag is infinitely more pleasant. And everyone loves to tutor that dreaded combo!
  7. Hissing Miasma: Whenever a creature attacks you, its controller loses 1 life.
  8. Magus of the Mirror: Exchange life totals with an opponent—on a stick!
  9. Mind Sludge: Target player discards a card for each swamp you control. Not bad in mono-black.
  10. Sadistic Glee: Whenever a creature is put into a graveyard, the enchanted creature gets a +1/+1 counter. Great stuff for a counter or sac deck.
  11. Syphon Mind: This one shines in multiplayer games.

Blue

  1. Capsize: Bounce a card to a player’s hand, then use the buyback so you can do it again!
  2. Clone: Blow a general up or copy your favorite critter. Reliable addition to any blue deck.
  3. Coastal Piracy: Deal damage to an opponent, draw a card. Great in blue decks where damage is consistent!
  4. Diplomatic Immunity: If a deck has blue in it, it should have Diplomatic Immunity. This not only protects your general (or other precious creature), it protects itself. And how many people are running an enchant board wipe?
  5. Gather Specimens: The 6 mana cost is high, but the results are classic—when someone brings a creature in play, it’s yours instead.
  6. Hinder: The neat thing about this counterspell is it tucks the countered card under the player’s library. Buh-bye, general!
  7. Mind Control: It’s a little more expensive than Control Magic, mana and $$-wise.
  8. Protective Bubble: It’s like Whispersilk Cloak, ‘cept it’s blue and enchants creatures. Unblockable, shrouded general FTW!
  9. Psionic Gift: There are so many creatures that are dependent on dealing damage to a player, this card is a staple. There’s also Hermetic Study, and a couple other similar enchants in red.
  10. Robe of Mirrors: Give a general shroud for one mana.
  11. Second Wind: Tap or untap an enchanted creature. Freed from the Reel is great for this, too. These two are similar, but notably different.
  12. Sigil of Sleep: This gives a creature a recurring bounce ability.
  13. Spin Into Myth: Like Hinder, this card tucks the general under the player’s library… or any other pest that keeps finding its way back.
  14. Steal Artifact: Why pay $10 for a Sol Ring when you can borrow it from someone else?
  15. Steal Enchantment: Same idea as Steal Artifact. There’s also Aura Graft.
  16. Thought Reflection: Card draw is crucial in EDH, and this one delivers it in spades. If you can scrounge up seven mana, your hand will topple over into Library of Leng land in no time.
  17. Voidmage Husher: Activated abilities are the worst. That’s why it’s great to have a counter for them, on a stick! She also comes with built-in bounce back for recur.
  18. Well-Laid Plans: Even though this is a blue card, it really compliments a deck with three or more colors. Creatures can’t deal damage to other creatures that share their color—and that applies to everything, not just you. Imagine the mayhem. :]
  19. Zephid’s Embrace: Give a creature +2/+2, flying and shroud. Urza cards are full of so much love.

White

  1. Angelic ArbiterKismet: If an opponent casts a spell, they can’t attack. If they attack, they can’t cast a spell. And she’s a 5/6 flier for 7 mana!
  2. Armored Ascension: In a mono-white deck, this is the best; enchanted creature gets +1/+1 for each plains you control and has flying.
  3. Cloudchaser Kestrel: Destroy an enchantment, then get a 2/2 flying blocker. This little bird also turns other permanents white, for what it’s worth.
  4. Crib Swap: Classic white removal with a little humor.
  5. Faith’s Fetters: This enchant lets you lock our a permanent’s activated abilities, and if it’s a creature, it can’t attack or block. As a bonus, you gain 4 life.
  6. Favorable Destiny: White doesn’t run much shroud, so every card is useful.
  7. Humble:  An instant that turns a creature into a 0/1.
  8. Kismet: Artifacts, creatures and lands your opponents play come into play tapped.
  9. Return to Dust: Removal is one of those things white is all about. So why not do it in style, with an instant that hits enchantments or artifacts, then seals the deal with exile? Also, there’s Dust to Dust.
  10. Soltari Visionary: Every time he hits a player, destroy one of their enchantments—and he has shadow!
  11. World Queller: This 4/4 will get rid of one card type every turn. You may choose any card type, so if you don’t feel like him going off, choose instant or sorcery.

Multi-color

  1. Bant CharmShielding Plax: So you know those cards that tuck the general at the bottom of the library? This baby comes equipped with that, plus artifact destruction and a counterspell. Take your pick with what you need.
  2. Castigate: If you’re running black and white, this is a sweet deal. Take a look at a player’s hand and exile one of their cards.
  3. Cloud Cover: This white and blue enchantment allows you to bounce your permanents to your hand if an opponent targets them.
  4. Clout of the Dominus: Is your deck running red and blue? Then your general is dying for this.
  5. Fists of the Demigod: Give a creature wither, first strike and up to +2/+2—all for two mana. Requires a black and red deck.
  6. Naya Charm: Like Bant Charm, this has three possibilities; a Lightning Bolt, tapping all creatures a player controls, or getting a creature back from your graveyard.
  7. Shield of the Oversoul: For 3 mana, including green or white, this enchant hands out indestructibility, flying and +2/+2.
  8. Shielding Plax: Green and blue players rejoice, you have an enchant that gives your general troll shroud! As an added bonus, this enchant lets you draw a card.
  9. Sleeper’s Robe: This blue and black enchant makes a creature unblock and gives card draw.
  10. Squee’s Embrace: If you’re running white and red, it never hurts to give a creature +2/+2; the best part, though, is the creature comes back to your hand when it hits the graveyard.
  11. Steel of the Godhead: 3 mana blue and white enchant gives lifelink, +2/+2 and makes a creature unblockable. Not too shabby.
  12. Traces of Abundance: Give your favorite land shroud, then let it produce one additional mana of any color. If you’re running red, white and green, this is a must!

Land

  1. Azorius Chancery: White and blue land.
  2. Blinkmoth Well: Use this land for mana, or for tapping another player’s artifact.
  3. Boros Garrison: Red and white land.
  4. Dimir Aqueduct: Blue and black land.
  5. Evolving Wilds: Lets you tutor a basic land.
  6. Golgari Rot Farm: Black and green land.
  7. Gruul Turf: Red and green land.
  8. Izzet Boilworks: Blue and red land.
  9. Novijen, Heart of Progress: Solid land for a green and blue deck that relies on counters.
  10. Orzhov Basilica: White and black land.
  11. Prahv, Spires of Order: Damage prevention land for a white and blue deck.
  12. Rakdos Carnarium: Black and red land.
  13. Rupture Spire: I plop these in my five color decks. This produces one of any color, but you have to pay one when you bring it into play.
  14. Selesnya Sanctuary: Green and white land.
  15. Simic Growth Chamber: Green and blue land.
  16. Skarrg, the Rage Pits: A red and green land that gives a creature trample.
  17. Terramorphic Expanse: Tutors a land, like Evolving Wilds.
  18. Vitu-Ghazi, the City Tree: A green and white land that produces fuzzy saproling friends.

Note that $$ are based on the medium price range at MagicCards.info. Your local shop could sell them for more—or, better yet, for under a quarter!

If you’re looking for the best EDH cards, regardless of price, try the MTG Salvation thread on the top 35 cards of each color.

Faith’s Fetters: This enchant lets you lock our a permanent’s activated abilities, and if it’s a creature, it can’t attack or block. As a bonus, you gain 4 life.

D&D Review: Resources for DnD 3.5

The Dungeons and Dragons 3.5 system, or d20 system, is alive and running with today’s Pathfinder, for players that haven’t adopted Dungeons and Dragons 4.0. If you’re looking for the original Dungeons and Dragons 3.5 rulebooks though, versus the d20 system presented in Pathfinder, you’ll be hard-pressed to pick up anything at cover value. Books are running $50+ on Amazon.com, and other big-name vendors are either out of stock, or listing with similar price tags.

One way to get around this problem is to hunt for books on eBay, which seems to be in the $30 – $40 final bidding range. Some books are going to lucky buyers for $20 to $25.

Prepare for Your 3.5 AdventureIf you’re wanting to get the rules for next to nothing though, consider the online SRDs, or System Reference Documents:

You can also access Wizards of the Coast’s archives for 3.5 resources and ideas, from Variant Beholders to articles on conflicts and plot twists. It takes a little digging versus the readily available Dungeons and Dragons 4.0 resources, but they’re still in the shadowy vestiges of the interwebs!

For some additional 3.5 Dungeons and Dragons toys online, check out:

Also, if this is your first time playing 3.5 Dungeons and Dragons, make sure to check out my “Your First Dungeons and Dragons Game“—and grats on your new gaming hobby!

D&D Review: First Dungeons and Dragons Game

I’m six years old and bored of hanging out at home, so I jump on the invitation to visit my neighbor. She’s a little younger than me, but all the other kids are huge; and not in that rounded sort of way, but in the godly sense. Like they’ve crossed a chasm I’ve only recently discovered.

These wise, young men [of the ripe ages eight to eleven] have lived through a golden age. They’re gathered around a table, eating their ambrosia-shaped chips. And they’re rolling funny dice while they laugh at sheets of paper.

If this sounds familiar to you, I’m sure you’re grinning. Maybe your first Dungeons and Dragons game was like mine. But if you’re reading this because you want to try out Dungeons and Dragons, well, the what-the-heck experience isn’t impacted by age. I’d know, since I just introduced two friends to Dungeons and Dragons last Friday.

Dungeons and Dragons Spider

We fought giant spiders in our first DnD game.

Their first session included the following questions:

  • What if I don’t like what the DM is doing?
  • What if we don’t do the things the DM expects us to do?
  • What am I doing again?
  • How dense is cork?
  • May I have an octopus?
  • What would you do?

I asked questions like this, too. Especially about the octopus animal companion. And our group had answers, which is why I simply must stress: it’s important to start with veterans. This game’s infinitely easier led by example, with a little monkey-see-monkey-do. If I had to learn Dungeons and Dragons from the Player’s Handbook, I’d ninja-star it into a dark place. Or maybe slide it under the bed.

Speaking of the Player’s Handbook!—you’ll need supplies.

Everything You Need to Get Started

  1. A set of polyhedral dice.
  2. A Player’s Handbook. I’m linking to my favorite, but there are different books available for 1st through 4th edition.
  3. Paper and pencil.

The Dungeon Master’s Guide and Monster Manual help, but your PHB should come with some monsters in the back for play-testing. You can also use the d20 SRD for free 3.5 edition rules.

What You Should Know — and Expect!

People play DnD differently, just like the PvP and PvE crowds of World of Warcraft. What’ll happen in your game will depend on the group’s gaming style, but here are some gimmes to get you started:

  1. You’ll create a character. You’ll have to choose their race (elves, dwarves and gnomes, oh my!), their class and other important aspects about them. Your character will act as your persona, similar to an avatar in an MMO. You’ve just become a fiction writer, but you don’t have to worry about those pesky plots and settings.
  2. You’ll probably get in a fight. This will involve arithmetic and dice rolling, and it may involve miniatures. (If it involves swinging plastic weapons at each other, that’s called live action roleplaying, and it’s C-O-M-P-L-E-T-E-L-Y different from what we’re talking about here.) Battles are quintessential to DnD. If you’re not getting into this aspect of your first Dungeons and Dragons game, you should be on red alert. This may not be the hobby for you.
  3. You’ll more than likely get into roleplaying. At least, I sure hope you will. This is when you step into the shoes of your character, speaking from their perspective instead of yours. It’s like playing dolls, or cops and robbers, only you aren’t three years old. And you get to crack a lot of inappropriate jokes.

If you gear up for your first time, and approach it with the right expectations, you shouldn’t get disappointed by this long-lived form of gaming. Just think, Dungeons and Dragons was the start of it all! I think it’s even before Zelda. I know, ghastly!

Here are some additional resources that could help DMing, if you’re a first timer without any veteran players: